PGL seems disapointing tbh they have to many mp move for my taste they need a move to restore mp. They should make an trait that restore's mp when using second wind for pgl.
Edit: If mp becomes a problem on pgl i may axe the job i love so much ; ;
PGL seems disapointing tbh they have to many mp move for my taste they need a move to restore mp. They should make an trait that restore's mp when using second wind for pgl.
Edit: If mp becomes a problem on pgl i may axe the job i love so much ; ;
I still don't get why cnj is not blm..... commune with the elementals in the forest and they get power from nature all around em, they should be able to use the elements.
originally they wanted two mage classes each to be able to do curing, so now that it's time for advanced jobs it messes everything up.
Perhaps they need to create a 3rd mage class (arcanist?) that focuses on healing so that way con could be blm and thm be rdm or even whm? From a story perspective white mage could come from that other temple in ul'dah which is dedicated to the astral side of Nald'thal
archer as bard which is also silly beyond reason, Not to say I'm not looking forward to a bow harp concoction . it just strikes me as ridiculous and I'm having a very hard time following the train of thought here
IMO, I've yet to play it, The only class/job that doesn't look annoying, is MRD/WAR.
I figured they would remove most of what I enjoyed out of the game with this, but dang this is crazy.
Oh well...
Okay, after reading it all, not so sure if I like some of the changes, specially to thaumaturges. They pretty much removed all debuffs. Paralyze, Poison, Silence, Slow, the absorbs, all gone. Even contagion. I will miss contagion lol.
Worse yet, some of these are not even available to any class at all, like Silence. Stronghold parties shall be fun without that one.
They are either planning to release Arcanist pretty soon and make him a debuffer or else I simply don't know why they completely removed the debuffing aspect of THM, previously a major part of the class, and left us with no alternative at all to deal some of these lost effects.
I'm not that mad just because I do happen to also like plain old nuking, but I'm a little saddened to see that we've lost the only debuffer class in the game.
If VIT and DEF values are done properly with the Gladiator/Paladin's abilities they should be the tank powerhouse. Think of Paladin as a turtle with low HP but it can takea hit. So in the case where WAR may be getting hit for 200-300 while tanking, PLD may only take 100-150, plus they have healing utlity to increase their survivability.
I mean just look at this Magic spell lol "Restores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own." That's quite the Utlity, so while a Warrior may have hate at a certain portion of the battle, when their HP reaches under 50% PLD could use that ability to spike their enmity as well as heal themselves and ally in the process.
Plus there is this "Blocks the next attack made against you and grants HP in proportion to damage sustained."
But ya, overall from what's been noted I doubt PLD/GLA has anything to worry about when it comes to tankning lol.
@AdvancedWind
When I heard about their only being 15 actions per class I pondered if perhaps Arcanist may be introduced to become the enfeebler. When the game was released they just condensed the mage into 2 classes which gave them an overwhelming amount of abilities compared to other classes. o_O It will be interesting though if it 1.20 we lose access to enfeebles we use to have which was another fear I had about this update, with the changes being made I do wonder if Ifrit will be made harder cause of the abilities we have lost. While we have caught a glimpse of what jobs have to offer the problem with that is we won't see that for another update so we can't really base strategies against Ifrit or even the Moogles with the job abilities in mind.
Then again the last problem is with these changes coming into 1.20 and even though they will give people time to test it out, I would have to say this is the worse time to say they want to start charging lol. With how great the changes appear to be it would be wiser to charge at 1.21 when the "playability" of classes/jobs is fully released. To eliminate the current battle concept in favor of a new one around the time they want to start charging does appear to be a bad strategy. While it could turn out to be a good change I can imagine many might be unhappy that the strategies they use to have are no longer useable in battle and may not want to pay just to see if the classes are any good without the jobs being released in 1.21. Though that's always be the first thing on my mind, they should wait til the job system is released before charging since then people will be able to get an actual feel of the entire system.
When 1.20 comes around and perhaps people are giving a week to test things out, I think many might see it as an incomplete concept and just wait for 1.21 to come up before thinking it'll be worthwhile to pay for.
Last edited by Airget; 11-18-2011 at 11:03 PM.
Agreed. Quite honestly this alone is my main peeve. Unless I missed something along the way, nothing in the Conjurer storyline nor game-lore dictated that Conjurer was a healer. I believe it's true that they were there to seek peace and protect rather than blow things up with their command of the elements, yet the view Yoshida's got here is going heavily against the in-game lore from what I see so far.
Isn't this what Conjurer does? Apparently they've switched roles now.Thaumaturges are casters who command spells of the six elements to wreak havoc on their enemies.
Last edited by Mihana; 11-18-2011 at 10:59 PM.
Who cares about lore when the whole game is changing when 2.0 hits the CNJ story may be completely different.
Edit: Also look @ the pic of the class reforms you can see the new casting animation for white magic.
They axed Water but Leviathan is planned and already in the dat files, so that excuse is invalid.
Looks like paralyna to me.
Which brings me to
- No more Paralyze?
- No more Poison?
- No more Slow? (Excluding Pugs Triple Combo)
no Umbral/Dark thus no Dia?
no Astral/Light thus no Bio?
THM Mag. 9 is a type of Shock spikes or has that been removed too?
It feels very incomplete, there is only 9-11 skills per class, what happened to this 15 ? or was that including combo ones, forcing you to combo. And what the heck is up with 4 skills per job? Thats a bit low.
Last edited by viion; 11-18-2011 at 11:07 PM.
Yeah, because Shell, Protect, Stoneskin, Cure, none of those have ANYTHING to do with whm. @.@
Oh, another thing: Guess that traits won't be revealed at all till patch notes. Oh well
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