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  1. #21
    Relic Horn
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    Apr 2010
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    Kharlan Lynare
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    Excalibur
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    Valefor
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    Kirin Tor

    I'm amused at how Thaumaturge got butchered... There's not a single iconic THM spell left. Debuffs and dark/light spells are all gone unless I'm blind.

    Inc RDM after 2.0

  2. #22
    Yoshi P
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    Jun 2007
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    FFXIV Character
    Fitz Everleigh
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    Excalibur

    Well that huge list of classes that was found ages ago had fencer on it and they've explicitly said they wanted to add more mage jobs first. I don't think it would be too shocking to see Fencer > RDM and then they get exclusivity to enfeebles/light/dark/water.

  3. #23
    Motherfucking
    NOSTRADAMUS

    Vamos los Perds!

    Join Date
    May 2006
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    10,582
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    9
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    Wulfgang Amadeus
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph

    Wow, some big ass changes. After reading through CNJ list, seems like they're axing the AOE toggle altogether? Ability 1 enables the AOE casting of enhancing spells but with longer recast. Sounds kind of lame for buffing everyone, but then I looked at the buffs. Shock Spikes is gone, Magic 5 sounds like Stoneskin, Magic 6 sounds like Protect, but it seems like Shell is gone?

    Altogether I like it; so many worthless abilities and spells before.

  4. #24
    Bagel
    Join Date
    Jul 2006
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    1,391
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    6

    I really like the idea of giving players 2 tanks. Will probably save the game some stress and push some creative MT/OT tactics. Doubt the WAR HP pool is just for giggles, plus it makes things interesting for people with a tank fetish since they can toy with twice the skills than just PLD ones.

    Also, combo system feels like the "make choices quickly" mood from Cataclysm WoW, with players asked to immediately choose if they prefer more damage, more accuracy and so on.

    The way they changed Pugilist and Lancer is interesting, and I really like how HP become a resources as much as Tp and Mp.

  5. #25
    New Spam Forum
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    Apr 2006
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    Bahamut

    Quote Originally Posted by TacoTaru View Post
    Also looks like sentinel is gone,
    I would bet for this one:
    GLD Abl. 1 Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.

    Definitely looks like FFXI's Sentinel to me

  6. #26
    Banned.
    Account locked at request of user.

    Join Date
    Feb 2006
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    Quote Originally Posted by Nama View Post
    Pug/monk having en-spell stances kinda interesting tho.
    sounds more like formless strikes than enspells

  7. #27
    RIDE ARMOR
    Join Date
    Dec 2009
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    14
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    1

    Quote Originally Posted by Priran View Post
    sounds more like formless strikes than enspells
    Rather then En-spells or even Formless strikes those 2 Pugilist and 1 Monk ability are more like auras from how they are read. Basically your attack gains x elemental effect, with x attribute increase and during said time MP is being drained from your pool. It's definitely a neat concept though, almost makes it's tempting to wanna level up Pugilist to try it out.

  8. #28
    New Odin
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    Jun 2007
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    I think that ARC will be undesired up until 1.21. The buffs BRD brings to the table should turn the tables pretty much though.

    Barcher sounds really fun. Can't wait to be treated like a princess.

    I guess the traits will somehow affect the abilities that are not exclusive?

  9. #29
    Yoshi P
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    Fitz Everleigh
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    Excalibur

    Someone on the official forums is complaining about ARC getting auto-attack lol. God I knew I shouldn't have waded into that cesspool.

  10. #30
    Ridill
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    Asura

    Well they aren't exacty removing ALL tiers:

    CON Mag. 1 Restores a portion of the target's HP. (Cure)
    CON Mag. 2 Restores a large portion of the target's HP. (Cura)

    Still nice list. I hope jobs come really quick though.
    I suppose this list isn't complete for jobs otherwise THM's description doesn't make much sense considering they only use 3 elements to attack and the water spells are completely gone.

  11. #31
    Elvaan Death Machine
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    Pharaun Methelys
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    Excalibur
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    Ragnarok

    Quote Originally Posted by TacoTaru View Post
    Someone on the official forums is complaining about ARC getting auto-attack lol. God I knew I shouldn't have waded into that cesspool.


    How can someone seriously be complaining that Archer is getting auto-shoot? It took SE 2 games and damn near 10 years to realize what a horrendous disadvantage ranged jobs had by having to manually initiate all their attacks.

  12. #32
    green jellybean
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    so excited for jump on LNC... I'm somewhat surprised they didn't give MNK Chi-blast, that's always a fun one

  13. #33
    Ridill
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    Quetzalcoatl

    some people be crazy and dumb, yo

  14. #34
    Yoshi P
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    Fitz Everleigh
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    Excalibur

    ARC Auto-attack = Ranged attack..


