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  1. #41
    Vuitton
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    They say THM/BLM have control over the 6 elements, but they only have spells for 3 of them... (fire, ice, lightning). Um, where are the other 3? Oh, wait. CNJ/WHM have 2 of them... (earth, wind). There are no water spells, and BLM only has access to 3 elements, not 6.

    Well, I guess THM/BLM can just equip the earth/wind spells that CNJ gets. That still leaves out water though.

    Edit:

    Guess everyone decided to post about this at the same time. XD

    http://static.finalfantasyxiv.com/to...65/b6/1844.jpg

    I think that is the WHM casting animation, Vadre. That is a "CNJ"(/WHM?) weapon.

  2. #42
    F5 Like A Boss.
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    These changes sound really fucking good.

  3. #43
    Strider/Doom/Cyclops
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    Quote Originally Posted by Sephiroth View Post
    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.
    As I read it, the actions are:

    GLD Abl. 1- Rampart or Sentinel
    GLD Abl. 2- Aegis Boon
    GLD Abl. 3- new (XI Rampart?)
    GLD Abl. 4- Tempered Will
    GLD Abl. 5- Outmaneuver
    GLD Abl. 6- Provoke (with traits, War Drum)

    MRD Abl. 1- new (Provoke?)
    MRD Abl. 2- Foresight
    MRD Abl. 3- Bloodbath
    MRD Abl. 4- new (Berserk?)
    MRD Abl. 5- new (Steadfast replacement?)
    MRD Abl. 6- upgraded Enduring March

    PGL Abl. 1- Second Wind
    PGL Abl. 2- Blindside
    PGL Abl. 3- Taunt
    PGL Abl. 4- Featherfoot
    PGL Abl. 5- new (Formless Strikes fire)
    PGL Abl. 6- new (Formless Strikes earth)

    LNC Abl. 1- Invigorate
    LNC Abl. 2- new
    LNC Abl. 3- new (modified Life Surge?)
    LNC Abl. 4- new (Dread Spikes?)
    LNC Abl. 5- Ferocity
    LNC Abl. 6- Keen Flurry

    ARC Abl. 1- new (XI Focus?)
    ARC Abl. 2- new
    ARC Abl. 3- Decoy
    ARC Abl. 4- Chameleon
    ARC Abl. 5- Trifurcate
    ARC Abl. 6- new
    ARC Mag. 1- new (Spirit of Wolf!)

    CNJ Abl. 1- new (Accession Jr.)
    CNJ Abl. 2- new
    CNJ Abl. 3- new (not-quite-Dark Arts)
    CNJ Abl. 4- Sublimation

    THM Abl. 1- Dark Seal
    THM Abl. 2- Resonance
    THM Abl. 3- new
    THM Abl. 4- new
    THM Abl. 5- new

    (I skipped magic and WS.)

    Every ability not listed is either removed or moved to one of the new jobs.

  4. #44
    Relic Weapons
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    Good shit mah dudes.

  5. #45
    Nidhogg
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    Ragnarok

    That's a lot of shit they're axing.

    With such massive changes I don't know why they even bothered with the class + job system, they should have just took the opportunity to re-name the classes. They could still have had the abilities that require quests.

  6. #46
    Cerberus
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    The changes really were pretty drastic, although we knew that to be the case when they showed off the action equip changes last week. Nice to see another nod to other FF's with the elemental changes (Wind and Earth for WHM/Another mage class, the old fashion elemental trio of lightning, ice, and fire for BLM). They removed a lot of fluff or unnecessary abilities and spells (At least compared to the focus of the class) and they added a lot of abilities that are significantly more game changing and unique (Sublimation and Convert).

