It because of his weapon, its the same weapon all the arcanists wear at their Guild in LL.
It because of his weapon, its the same weapon all the arcanists wear at their Guild in LL.
Ah I see. Well I at least hope it is not a buff class. Arcanist to me doesn't seem like a buff class, more of a elemental heavy nuke class. I guess only time will tell.
Side note. I haven't been on all weekend due to house guests. Has anything else happened? (Besides the rain, music, and random GMs)
LS mate said:
And I did check him… he was a R1 GLA with all R1 weathered gear. Definitely not the stuff that he actually has equipped.
double
NPC gear worn on players are probably just defaulted "weathered gear", as I posted earlier a player can wear NPC gear (like R46 mystery mans gun blade). Only gear that won't look weird on a player would be the armors.
I think the only (old) information about Arcanist was that the job had something to do with placing those staves about the battlefield to buff/enfeeble players/mobs in their range and higher-ranking Arcanists would be able to place more of them simultaneously. I could be off on this, it's been a long while since I read that somewhere.
Kinda would defeat the purpose of Roaming Party design.
Doesn't defeat it, just needs to be implemented properly to allow for roaming parties. The game kinda has that built into just based on leve design (constant movement needed). Totems work well but I'd also like to see an aura-based tank as well as an effective buffer/dps hybrid to make the selection of jobs more cohesive. Classes simply don't have any synergy with one another outside of BR skill mixup to increase damage output, and that's just very thin imo.
I feel like I want different effects classes can place on mobs to create synergy like bleeding effects or "marks" that enhance damage, duration, or effectiveness of skills possessed by other classes. Basic support stuff like totems is good but that's passive synergy. The game needs something more interactive than that in addition.
SE knows what they're doing...they knew the death of Osama Bin Laden would usher in the seventh umbral era
Lot of disappointment today.
Inviting members while in a battle isn't going to be changed at any time.
Source: http://forum.square-enix.com/ffxiv/t...l=1#post126405As you can see by the discussion taking place, there are many facets involved in the current design of not being able to invite while engaged. We checked in with the dev. team and were informed that because we have not designed content centered around the need to swap party members, we do not plan on changing this. However, depending on the content we add in the future, there is a possibility that we may change our policy or implement specific exceptions.
There will always be "what about [xyz] instance!" where being unable to invite is a hindrance, but overall the system was designed for specific purposes. We do appreciate the comments and feedback presented, and I'll be sure to pass these along as well.
Glowing weapons might happen in the future
Source: http://forum.square-enix.com/ffxiv/t...l=1#post126452We spoke with the development team about the possibility of more glowing equipment or weapons, and they said that there are some nice ideas being presented in the thread and that they would like to do it! Though it might be sometime far in the future, they hope that everyone will look forward to 'em!
(P.S. I agree, the Lantern Shield looks awesome)
There were a few others, but not worth mentioning (Special Underwear and the Archer Nerf threads)
I dont get the invite drama. Just dont engage a mob until youre ready. This has never been an issue for me.
Seriously. The invite shit is just a leftover want from people who are used to XI where they could cycle out dead people and/or claim+kite with 1~2 people for hours, waiting for the other 16 to show up. Also, they find it an inconvenience that they shouldn't even engage until the stragglers show up. But... the ability to teleport to most locations kinda' makes it hard to be that annoyingly late party member as it is.
Well to be fair I've yet to play/hear about an MMO that restricts invites while the party is fighting, in another zone fighting, or otherwise doing something. I personally prefer the restriction even though it makes 0 sense within the scope of a game (I meant so does have a party size, but w/e). I'd rather people only claim shit they can kill with what's present and avoid "holding" situations which were the cause of so many GM calls as it was.
I do need to agree, the system is doing what it should (Preventing people from booting/adding people) however being locked out of leaving, teleporting, and logging off is annoying.
The "keeping character in party while being DCed" is fairly interesting, although I do wonder how that would effect drops.
You know the whole inviting thing wouldn't an issue if they just quit this open world NM with top-tier gear nonsense and just went with instanced content. SE strikes again!