It's both. If you spend a lot of time in Bastok doing quests you learn that most places in Gustaberg are abandoned mines or related to the mines. The Humes were the boss-men and the Galka were refugees escaping the Anticans and ended up in Bastok. As huge, burly, displaced immigrants, the Hume businessmen exploited them super hard and used them as labor. A lot of gil was made, a shitload of people died in the mines, ghosts, ghosts everywhere. If you climb up the hills in Gustaberg it's all monuments and graveyards for dead miners. I love Bastok but really, the entire war was our fault.
EDIT: Also retracting my earlier statement about GEO. Fucking RUN YEAH
was anyone able to translate the npc dialogue? I'm curious what they say and I noticed a geofont.
Where is the NA version of this![]()
probably wont be one. we werent even told that the JP one was happening
It was a rehearsal. The actual stream is apparently next week.. based on what they said in the stream
hmm interesting. wonder what they plan on showing in the real thing
Hmm... This is good a time as any for a long, lengthy post that most people won't read.
I think it is possible, after all they already gave out Realmrazer like candy to anyone willing to dump merits into it, and it is currently the better weapon skill despite any of SE's messages to the contrary. Paladin, despite being somewhat lacking, is probably only worse (if it even is worse) due to not holding the relic weapon, and this is only masked by the combination of not having Mystic Boon while having Sanguine Blade, or just plain being able to Great Sword.
New jobs tend to heavily displace old ones, and while Red Mages are the first to scream bloody murder since their job essentially does everything, it won't be long until you hear the rest having to start hollering. Honestly, I've been suspecting things long with Geomancer, but with the abilities on Rune Fencer being revealed I'm suspecting the same 1-2 punch that Red Mage feels going out for White Mage, with a possibility of the same with Black Mage and Scholar depending on the nuking abilities.
For White Mage I have had these strong suspicions for some time. Level adjustment and better tanking will negate some of the need for heavier healing, allowing less specialized jobs to do the same. Throw in debuffs that actually work, more popular and easier to level buffer jobs, and you get less and less need for the class on its primary selling point.
With White Mage's melee side, we've had the club wielding Geomancers looming for quite some time, not that many of the people who have White Mage leveled care for 90% of what the job does over curespam. Considering White Mage's relatively low B+ in Club and gear not scaling to keep parity at 75 cap we have big risks, especially with the lackluster Misery trait not doing its share. Granted, Geomancer will still have many issues with standing toe to toe with AoE happy mobs like White Mage does, especially if their abilities are more magic based then JA based, but they might have an actual reason to stand next to the mob, unlike White Mage.
The Empyrean Club has been lackluster for anything short of tanking, and would probably be better for a job lacking Mystic Boon such as Geomancer, but since they're very unlikely to get it but instead get a non-Mythic weapon that is also tailored to them we might see a shift in power over this alone. Still, if they get hammers (or the appropriately damage rated club variant they might get) or not is a big point we'll see on this, as is the venerable Kraken Club provided they don't get some ability or trait to out-parse it.
Now with Rune Fencer we get to see another job (outside of Bard) with strong antimagic buffs, and if Rune Fencer gets Barlight/Bardark effects we could very well see RUN + BRD combos in parties be the new antimagic rather then White Mages. On other hand we might see RUN + WHM + BRD for antimagic superstacking goodness as a popular combo (maybe even toss in COR + BLU + AegisPLD or GEO depending on its buffs to totally break magic heavy mobs).
Another issue could be if either of the new jobs can buff magic enough to make a difference - we could see White Mages phased out for "good enough" healing from Red Mages and Scholars, since they'd be able to turn on nuke mode when the healing isn't needed. White Mage would at best have Solace lasers since Banish is under-tiered and its buff JA turns off Solace.
Additionally this all ignores the impact of the new jobs as possible monster jobs, which SE could go happy with GEO mobs for even more auras to prevent mages from doing anything that isn't backline, or magic unfriendly RUN mobs that don't have level resistance to allow magic damage to catch up at all while being practically immune. But maybe Geomancers will turn the tide on public opinion with new gear options to back up frontline (not necessarily melee but stand near the mob at least) mages, and the lack of level correction breaking melee making SE braver on buffing magic damage to compensate.
These are exciting and scary times for all mage jobs I think.
They're simultaneously aiming to adjust pDIF in addition to removing LV correction. Furthermore, you can debuff enemies now fine. I've yet to try ADL, but players have reported Legion enemies and I've personally landed enfeebles against Odin II with SCH.
is there anyone who understand jp and is bored enough to translate the chatlog or post any important things they said? the videos are still on youtube
They didn't really say anything important, they were mostly being like game show hosts (Like when Matsui used Hexa someone went "Did you just use Hexa!?" and Matsui responded "I don't know..."). Well then again, i mostly only watched the battle scene, I skipped through most of the parts where they were running through town.
Agreed. I'm mage centric and I'm kinda curious how this is going to work and whether players are going to do their usual trick of finding combos devs don't anticipate and utterly dismissing some jobs again. Things have swung back and forth a lot. Not going to see the whole story until we see the complete picture and the spell/skill lists.
Of course, there's also the question of what skill level GEO has with clubs. Do handbells count in that regard for WS purposes? If so, we might see them with higher accuracy, lower damage WS's since bells seem to be a "low damage" tier of blunt weaponry.
B+ skill with lower end clubs isn't going to make WHM meleers feel threatened as much.
As it is, RUN has my attention far more at the moment, being a more melee (even with the magic boosts) oriented class.
I am a bit confused what the perceived threat is to whm melee?
if you are meleeing on whm you are not doing anything worthwhile in a group, so what are you competing against exactly?
Anyone who's playing melee WHM (and allowed to do so at events) has spent BILLIONS in gil by now building what they have.
They could make it so that anyone can do so just as well, if not better with bullshit gear. Think the massive Q_Q over the level cap increase/fast leveling, but applied only to a small handful of players.
Can't pld already do better since realmrazor(sp?) came out?
On enfeebles I was more referring to potency in combat not accuracy, new events already may be shifting their impact to matter before SoA hits shelves or I might be exaggerating a bit.
Essentially this is my point as to why White Mage should be able to melee better, albeit not necessarily easily. Other jobs should have similar options on roles their not primarily for as well when commiserate effort is expended, such as being able to mitigate damage (nevermind the current state of tanking). Considering that there are versatile 2h jobs that can do better damage while being able to do secondary rolls incredibly well, or even jobs like Dancer (I wouldn't mind a supergeared Dancer having more support options either), there are little to no excuses for why this shouldn't be possible. Shoot, if they hadn't nerfed Realmrazer...
And honestly I wouldn't mind Geomancer being able to competently melee but I also have to worry about an ever fragile niche position with Club that is diminishing. It's kinda like wanting Red Mage to be able to heal competently but having to worry about the return of "good enough".
Still, I knew there would be a person or two who is dismissive about what is essentially something only a handful of players even do well and only a handful of players will ever do well but I'd like to counter that my point was more about new jobs and their affects on current class dynamics being able to even change things for a job regarded like White Mage is now. I could have written a post about Scholar or Black Mage very easily and while different things would apply we'd still have similar issues outside of this point.
The bells are ammo items.
http://www.playonline.com/ff11/adoul...?1362159272079
However, if I were to guess, the special clubs GEO is getting might be lower damage/lower delay weapons (relative to hammers).