    Hopefully with the way things were changed Yoshida and his combat team are already planning to add RDM into the game down the line, and maybe Dark Knight since they also removed the drain spells from the game as well as several notorious abilities from THM that DRK is known for. As for those worrying about BLM not having all the elemental spells, I don't know where they are planning to stick water in the future but you probably can't be BLM unless you are lvl 15 in Conjuror so a BLM will automatically have access to those spells as consequence. Only surprising thing is making the combo/AOE version of those spells exclusive to Conjuror but a ton of the abilities are exclusive now. 1/4th of each classes weaponskills are now exclusive to the class, obviously job abilities/spells are exclusive. Half of the abilities are exclusive and half the magic is exclusive now too. A much smaller pool of alternating abilities to work with, hopefully most can be obtain by lvl 30 so classes and by proxy jobs can go to top level and need another class to lvl 50 just to be the best at the job.

    The only thing I am a 'bit' worried over is the idea of a tank job having a reduction in hp to go into it. The traits or bonuses for a PLD better be astronomical because in most games hp is 'the' most important stat for a tank, better mean PLD will get some sever damage mitigation abilities that even GLD by itself won't have access to. I know that 'impervious' one has potential as well as the healing parts of the job, it still seems like a strange penalty for a tank job.

  7. #47
    Falcom is better than SE. Change my mind.
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    Only thing I don't get is why they say THM uses all 6 elements (Earth, Fire, Wind, Water, Lightning, and Ice) when they only use 3. 5 if you include the CON abilities. However you can't use Wind/Earth as a Black Mage.

    EDIT: Damn it, Vult beat me to it.

  8. #48
    Sandworm Swallows
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    Well usually magic based tanks like pld usually do have less hp than the brawler type warrior non magic tank, especially when they have the buffs to mitigate the dmg/as well as healing etc. Would be kinda unbalanced if pld kept the same hp and then added all the buffs on top of that.

  9. #49
    Salvage Bans
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    Odin

    Good changes, but I will miss siphon Hopefully they rename it osmose this time. I have no idea why that bothers me.

  10. #50
    the whitest knight u' know
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    Pretty excited about this. Maybe I'll finally have a reason to gear up my neglected PGL. Monk might actually be useful on Ifrit with the wind stance. Gidddyyyyyy~

  11. #51
    Bard-turned-Miner
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    I thought it would be interesting to compile the list of actions that CAN be cross-classed. In this context, anything that is boosted by traits won't apply. Not counting weaponskills, here's the list of abilities and magic:

    GLA

    • Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
    • Temporarily increases the defense of all party members within range. Generates massive enmity.
    • Increases block rate and grants TP for each block made while effect is active.
    • Increases target's enmity. Traits may trigger an AoE and a chance to inflict Blind.


    MRD

    • Increases target enmity. Traits may trigger a chance to reduce target's attack power.
    • Increases parry rate. Effect fades upon parrying an attack.
    • Grants Absorb HP effect to next attack.


    PGL

    • Restores HP.
    • Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
    • Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses


    LNC

    • Grants TP. TP does not diminish out of combat while effect is active.
    • Sacrifices HP to increase damage of next attack.
    • Sacrifices HP to reduce recast time of next weaponskill.


    ARC

    • Increases accuracy.
    • Reduces enmity and increases TP generated by next action.
    • Consumes MP to evade a single ranged or magic attack.
    • Reduces enmity.


    CNJ

    • Grants AoE to next enhancing magic spell, but increases cast time.
    • Temporarily halves enmity and gradually restores MP.
    • (Magic) Restores a portion of the target's HP.
    • (Magic) Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
    • (Magic) Creates a barrier around the target that prevents a fixed amount of damage.
    • (Magic) Increases the defense of all party members within range of the target.
    • (Magic) Deals wind damage to the target. Chance to inflict DoT effect.
    • (Magic) Deals earth damage to the target. Chance to reduce evasion against earth magic.


    THM

    • Increases magic accuracy of next spell.
    • Increases range of next spell.
    • Gradually increases magic crit rate. Effect fades upon a successful crit.
    • Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
    • (Magic) Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
    • (Magic) Deals fire damage to all enemies within range of the target.
    • (Magic) Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time. [Might this one be a mistake?]
    • (Magic) Deals lightning damage to target.

