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  1. #14841
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    Responding to SCH comes from Arcanist or you're crazy comment...

    If so, I hope its done in a way where most of ACN's abilities are split so you get different ones when having SMN job stone on than when having SCH job stone on, or something. Otherwise the two jobs are very similar, and SCH would only get white/black magic from its job abilities or cross-classing, but has Carbuncle... which its always been a hybrid of WHM of BLM. So um... I have problems with that. ACN based SCH doesn't feel very SCH at all. Would rather it have its own class. Or I could see it working off of CNJ or THM kind of, but either it doesn't use books or books get added as class weapons to them. As for xp on a split branch, I guess class could link xp with whichever job is highest.

    Who knows, maybe SE has some other idea to make it work.

    Actually as far as class names go... Evoker has been used as a proto-summoner in old FF games. Arcanist sounds proto-scholar to me. But conflicts with what has been said and put on the official site about ACN and SMN already.

  2. #14842
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    Game is coming along so nicely at this point. Wonderful to see SE adopt spells that travel towards the target in addition to the traditional "shit falls on head" method. Multiple casting animations for casters is a plus, and the Monk animations just look ludicrous. I'm hoping for a few "gap-closer" abilities from the more tanky jobs, but I'm sure SE has some in store, considering how close this game is coming towards more conventional MMOs, while still retaining the FF look.

    Had you done this from the start, SE, things would have went so differently. Spilled milk, however. Glad to see it happen at all.

  3. #14843
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    Quote Originally Posted by Lucavi View Post
    Game is coming along so nicely at this point. Wonderful to see SE adopt spells that travel towards the target in addition to the traditional "shit falls on head" method. Multiple casting animations for casters is a plus, and the Monk animations just look ludicrous. I'm hoping for a few "gap-closer" abilities from the more tanky jobs, but I'm sure SE has some in store, considering how close this game is coming towards more conventional MMOs, while still retaining the FF look.

    Had you done this from the start, SE, things would have went so differently. Spilled milk, however. Glad to see it happen at all.
    What no praise for the drg jumping attacks, thought that's what you lived for!

  4. #14844
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    The monk animations alone I think just sealed it for me lol.

  5. #14845
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    Quote Originally Posted by Gulkeeva View Post
    What no praise for the drg jumping attacks, thought that's what you lived for!
    They still aren't like Kain's jump, so what's for me to praise? They look nice, but I've never liked pure vertical jumps. Kain was the only one to come in on an angle, impaling diagonally.

  6. #14846
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    lol choco kill for anyone that missed it


  7. #14847
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    After watching that vid a bit more, seems GCD has been lowered slightly and abilities that have their own cooldown doesn't share the GCD anymore. (so it seems, I could be wrong)

  8. #14848
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    Chocobo death was awesome lol. The birds wings finally move when jumping! Monk animations as well as the others are fantastic, the 14th might as well be a year away at this point.

  9. #14849
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    Was hoping we would get a glimpse at the PvP. Maybe at E3. June 14th is when Man of Steel comes out too.

  10. #14850
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    Quote Originally Posted by Stanislaw View Post
    In the part where they showed the Warrior fighting the Sahagin in the abilities video, the Gobbue in the background looks like as if it was picking up and eating something, lol

    The animation eerily looks like a scene from Shingeki no Kyojin, for those who know what it means. XD
    I noticed it too but couldn't really see if/what it was eating. It's a throw back to that FFXI promo video, that did show the Gobbue eating Mandragoras; never showed up in game, until now, so far as I know.

    *edit* found a link.

    http://www.dailymotion.com/video/x9t...s#.UaeovL7n9hE

  11. #14851
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    Quote Originally Posted by Takiwaki View Post
    After watching that vid a bit more, seems GCD has been lowered slightly and abilities that have their own cooldown doesn't share the GCD anymore. (so it seems, I could be wrong)
    The GCD is 2.49 seconds according to the video.

    Skill #4 is off the global cooldown, and it has its own 30 second cooldown. Skill #7 is off the GCD too.

  12. #14852
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    Quote Originally Posted by Takiwaki View Post
    After watching that vid a bit more, seems GCD has been lowered slightly and abilities that have their own cooldown doesn't share the GCD anymore. (so it seems, I could be wrong)
    Those abilities were never part of the GCD, only WS and spells.

  13. #14853
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    Quote Originally Posted by Alkar View Post
    Those abilities were never part of the GCD, only WS and spells.
    Yes but in beta the GCD did affect it still, which is an issue many complained about.

  14. #14854
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    Watching over the Live Letter video again, I noticed that in the FATE where NPCs are fighting Peistes in the Ul'dah region, a red 'circle' was displayed under the Peiste when it was charging for that Body Slam WS, which looks as if it were indicating the range of the attack.

    I wonder if them Beta Forum complainers will start complaining this will make the game easier and such again...

  15. #14855
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    Quote Originally Posted by Stanislaw View Post
    Watching over the Live Letter video again, I noticed that in the FATE where NPCs are fighting Peistes in the Ul'dah region, a red 'circle' was displayed under the Peiste when it was charging for that Body Slam WS, which looks as if it were indicating the range of the attack.

    I wonder if them Beta Forum complainers will start complaining this will make the game easier and such again...
    I am pretty sure that will happen, also ground targeting for mages was shown, its in the new video also. I do like the circles as it at least allows for more accurate judgement of when and where to move, they can easily increase the difficulty of encounters where movement is much more needed this way.

  16. #14856
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    Quote Originally Posted by Stanislaw View Post
    Watching over the Live Letter video again, I noticed that in the FATE where NPCs are fighting Peistes in the Ul'dah region, a red 'circle' was displayed under the Peiste when it was charging for that Body Slam WS, which looks as if it were indicating the range of the attack.

    I wonder if them Beta Forum complainers will start complaining this will make the game easier and such again...
    Oh they'll complain, but once again, it won't mean a damned thing considering TERA has similar marks and it didn't really make fights much easier. Regardless of whether you know how wide a move hits or how far the mob will run or jump, if you still have to move a lot, its a more active and engaging fight than simply gyrating in place spamming macros, which is how the OF would just love it to return to.

  17. #14857
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    Is there a link to the live letter video recording?

  18. #14858
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    I'll be in the freezer; someone defrost me on 8/27. I'm starting to convince myself that Diablo 3 is fun again, halp!

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  19. #14859
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    Quote Originally Posted by Draylo View Post
    Is there a link to the live letter video recording?
    Quote Originally Posted by solracht View Post
    .

  20. #14860
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    Quote Originally Posted by arkaine23 View Post
    Responding to SCH comes from Arcanist or you're crazy comment...

    If so, I hope its done in a way where most of ACN's abilities are split so you get different ones when having SMN job stone on than when having SCH job stone on, or something. Otherwise the two jobs are very similar, and SCH would only get white/black magic from its job abilities or cross-classing, but has Carbuncle... which its always been a hybrid of WHM of BLM. So um... I have problems with that.
    They could easily execute it as:

    ACN = buff/debuff-only XI RDM, plus Carbuncle
    - SMN = add other summons
    - SCH = add cures/nukes

    As I already mentioned, I think the easiest way to do this (and have the least overlap between the existing mages) is to make ACN/SCH "spells" chemistry-based. It gives ALC a bigger role (or more accurately, a role) in the game... particularly if the cross-classable ACN skills are very useful.

    I know how much certain people would detest the idea of a new /NIN, but it's something to think about.

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