As much as I loved FFXI (and Geomancer too), I don't think I'll go back. I never even reached lvl 75 after years of playing it, because I was too casual. FFXIV is way more forgiving in that aspect, so I'll stay where I am.
As much as I loved FFXI (and Geomancer too), I don't think I'll go back. I never even reached lvl 75 after years of playing it, because I was too casual. FFXIV is way more forgiving in that aspect, so I'll stay where I am.
Well, FF11 is more casual friendly now than it has ever been. Leveling up and meriting is effortless, you can get "decent" gear with just 2-3 people joining you. Don't even have to grind for money anymore, cause there is so much easily available r/e gear, and leveling is too casual for people to even care about your gear being 20 levels too low.
It's intriguing. I'll probably resub to explore the new lands but I don't think I'll be captivated any more.
Geomancer is cool though, really surprised they managed to make that job uniquely different.
Rune Fencer, the 2nd new FFXI job.
Wonder if it's all a psyche, I mean they did promise us Judgemaster back when A Shanotto Ascension Episode came out about 3-4 years ago. Then again they also said it would divulge into the true Mitheran homeland with that episode and that was nothing but disappointment, just watch they'll turn around and say PS2 limitations and just rehash more zones or something.
Last edited by SwordCoheir; 06-24-2012 at 11:43 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Actually they announced tonight that they're and have been rebuilding the system from the ground up. Rebuilding ancient systems that lets them bypass PS2 limitations.
Your attitude is worse for XIV than 'XI fanboys'
They are rebuilding the system? Happen to have a link? I'm interested!
It was on the stream which has ended, but there's lots of info flying around, they showed a video of the new UI, and said that classes will be able to have new abilities. (There was a problem wherein DRG for example had hit the cap of available abilities, that's why things had to share timers) They then went on to say that a lot of old systems are going to be completely revamped with the release of the expansion pack.
Rune Fencer sounds like a WoW Clone Death Knight to me.
Originally Posted by www.wowwiki.com/Death_Knight
The Rune System Edit
Runes as shown at BlizzCon 2007 (outdated). Early beta frame removed due to pet difficulties (outdated). The final frame art used since WotLK public release.
The death knight uses a unique rune-based resource system to govern his/her spells and abilities. Three rune types exist: blood, frost, and unholy, each with an attached color and symbol. Using certain abilities exhausts one or more runes, starting a cooldown of 10 seconds. After the cooldown, the runes refresh. The death knight can use spells to turn a rune into a Death Rune, which can be used as a blood, frost, or unholy rune. In addition, whenever the death knight uses a rune ability against a foe, it builds up a certain amount of Runic Power. This Runic Power is only used by few abilities. All abilities that use Runic Power use a set amount, like Death Coil. Death knights cannot reallocate the number and type of runes - they are fixed to two runes of each type.
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