I dont recall seeing anything said about Class specific gear...? IMO the focus will be all on the jobs and by 2.0's release no one in their right mind will be sporting hybrid classes to ifrit, mog, ect.
I dont recall seeing anything said about Class specific gear...? IMO the focus will be all on the jobs and by 2.0's release no one in their right mind will be sporting hybrid classes to ifrit, mog, ect.
http://youtu.be/CFRfL0fmAOU
Considering we don't know the exact specifics of the benefits/limitations that will be put in place with a job stone equip, I don't think any member of the public could give an informed opinion on whether or not classes = jobs. There is no 100% confirmation on if jobs will be restricted to purely their base class' abilities or perhaps 5, instead of 10, cross class abilities.
If this is the case then I believe classes would be incredibly redundant, but if jobs are limited to only their class' abilities then there could still be select circumstances where being a class would make you better suited than the job.
Then there is the possibility that you can use abilities from one other class, selected by SE, that is most likely required to unlock the job. The example Yoshida gave was to unlock PLD, you would need GLD 30 and MRD 15. That would mean you could use a few abilities from MRD on PLD. This could make it harder to simply eliminate classes because multiple are already tied into each job.
Anyways, before I get off topic, my point is that until we know how the class to job relationship works (in the hands-on, practical sense) we don't know if classes should stay or go.
I totally agree, alot of players discuss unconfirmed (or yet to see in-game) features wich result in flame war.Considering we don't know the exact specifics of the benefits/limitations that will be put in place with a job stone equip, I don't think any member of the public could give an informed opinion on whether or not classes = jobs. There is no 100% confirmation on if jobs will be restricted to purely their base class' abilities or perhaps 5, instead of 10, cross class abilities.
If this is the case then I believe classes would be incredibly redundant, but if jobs are limited to only their class' abilities then there could still be select circumstances where being a class would make you better suited than the job.
Then there is the possibility that you can use abilities from one other class, selected by SE, that is most likely required to unlock the job. The example Yoshida gave was to unlock PLD, you would need GLD 30 and MRD 15. That would mean you could use a few abilities from MRD on PLD. This could make it harder to simply eliminate classes because multiple are already tied into each job.
Anyways, before I get off topic, my point is that until we know how the class to job relationship works (in the hands-on, practical sense) we don't know if classes should stay or go.
IMO, discussions should not escalate like this.
Its no secret, the armory system suck... making the game struggle. I wanna be able to take off my polearm and still be a lnc.great example
in the end, both will have their plade depending on what you are doing
some people just will never understand that, or just plain hate the armory system and will do anything or say anything to see it go(why they are even playing the game i dont know if they hate the system so much)
The class/job system is fine. They're going to add more classes and thus more jobs, not to mention eventually multi-class jobs. Considering generally classes = weapon types and jobs = specializations, once enough classes are in the game to cover the necessary weapon types they can create innumerable jobs from any various combinations. The system is fine and actually works a bit like the Tactics line, though not exactly the same.
Yeah I agree, the armory system is great.
TypeZ's postis the type of garbage that makes me sick here. A bullet statement of "how something sucks". No reason, explaination, or justification. If you want to make a comment like that, tell us why or else you just look like a troll. Please, tell us how to improve it......Personally the armory system is what I really like about the game. We need more cross class abilities, and more control over effective stats.
Based on the currently known information about jobs, I'm going to assume that they will primarily serve to enhance the current class system. Let's break it down by looking at CNJ and WHM:
CNJ primary role (currently):
Buff (SS, Protect), Heal, DD. This is a great solo build because it allows for survivability plus damage. In groups, CNJ can be useful mostly as a healer and buffer, but can also throw out the occasional nuke if things are going well and mp consumption isn't a problem.
WHM Role (based on known abilities):
Buff and heal, emergency DD. WHM should have access to all of the current CNJ defensive spells (nukes might be taken away, as Yoshi-P at one point said there would be some limitations when activating a class). WHM Also gains Regen, Esuna (removes weakness), Benediction (huge AoE cure), Chainspell (rapid cures, quick raises), and Holy. Holy, however, consumes all of your MP in order to deal damage, so think of it as a last ditch effort to kill a mob.
Now, WHM abilities are going to be learned from 30-50, but there are a few mysteries that we don't know for sure yet.
1. How much access to other class abilities will be available when in "job mode" - this is huge. If you cannot equip any other skills from other classes, some people may prefer to just play as a class instead of the job.
2. What abilities do you lose when in "job mode" - while I personally feel this is a lesser issue, its certainly in the realm of possibility that losing a couple key class abilities may make the job not seem as important.
Final thoughts:
In the end, it will come down to the unique situation, the make up of the party, and the player's personal play style as to how these jobs will be used by the playerbase. I think once we get out hands on them, we'll learn that certain combinations of jobs with others in a party greatly increase the efficiency of the overall group. As a CNJ, I look forward to switching to WHM when in a group to focus on healing....those nukes on the left side of my action bar tempt me too much, lol. As for eliminating the armoury system once the job system is implemented, for the reasons stated above, it simply won't work. You probably won't be able to solo a WHM to 50, thus eliminating a much sought after (financially) casual player base. Choice and flexibility is the ultimate goal of any modern MMO developer, and as long as the don't put too many restrictions on the job system, it will be an awesome complement to the armoury system.
Gungnir, gugnir, gungir, Odin's weapon.
I don't see the need for a distinction between solo style and a party style with the current game structure, maybe it'll become more apparent down the road. However, I definitely wouldn't miss the armory class names. I'd rather stare at "Dragoon" on the top right of my screen than "Lancer" and "Black Mage" over "Thaumaturge."
I understand where you're coming from here (why not make 1 class fully versatile like the current system), but I like the idea of customizing a role on the fly to fit a given situation. As it stands, certain classes and job combinations make more sense to keep separate, while others don't have as much of a distinction. My example above is a good reason why CNJ and WHM should be separate entities, but a lancer and a dragoon may not have as much of a difference. Again, it comes back to the unknowns about what class limitations will be implemented when activating a job.I don't see the need for a distinction between solo style and a party style with the current game structure, maybe it'll become more apparent down the road. However, I definitely wouldn't miss the armory class names. I'd rather stare at "Dragoon" on the top right of my screen than "Lancer" and "Black Mage" over "Thaumaturge."
Gungnir, gugnir, gungir, Odin's weapon.
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