

The definition I gave for Thaumaturgy was the one that I found, worded exactly as I put it, I don't really know about it other than that! Regardless I think it fits (and it sounds dark, as a word!)Hehe hence why I felt CNJ -> SMN made sense. :P
And the definition for "thaumaturge" that you gave is a little misleading, as it's specifically deific supernatural stuff, not things like witches and ghosts which are also supernatural. It's the miracle work of saints and holy men (historically, anyway. As with most things, I guess pop-culture's put its own spin on it).
Regardless, I like druid best for WHM. I wish they'd gone with that in the English version too. D:

I think it only sounds dark because you're only knowledge of it is the guild in Ul'dah which is basically a bunch of magical undertakers occasionally going out on vendettas for dead people who had contracts with them. Dark stuff. If you look it up elsewhere, it's pretty explicitly miracle-based magic.
Anywaaaay~~~ I guess I'm derailing the thread more than a little.
As for ACN -> SCH, I suppose the link could still work without changing the in game lore already set up for the class. The way the official page describes them reminds me strongly of the Alchemists from Full Metal Alchemist and they were all pretty... research-driven, as Scholars ought to be. The only issue is Carbuncle, though rumor has it that he's a class-only ability. (I've hunted and asked around but still haven't managed to find a source for that. If somebody has one I'm very interested, please share.) Even if he is restricted to ACN, though, I'm not crazy about the idea of SCH's base class basically having a summon.
I just can't get over the fact that both new jobs use the same weapon, and that only one new class has thus-far been announced. :S I do trust in Yoshi's team for the most part, but they have already made some decisions which made me cry a little on the inside.
Oh god no more elemental strengths/weaknesses... why?
Last edited by Xeia; 06-02-2013 at 03:36 AM.


Since ACN has already changed since 1.0 i.e. they were planned to use mechanical staves and attack by planting "Runes" (or magical traps) on the floor... and that has already changed a lot! Carbuncle IS ACN only, as mentioned in the Special Talk back in September:As for ACN -> SCH, I suppose the link could still work without changing the in game lore already set up for the class. The way the official page describes them reminds me strongly of the Alchemists from Full Metal Alchemist and they were all pretty... research-driven, as Scholars ought to be. The only issue is Carbuncle, though rumor has it that he's a class-only ability. (I've hunted and asked around but still haven't managed to find a source for that. If somebody has one I'm very interested, please share.) Even if he is restricted to ACN, though, I'm not crazy about the idea of SCH's base class basically having a summon.
I just can't get over the fact that both new jobs use the same weapon, and that only one new class has thus-far been announced. :S I do trust in Yoshi's team for the most part, but they have already made some decisions which made me cry a little on the inside.
Oh god no more elemental strengths/weaknesses... why?
"Instead of Carbuncle, Summoners can call upon pets imbued with the power of the Primals" (@54:01)
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.
And the elemental thing bugged me sooo much when I first heard, but I'm over it now and understand why they did what they did. I think it's a good move, now I actually understand their reasoning.

THANK YOU!Carbuncle IS ACN only, as mentioned in the Special Talk back in September:
"Instead of Carbuncle, Summoners can call upon pets imbued with the power of the Primals" (@54:01)
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! =)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.
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]
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.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.
(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.


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.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.
But I'm just being pedantic =b
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