All level 50s will be noobs on the day on 1.20.
All level 50s will be noobs on the day on 1.20.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
Looking at the mage classes... Honestly, they look like good classes, I will say that.
The Black Mage and the class its derived from certainly look neat. It's interesting how the three elements seem to have their place: fire for crowds, lightning for spike damage, and ice for movement-altering utility. It's set up in a pretty easy-to-understand and familiar manner in which players can look at them and say "Hey, this is pretty familiar, I know what to do with these."
The White Mage and its original class seem to fit in with a woodsy place; the Aero-Tornado combo and the Stone-Quake combo (will those remain the spell names?) both look like they could be fun uses of my MP for when I'm not actively healing, and those are good, appropriate elements for nature-loving tree-huggers. Very druidic, not bad, but I'd have loved to see water, my favorite element, represented.
That being said...
I'm seriously concerned. Where's the class that "possesses the ability to call forth and command the latent aether within oneself through deep introspection" and has a mastery over "powers of life, death, and the beyond"? What happened to the class that "calls upon elemental forces present in nature"? Why is the job/class that's all about preserving one's life force and raising the dead based "where the voices of Eorzea's elementals are said to be most powerful" while the elemental nuker comes from a temple and ossuary, a place meant to serve as the final resting place of a person's remains?
If we're getting such drastic class changes in 1.20, it had better come with equally drastic changes to the guilds, the quests, the story...
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