Hi All,
THANK YOU! Yoshida-san and the Final Fantasy XIV Battle Team!![]()
Now THIS is what I was hoping we'd see with Class Reforms and the debut of the Job System! (^_^)
All the classes / jobs sound *unique* now, and have interesting characteristics, especially with the Combo Potential of tacking on attack after attack.
Paladin sounds amazing!Especially these... Abl. 3 sounds like a mini-version of Invincible (but just vs. Melee).
Marauder / Warrior sounds like a beast!
- PLD Abl. 3 Grants imperviousness to melee attacks. Effect fades upon moving.
- PLD Mag. 1 Restores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own.
- GLD WS 8 - Self AoE Increases enmity of all enemies within range. Can only be used immediately after blocking an attack.
Especially this:
- WAR Abl. 4 Self AoE Increases the maximum HP and attack power of all party members within range, and removes any Sleep effects. Stuns all enemies within range.
Pugilist / Monk sounds like a really fun, directional / positional, combo character.![]()
Lancer / Dragoon sounds like Critical Damage Incarnate.I really look forward to the insane Critical Damage it can do in those Combo Chains. They sound really impressive and... they can "breathe" Fire potentially.
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Archer / Bard sounds really cool also. Support Songs from Bard, but also the ability to deal some good Ranged, Spike Damage (offense) via Archer WS. I can definitely see some potential and *teamwork* involved with using different classes, like having these Bard Songs running to help the low Accuracy of Dragoon:
- BRD Mag. 2 Gradually increases the TP of all party members within range.
- BRD Mag. 3 Increases the physical and magic accuracy of all party members within range.
Conjurer / White Mage sounds pretty fun also. This is the one I was most keenly watching. It sounds like we get a Mini-Benediction (2 Hour-like) ability!
And I really like how they gave White Mage / Conjurer some offensive capabilities. This last Spell sounds *amazing* if done right.
- WHM Abl. 2 Instantly restores HP of all party members.
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I wonder where Shell is though?
- WHM Mag. 3 Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
I think the only one I have some issue with is Thaumaturge / Black Mage. There are some redundancies here that I hope are a typo, or will be changed. For example:
This Combo Chain sounds AMAZING though!
- Why does Conjurer *and* Thaumaturge have Sleep Spell? It doesn't make sense, IMO. I guess it's to help solo mages in the field? But I'd like to see Sleep be on Conjurer only (but can be cross-mapped).
- As viion mentioned, it seems BLM is missing Water Element (even though the description says they're the master of all 6 Elements).
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- THM Mag. 5 Deals fire damage to all enemies within range of the target.
- ∟THM Mag. 6 Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
- ∟THM Mag. 7 Deals fire damage to all enemies within range of the target.Combo: THM Magic 6, Bonus: Reduced cast time.
I can't wait to see what it looks like with Final Visual FX changes! Sounds like a Fire Storm of Destruction!![]()
Overall, I haven't been so excited about Final Fantasy XIV since playing Dzemael for the first time (before figuring out the easy strategies).
There's so much potential here, and it sounds like a good foundation for what people will be doing day in and day out (core combat).
Now I hope the new Skillchain / Battle Regimen 2.0 Combo System (for all party members contributing) can tie this all together.![]()
(And what's cool is that we don't even have the Traits List yet! So there should be more interesting additions there.)
Keep up the good work Yoshida-san!![]()