     

  12. #52
    Bagel
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    Carraway Author
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    Thanks for that list, Jamison~

  13. #53
    Bard-turned-Miner
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    A couple things jump out at me that aren't available: PGL's Taunt, ARC's Quickstride (although it's party AoE magic on ARC main). There are others I'm sure, a bunch of stuff that's simply gone. I imagine new classes can and will change the dynamic of this quite a bit as well.

    As far as DD goes, I feel like there's not an overwhelming amount of things to choose from. A handful of things are useful from CNJ (a bit moreso for solo/lowman than party), nothing from THM, and among the DoW it's pretty obvious which are useful and which are not.

  14. #54
    Hydra
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    These are only the skills/abilities up as far as 50 - its pretty likely we'll see some of the 'axed' ones (or recycled versions of them) come back in later levels. If you looked at the number of skills/abilities the game currently has and then follow the curve through, by 99 there would be far too many to pick from and 90% of them would most likely be worthless.

    As ARC main, I'm a bit dubious about the changes. Auto-attack and sleep needs to be considered (especially for as long as the servers are as laggy as they are now). I like the BRD elements but the way they basically say ARC should suck as DD in anything endgame is... sad

  15. #55
    Ridill
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    .....if you don't want to wake a slept mob stop auto-attacking like, idk, every other melee. You don't even need to turn around.

    It's not hard.

  16. #56
    Hydra
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    Fair point - I guess I haven't played enough on other (melee) classes to compare. Its still broken at the moment in that between animation lock, ability queuing (becoming optional I know) and server lag/shit-ness, its borderline impossible to keep anything slept in your average pickup party. I guess I feel on melee that someone shouts SLEEP you can just turn around - turning feels responsive and essentially instant. Trying to get your char do drop out of engaged/auto etc is painfully slow by comparison - sometimes you can't tell if the command registered so you might press it twice etc etc.

    Regardless, its still not enough to warrant too much complaint.

  17. #57
    Old Merits
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    Quote Originally Posted by Niiro View Post
    .....if you don't want to wake a slept mob stop auto-attacking like, idk, every other melee. You don't even need to turn around.

    It's not hard.
    This. There is nothing wrong with having to pay attention to your job to play well.

  18. #58
    Yoshi P
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    Or just hit cancel and hide your action bar and you don't even have to turn around.

  19. #59
    Ridill
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    Quote Originally Posted by Ropeydonkey View Post
    Fair point - I guess I haven't played enough on other (melee) classes to compare. Its still broken at the moment in that between animation lock, ability queuing (becoming optional I know) and server lag/shit-ness, its borderline impossible to keep anything slept in your average pickup party. I guess I feel on melee that someone shouts SLEEP you can just turn around - turning feels responsive and essentially instant. Trying to get your char do drop out of engaged/auto etc is painfully slow by comparison - sometimes you can't tell if the command registered so you might press it twice etc etc.

    Regardless, its still not enough to warrant too much complaint.
    Animation lock/turning/disengaging are non-issues, hit whatever your cancel button is and AA is disabled, just a button press.

  20. #60
    Cerberus
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    Quote Originally Posted by Sephiroth View Post
    That's a lot of shit they're axing.

    With such massive changes I don't know why they even bothered with the class + job system, they should have just took the opportunity to re-name the classes. They could still have had the abilities that require quests.
    First glance at the lists and this is exactly what I'm thinking. Not sure I'm seeing a significant distinction between the classes and their jobs as I expected. For e.g. I could totally see where they were going with the classes = general, jobs = specialists thing with the old CNJ becoming WHM. But now it seems like WHM is more of a direct upgrade in the same role.

    The old classes were terrible and needed to be narrowed in scope for sure. Could've been done either with the jobs or just fixing the base classes. Guess they're going for both.

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