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This is a good idea. It would do a lot to improve more specialization when people are putting abilities on their bar.I think they can keep the current system with some modifications.
Aside from class balancing, I think all classes could have their base job effectiveness reduced by 50% or so. The higher percentage of DoW or DoM skills you have equipped will increase your class affinity with the desired specialization.
This could even be broken up further. For example:
-ConjurerRobert likes to heal his friends. Of all his equipped skills, 70% of them are healing and defensive. This increases his innate healing ability by a large percent. ConjurerRobert is now WhiteMageBob. Yay!
-ConjurerHoward enjoys long walks on the beach and big flashy spells that tend to cook his enemies from the inside out. Naturally, he equips 90% offensive spells. Specializing in offensive spells increases his M. Acc, and M. Atk. BlackMageHowie is born.
Anyhow, the same could be done for skills that have an emphasis on attack, accuracy, defense, evasion, and whatever else people would find desirable or easy to implement. In this way people could equip their real job's skill for a more specialized, party build; or they could do the hybrid thing for soloing.
In most games, there's a trade off. Generally classes that do a lot of damage have less utility and vice versa. Personally, I think cross-classing abilities is too effective in its current state.
That said, alot of people still showed concern for making the classes well defined in the poll. I believe they mentioned it being one of their many changes prompted by the player polls. Guess its just a difference in opinion. I'm not saying they should scrap the armoury system. I merely want them to improve it.None of the 2 classes really play alike if you actually group up and get away from leves honestly.
Glad Tanks (strongest tank, worst dmg)
Mar (sorta the middle ground tank and semi decent dmg)
Pug is about evasion tanking and counter attacks
Lancer is one of the most useful classes with a haste ability, evasion down ability, and multiple increase tp gain abilities.
archer is a range dd power house with crazy tp generating abilities (multishot and trifunicate)
Thurm has the strongest dots and debuffs. {easily the best soloing class in the game bar none}
Conj has the main cure spells and strongest nukes.
The only thing that plays the same on them is if you zerg crap down in behest, or you solo (since you are always a dd in that case) or you do leves all the time they are all zergs.
Honestly I feel the classes are what you make of them, I have leveled all classes above 30 now and not 1 of them plays the same at all. Unless you count dmging the mob as being the same.
People need to remember characters are blank canvases. the classes are the paints. You have to make something. Using only 1 color makes a boring painting... which I feel is half the people's complaints with my class is boring. They never made a job out of it.
For those from XI. Make a ranger from your archer, make a pld from your glad, make a blm, make a whm, make a tanking pug, make a dd pug, make a tanking mar, make a dd mar, and the list goes on. Watch any big shell fight a endgame mob and see what they are all doing, you will see then that things are very different in the end.
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