    Seriously.. Did you have to.. I still love ARC as I didn't have to put up with this crap.
    It kept the class interesting over the others.

    I know its probably useless but Please let us keep control over when we shoot like we do now or give us the option to do it like that... I know people seem to love auto attack but it really is an old an outdated system..

    Bah.. There goes my being stoked about the coming changes..
    oww Skyrim...
    and

    Something I realized here:

    ARC Auto-attack - Ranged attack. Does not consume TP.
    Does this mean Archer's auto-attack is becoming a ranged auto-attack where they'll continuously fire arrows every few seconds? Unless we can move as we shoot I predict continual animation lock issues and really, nobody's going to want to party with an Archer for now on.

    Conjurer: "I'm sleeping the mob! Hold on!"
    Archer shoots it with an arrow and wakes it up.
    Conjurer: "Dude WTF?! I said I was sleeping it!"
    Archer: "It wasn't me! Auto-attack did it!"

    IMO Ranged Attacks have to be the worst form of auto-attack to give unless it can be toggled outside of disengaging the enemy. Not only will we be wasting precious arrows repeatedly (Unless arrows are done away with and made unlimited, I so hope not!) but we'll break every sleep effect, every bind effect dealt to an enemy because we can't stop firing our bows.
    were the two bawwwwws over ARC getting auto attack.

  15. #35
    Ridill
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    Wow, those people are such tools lol.

    Exciting changes, I can't wait to try out PGL again.

  16. #36
    Strider/Doom/Cyclops
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    Viper Beam
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    Balmung
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    Quetzalcoatl

    Quote Originally Posted by Hyan View Post
    Conjurer & White Mage Action List

    Name Exclusive Range Description
    CON Abl. 1 Grants AoE to next enhancing magic spell, but increases cast time.
    Goodbye, /aoe on. You were a good friend and comrade while you lasted.

    I'm really disappointed with the seeming lack of abilities. The large majority of DoW class actions are WSes; I find it unlikely that there won't be a quickly-established WS pecking order, followed by the majority of your actions becoming worthless.

  17. #37
    Cerberus
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    Siren
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    Hydraxis

    Quote Originally Posted by Spider-Dan View Post
    Goodbye, /aoe on. You were a good friend and comrade while you lasted.
    To hell with that, send that shit back to the fires from whence it came.

  18. #38
    Campaign
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    Jun 2007
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    8

    I like all the movement within the combos, it would be nice for SE to add some kind of quick movement/dodge type ability to add some dynamic feel to moving from back to the side of the enemy. The "realistic" run animation is kinda slow in my opinion, and really takes away from the feel of intense combat.

    Maybe something that you can use once you initiate a combo correctly that allows you to shift to the other position a little faster with a cooler animation.

    These little things help make things more engaging and fun.

  19. #39
    Salvage Bans
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    Ramuh

    Really liking these changes, I love that they've taken CON and THM (and by extension WHM and BLM) back to the FF3-esque routes of WHM having Wind/Earth and BLM having Thunder/Blizzard/Fire. It does make me wonder whether enemy resistance is even going to be relevant anymore considering you have to use certain spells to do certain things. For example, if an enemy is weak to fire but all on his own you might not be using expensive AoE fire spells when the thunder ones are single target and cheaper.

    The official forums disappoint as always, thread complaining CON only has 2 offensive spells now (wut), people rage quitting over assumptions they've made about how things work ("Why give WHM wind and earth? Thats so STOOPID SE, I QUIT" < for realz).

    I'm glad they havent destroyed the options of PUG and MRD for tanking, leaves me optimistic that we'll be getting full tank jobs for them down the line, although warrior looks like it'll be a pretty adequate off-tank at the least.

    Edit: 2 more things; Is that a new casting effect for white magic on the little lodestone picture? It looks like it has those bubbles reminiscent of XI's white magic etc.
    Secondly, I'm quite pleased enfeebling magic has disappeared, being as it's pretty likely it'll be showing up either on the next class we get or when they introduce RDM to us. Here's hoping it's the meleeing/enfeebling awesomeness that it should be.

  20. #40
    Nidhogg
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    Xenor Vernix
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    Ragnarok

    It's weird how the water spell isn't listed. It's obvious there will be a new mage class in the near future with that + banish and scourge. Probably the arcanist. I didn't see ancient magic listed so I'm guessing the non-AoE nuke will be your standard fire/earth etc. while the AM will be AoE.

    I can't judge the changes properly until I know what abilities still exist from the current lists. I'm sure someone will make a list at some point.

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