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  1. #271
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Xeia View Post
    THANK YOU!

    I had a whole topic about the various rumors about ACN/SMN a while back and was trying to either substantiate or debunk all of them, this was the only one nobody would comment on :3 You're awesome.

    You're right about ACN having changed a lot since v1, of course, but that was Tanaka's design. It just seems unlikely they'll make heavy changes to the recent announcement they made of the new ACN designed just for ARR.
    YAY I HELPED! =)

    I guess you're right, the biggest change I'd anticipate is the changing of their weapon (although I still love the idea of a Primal materialising from the pages of a Grimoire!). I don't think it'd be much trouble just to copy and paste all of their abilities onto a different class altogether, though. Guess we'll see =/

    [Please please please don't do ACN > SMN + SCH </3]
    (0)

  2. #272
    Player
    Klive's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    533
    Character
    Klynwilf Spellrifter
    World
    Adamantoise
    Main Class
    Arcanist Lv 60
    That awkward moment when have more to say but can't...
    (1)
    Forum Lurker Extraordinaire.
    Like a good stalker, I'm always there.

  3. #273
    Player
    ArkhamNative's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    890
    Character
    Santori Zhonets
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Klive View Post
    That awkward moment when have more to say but can't...
    Hopefully in less than 2 weeks everyone will either hear about such things in detail at E3, or actually experience them in Phase 3.

    As for early CNJ/THM, ah, nostalgia. Their spells were a confusing mess. CNJ had all the nukes, THM I think had the only HOT, and other WHM and BLM spells seemed randomly distributed between the two.
    (0)

  4. #274
    Quote Originally Posted by Fantasia View Post
    And I agree, SCH's class should not be able to access a summon... it's a bit too far out of the SCH capabilities in my opinion, even though in other games they have been able to access dark, elemental, healing (etc) magics to some degree, summoning just makes me weary.
    Erm, in FFXI Scholars are capable of summoning but not in the traditional sense (and was only tied toward the lore/NPCs.) They summoned debuff tubes which gives off a Paralyze/Slow/Bind/Silence aura that affects anything in it's range. SE later gave players the ability to buy a temporary version of them during campaign battles.

    So summoning isn't out of their reach perse, it just wouldn't be in the traditional sense, it would be more like XIV 1.0's Arcanist if anything.
    (0)

  5. #275
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Elexia View Post
    Erm, in FFXI Scholars are capable of summoning but not in the traditional sense (and was only tied toward the lore/NPCs.) They summoned debuff tubes which gives off a Paralyze/Slow/Bind/Silence aura that affects anything in it's range. SE later gave players the ability to buy a temporary version of them during campaign battles.

    So summoning isn't out of their reach perse, it just wouldn't be in the traditional sense, it would be more like XIV 1.0's Arcanist if anything.
    That's completely different to summoning magic though, comparing "tubes" to the Primals/Avatars is bizarre.
    (And sounds exactly like how XI's Geomancer works.)
    (0)

  6. #276
    Quote Originally Posted by Fantasia View Post
    That's completely different to summoning magic though, comparing "tubes" to the Primals/Avatars is bizarre.
    (And sounds exactly like how XI's Geomancer works.)
    It's more like this per data pertaining to Arcanist in 1.0's file:

    [Arcanist]
    - A Disciple of Magic that makes use of magic along with mechanics.
    - Their guild is currently located in Limsa Lominsa.
    - Their magic skill is called "Arcanima."
    - Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
    - They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
    - Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
    - Their weapon is a combination of a staff and mechanics.
    - Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
    - There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.


    So yeah it's still a type of summoning (just like Geomancy is) but it's not the traditional type, so that's why I said summoning isn't too far fetched, you just wouldn't look at it in the way of calling a primal's essence or carbuncle.
    (0)

  7. #277
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Elexia View Post
    It's more like this per data pertaining to Arcanist in 1.0's file:

    [Arcanist]
    - A Disciple of Magic that makes use of magic along with mechanics.
    - Their guild is currently located in Limsa Lominsa.
    - Their magic skill is called "Arcanima."
    - Their normal attack is called "Magic Missle", which uses "arcance" magic. Damage type varies with equipped item.
    - They can use "Create Distaff" to create Arcane Distaffs and use "Animate Distaff" to animate them, placing them down and activating them. Distaffs are items imbued with power by the arcanist. They can be placed down as traps, arcanima fields, and more. There is a limit number of distaffs that can be placed down per party, and they have a set duration.
    - Their actions "Create Distaff" and "Animate Distaff" are similar to "Refill" as Archer or normal attacks as classes. They cost no action points, MP, or TP.
    - Their weapon is a combination of a staff and mechanics.
    - Their weapon deals various element damage similar to other magic users. Their primary elements are Ice, Earth, and Water (identical to Thaumaturge), which is actually Umbral damage.
    - There are currently two types of arcanima items, fields and traps. The arcanist imbues items with power to create these. There is a limit of arcanima items you can imbue at a time. Arcanima items expire. There is a limit of how many can be active in a party at once. Each arcanima item has a set function (trap or field). You may be able to interchange some, but maybe they each only have one function. Arcanima fields "complete" in some way. They could do something after a set time of being set down, or simply be on a time limit. It could also just be a message for a successful imbue.


    So yeah it's still a type of summoning (just like Geomancy is) but it's not the traditional type, so that's why I said summoning isn't too far fetched, you just wouldn't look at it in the way of calling a primal's essence or carbuncle.
    Ah right, I misunderstood a little. I still wouldn't call it "summoning" the ACN runes, though, as the term clearly refers to a different aspect in this game. It'd be like referring to the SMN pets as "Conjury", since they are kind of conjured, but the word itself is related to a different class of magic.

    But I'm just being pedantic =b
    (1)

  8. #278
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Just found this; Musketeer > Scholar:

    Edit: Image URL changed =/
    (2)
    Last edited by Fantasia; 06-06-2013 at 08:44 AM.

  9. #279
    Player SkyeWindbinder's Avatar
    Join Date
    Aug 2012
    Posts
    1,256
    Character
    Skye Windbinder
    World
    Masamune
    Main Class
    Conjurer Lv 67
    What the heck does the scholar even do?

    It sounds like a sort of profession like cooking for something. lol
    (1)

  10. #280
    Player
    Fantasia's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    560
    Character
    Aqu'a Fantasia
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by SkyeWindbinder View Post
    What the heck does the scholar even do?

    It sounds like a sort of profession like cooking for something. lol
    We don't know what it does in this game, yet.

    In FFIII, it used elemental "Tomes" to attack, and had the ability to Cure as well as most other jobs.

    In XI, it had the potential of switching between 2 modes: Light Arts and Dark Arts, which made it very versatile and (frankly) and amazingly fun job to play!

    Light Arts = Boosted Healing, Enhancing, and Divine (e.g. Holy/Flash) magic skills, and granted access to more white magic spells (When you used a certain skill, "addendum") when Light Arts was active. It had access to a lot of unique abilities, such as transforming single target buffs into AoE, reducing cast/recast time by 50%, increasing the duration of enhancing magics, increasing potency of cure spells etc, as well as unique spells, such as a TP regen, enmity boosts/suppression, and very potent Regen spells.

    Dark Arts = Boosted Elemental, Dark, and Enfeebling magic skills, and granted access to more black magic spells. Also had unique abilities such as making single target debuffs AoE, reducing MP cost by 50%, blah blah. Could access many BLM spells, but only single target BLM spells at their highest teir (e.g, Blizzard V) though, but could increase their power and gave some BLMs a run for their money.
    (1)

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