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  1. #21
    Player
    Lapulapu's Avatar
    Join Date
    Apr 2011
    Location
    gridania
    Posts
    98
    Character
    Lapulapu Surtur
    World
    Sargatanas
    Main Class
    Pugilist Lv 90
    A musketeer (French: mousquetaire) was an early modern type of infantry soldier equipped with a musket. Musketeers were an important part of early modern armies, particularly in Europe. They sometimes could fight on horseback, like a dragoon or a cavalryman. The musketeer was a precursor to the rifleman.

    Musketeers fought in battle both on foot (infantry) and on horseback (dragoons).

    The Three Musketeers, in the magazine Le Siècle between March and July 1844. The author, Alexandre Dumas, père, based his work on the book Mémoires de Monsieur d'Artagnan, capitaine lieutenant de la première compagnie des Mousquetaires du Roi (Memoirs of Mister d'Artagnan, Lieutenant Captain of the first company of the King's Musketeers) by Gatien de Courtilz de Sandras (Cologne, 1700).

    "The Three Musketeers" is what made fencing Musketeers a popular notion when they actually used muskets as their main arm.

    Source; http://en.wikipedia.org/wiki/Musketeer

  2. #22
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Sleverin View Post
    Is Sorcerer the Swordmage that I'm thinking of? With the cool turban and cape and with the ability to cast Bio and such on the swords? I've been crying for that class since I first played XI, that looked really cool and I would play the hell out of it.
    I believe your thinking of Mystic(Runic) Knight from FF5, although FF11 and FF Tactics Blue Mages do don turbans. I wouldn't completely rely on lore from previous games however, often the roles of jobs become disassociated and varied compared to different titles with only a handful of aspects carried over like RDM being able to melee and cast white and black magic, PLD being a tank or DD with healing abilities, DRK having sacrificing abilities to increase damage, etc the role of a job itself may change.
    (1)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  3. #23
    Player

    Join Date
    Apr 2012
    Location
    The Eorzean library
    Posts
    1,118
    iirc Sorcerer was what Mystic Knight was known as in Japan.

    And I'd love a turban wielding spell sword.
    (0)

  4. #24
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Rustyhagun View Post
    Once again Musketeer Guild class is for: etc
    Hellalulah!

    Musketeer =/= "The Three Musketeers"

    The class "Musketeer" I would imagine would be more of a Vincent (ff7) and Irvine (ff8) stem. Although these characters didn't always have a "musket" style weapon, they usually carried a double barrelled one handed shotgun or something similar.

    More on topic - the stems from class>job should look more like
    Fencer > RDM
    Musketeer > COR
    (in my opinion).

    As for Monks losing elemental fists and MP dependency, I asked that question in another thread in a more specific sense- Will the MNK relic be adjusted since MP is no longer needed?

    On a side note they could potentially keep elemental fists or some form of stance that requires MP with the same enhancments (increased defence [earth], increased attack [fire], reduced recast/fast movement [wind]) without the elemental affinity tied to these. i.e. keep the advantages of the fists but lose the element...

    Just a thought, but my impressions are that MNK's whole concept is being reworked.
    (0)

  5. #25
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Well I think they said the PUG/MNK would take more of a combo heavy setup, so they may have moves with multiple combo potential whereallthere abilities have multiple types of "combos" that intiate different effects when used.

    Like a Dragon Kick could have 3 combo types:
    Jab-Backhand= Decrease recast of DK
    Backhand-Hook= Increase dmg of combos for next 30 seconds
    Jab-Hook-Backhand= increase dmg and chance of crit, if crit does more dmg then regular crit

    Something to that extent is where I see they may take PUG/MNK in terms of comboing and it would be neat to see if that's the case, where they can gain different effect based on how they combo their attacks up to the final part of said combo. Of course the trick with them then is to watch their TP as they perform combos and make sure they don't run out, since I think they did add that with the change in TP and the way combos work, we will no longer get the "bonus" in 1.0 where no tp was used during combos, so instead of 500-free-free it'll be 500-500-500-500 to use the combo since they are doing away with the positioning aspect I believe.

    Of course all that info is subject to change they may work it out differently though it is hard to say til one can actually get a hands on feel of it. Even then it's not like anyone would be able to talk about it. It would be nice if we did get some news on how the ability system will change come 2.0 since it did sound like they wanted to give the classes more abilities to use.
    (0)

  6. #26
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    I personally welcome a bit of a change to the job as at the moment it feels like DRG and MNK share too many similarities (regarding play style). The way I understood the combo system for MNK was more of a chain system though.. Where you could do (as an example) a full HF combo > full thrash combo > full DK combo, and chaining those combo's gave you increased dmg for each set of combo's performed (like hmm Skillchains in XI).

    I do like the idea of MNK being more of a "martial artist" by giving it defensive / counter / guard abilities and such as well and making it a possible evasion style tank (moreso then it is at least) however I guess all of this is just speculation.
    (0)

  7. #27
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
    Location
    Yes
    Posts
    1,438
    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by SwordCoheir View Post
    I believe your thinking of Mystic(Runic) Knight from FF5, although FF11 and FF Tactics Blue Mages do don turbans. I wouldn't completely rely on lore from previous games however, often the roles of jobs become disassociated and varied compared to different titles with only a handful of aspects carried over like RDM being able to melee and cast white and black magic, PLD being a tank or DD with healing abilities, DRK having sacrificing abilities to increase damage, etc the role of a job itself may change.
    The original translation for Mystic Knight was Sorcerer on the PS1 version, hence why many people know it by that name even though Sorcerer doesn't really describe the job very well.
    (1)

  8. #28
    Player
    A_Hortensia's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    155
    Character
    Arista Hortensia
    World
    Hyperion
    Main Class
    White Mage Lv 70
    BRD has the feather in the hat.
    So hopefully they go with a different art style with a new RDM.
    In FFXI, Blue Mage dressed like a FFV Sorcerer. That means the FFV BLU style is still up for grabs!
    So RDM should dress like this:



    That's all I want to contribute.
    I hope MNK keeps stances and MP reliance.
    (0)
    Last edited by A_Hortensia; 11-18-2012 at 12:24 AM.

    '04 FFXI: Shield Kites - Paladin - Mithra - Windurst - Diabolos

  9. #29
    Player
    Wilksha's Avatar
    Join Date
    Dec 2011
    Posts
    278
    Character
    Rosetta Rouge
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Tuxedo Mask RDM '.' OMG no!
    (1)

  10. #30
    Player
    Vanguard319's Avatar
    Join Date
    Mar 2011
    Location
    I've returned! First I find pants, then Louisoix dies for sending me to the void.
    Posts
    1,272
    Character
    Uni Neko
    World
    Hyperion
    Main Class
    Archer Lv 72
    I think I'd rather keep the elemental stances, they gave monk the ability to do decent damage to enemies who are resistant to physical damage, plus fists of wind was good for getting around quickly in areas chocobos couldn't go. Besides, who's to say that just because monk may get more combos, they'll get rid of stances?
    (0)

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