Page 1 of 2 1 2 LastLast
Results 1 to 10 of 13

Hybrid View

  1. #1
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90

    Disciples of Magic in A Realm Reborn

    Q: In ARR, will Disciples of Magic be able to cast spells while in passive mode?

    A: In ARR, the character will go into active mode and draw their weapon as soon as the casting animation begins.
    I am sorry, in my opinion there are way better questions to ask about Disciples of Magic than this.

    But on this topic, why is it being re-added, and why did 57 (possibly still growing) like this? Isn't this going to cause an animation lock again between taking the weapon out, then cast the spell?

    Regarding Thaumaturge/Conjurer/White Mage, you talked about Monk being a hybrid and that it will be the most reworked class/job. I figured this would go to the disciples of magic since they share abilities making them somewhat hybrids of each other.

    How will Red Mage (When implemented) be any different from White Mage? Since White mage can nuke,enfeeble, and heal, just like Red Mage, are you going to rely solely on it's ability to use a sword?

    Will Thaumaturge/Black Mage have the enfeebles removed from their spells and have their damage increased to the Fire/Ice line?

    I could go on, but time for work.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    All good questions, but I doubt we'll hear anything until well after Arcanist has been put through the loops, including its comparison against other classes in end-game. Which... is unfortunate.

    We still don't the base classes likely to be used for many of the most favored possible jobs-to-come. We can talk theoreticals as to which would be best, how we'd like to see things done, or whether the exact-ability carry-overs are inferior to more unique motif/niche crossovers, etc, but getting actual information is probably pretty far off.

    However, as to whether it creates animation-lock to draw your weapon: it doesn't. The draw time is basically inexistant, merged with the spell cast animation. You can see this in the recent live letter video. That that said animation looks... a bit freakish at best... seems the larger issue, though that's probably the largest category of critiques on ARR already.
    (0)

  3. #3
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    I thought we were supposed to be getting 2 new Disciples of magic, not just 1 class/job.

    What happened to the other one?
    (0)

  4. #4
    Player
    alexhatesmil's Avatar
    Join Date
    May 2011
    Posts
    163
    Character
    Avgustin Narion
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Jinrya-Geki View Post
    How will Red Mage (When implemented) be any different from White Mage? Since White mage can nuke,enfeeble, and heal, just like Red Mage, are you going to rely solely on it's ability to use a sword?
    I think you mean "if implemented". There's been no mention of RDM at all from the dev side, if my memory serves me correctly. They've only talked about Arcanist/Summoner, Musketeer, Ninja, and Samurai.
    (0)

  5. #5
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    I don't see how they can implement it, and make it unique while White mage is the way it is anyway.

    They have no current plans for blue mage.

    By what Summoners seems to be what Black Mage should be. An all-situation caster.

    I don't know. I gave up trying to understand what they doing with it...
    (0)

  6. #6
    Player

    Join Date
    Jun 2011
    Location
    LL
    Posts
    109
    Quote Originally Posted by Jinrya-Geki View Post
    I don't see how they can implement it, and make it unique while White mage is the way it is anyway.

    They have no current plans for blue mage.

    By what Summoners seems to be what Black Mage should be. An all-situation caster.

    I don't know. I gave up trying to understand what they doing with it...
    Your Sig is super annoying.. change it plzz. Thank You
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TypeZ View Post
    Your Sig is super annoying.. change it plzz. Thank You
    ...I like that signature...

    Quote Originally Posted by Jinrya-Geki View Post
    I don't see how they can implement it, and make it unique while White mage is the way it is anyway.

    They have no current plans for blue mage.

    By what Summoners seems to be what Black Mage should be. An all-situation caster.

    I don't know. I gave up trying to understand what they doing with it...
    Well, then what would you have them be, in more than just a general identification? Maybe consider some popular opinions on the forums too, and compare the differences afterwards, between those and what appears possible for the current setup?

    The way I usually look at the classes is that by being as damage-enfeebling centered as a Black Mage is (at least in concept), they usually make the best soloists, centers, or 'cannons' of the casters. Their enfeebling effects use dark-side magic, deal decent damage at the same time. By being enfeeblers rather than buffers, they are target-centric, allowing for quick take downs of enemies when working in tandem, but without that much synergy between casters. Focus is instead on the right priorities or functions being used to enough extent in their appropriate times.

    White mages, inversely, naturally have a bit more party-use. Their light-side spells generally deal a bit less damage, and have utilities that aren't strictly needed in most situations, especially in terms of locking down and nuking an enemy. Ideally, I'd like for their abilities to work well in tandem with Black Mages such as in water aiding lightning damage, wind aiding fire, and earth taking advantage of striking frozen targets, but this is likely beyond SE's needs and won't be done. Spells are a bit more party-centric, prioritizing party members over nuke targets. I suppose that can also work well in 'one versus many' solo situations, but seems more obviously a party-play lead.

    Red and Blue mages are a bit less definitive to me. Both seem to have more to do with the 'tide of battle'. Rather than merely thinking about the targets and the forces to be used, their focus is on the targeting and the forces in play. In the case of Red mages -- enfeebling, branding, swapping between physical and magic focuses, and heavily taking the opportunities for greater effect when they arise. They are the ones who can capitalize on the flow of battle probably more than any other job. Their rapier seems emblematic of this -- quick, and to the point, even if there may be a time leading up to the fatality. Blue mages, inversely, can attempt to control the tide of battle through the abilities in play, stealing them, using their own modifiable arsenal of spells, and trying to turn the tide and flow of different elements without directly guarding against each. As such, the scimitar and other curved blades do seem to fit them well.

    That said, I could make a list of actual abilities I'd like for them to use, but without seeing both the style and exact abilities being used in ARR beforehand, it'd be futile effort.

    *Right now I do like that at least the Arcanist fits the niche of Summoner on the way up. Starting as an enfeebler, using derivative effects in combat, the versatility of their pets as Summoner seems spot-on as a job.
    (1)

  8. #8
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Black Mage is an attack magic specialist meant to deal damage.

    White Mage is a healing and enhancing magic specialist meant to support a party.

    Summoner is an enfeebling magic specialist that also functions as a pet using job.

    Switching to active mode no longer penalizes the player with no MP regen in ARR. There's also no lag in the animation of starting a cast from passive mode.

    You'd know these if you had watched the live letter.
    (1)

  9. #9
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Did they talk about changing spells to Black mage, or redo the enfeeble system so it works better against mobs?
    (0)

  10. #10
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Jinrya-Geki View Post
    Did they talk about changing spells to Black mage, or redo the enfeeble system so it works better against mobs?
    I'm sure every class/job is going to change at least a little, but BLM still remains a nuker, not an enfeebler.
    (0)

Page 1 of 2 1 2 LastLast