Ugh, hate consumables.
Ugh, hate consumables.
Its obviously SE answer to revitalize crafting. >.>
To hell with the new job. This new expansion means new title screen logo and Vana'diel March! Let's see if Mizuta can top #3 Unity >_>
So these new Rune Fencers will essentially be the Scottsman from Samurai Jack?
I can get behind this.
Camate's description sounds like an attempt to provide some reactive based gaming/tanking if the expansion is to try and follow some of trends?
hi i'm a rune fencer!
(watch from 1:35)
i have too much time on my hands...
Oh... it was VR. I was gonna say, Shinra would be pissed if they fucked up their big gun.
Another consumable tank? Yay? I'd much rather have the rune system work kinda like Bard songs in that only a limited number of runes could be active at one time.
Regarding RDM: I've always thought that Enspells should not only cause regular attacks to deal some elemental damage, but that they should add an elemental affinity bonus as well, and that the bonus it should scale based on enhancing skill and the tier of the spell (so as to make the tier 2 spells actually useful). Tier 1 Enspells are subbable, so RDM becomes an even more viable subjob outside of Fast Cast and Convert. The affinity bonus should do everything that the affinity stats on Magian gear should do. Also, allow the spells (including tier2) to be Accessioned so that RDM can be a dedicated buffer for casters. Another major benefit of this change is that it also pulls RDMs away from the tiresome notion that they are meant to melee over cast spells.
Pipe dream scenario: If SE really wanted to make melee matter for RDM, they'd have to obviously improve its sword and dagger skills... but I'd also recommend stackable Enstatus spells to round out their role as an enfeebler. Make the Enstatus spells improve in increments kinda similarly to how a Corsair's Quick Shot works on enfeebles, but more in the same way a Dancer lands steps. RDMs wouldn't need to be concerned about damage so much as their ability to hit the mob with something debilitating. But I'm sure because I've advocated an improvement to RDM melee I'll be dragged out into the streets and slaughtered.
i see that the general impression is that runes are consumables.. but they've never explicitly said this have they?
it could be more like runes in ammo that you change to apply.. or something, but they don't actually get expended?
I thought it was implied that they were consumable runes during vanafest from the way it was said. Besides, if ninja tools and corsair cards are consumed, runes will be too.
Runes could also be like stratagems or steps, "consumable" JAs.
my thoughts exactly..
my impression of runes has somehow always been invoking the power of runes rather than expending them each time i use them. it'd be somewhat interesting to see if Rune Fencer will come with some kind of rune board that you have to first obtain a rune and then equip various rune that can be used at your disposal.. kinda pup attachment x blue magic
I'm hoping it's simply just a resource system and not an actual item that's consumed - like Blizzard's use of DK runes.
Still should be the Scotsman.
Seems that you guys guessed correctly about the runes. Found this on ffxiah forums:
GE- How many types of Runes and Luopons will there be? Will they be a consumable item that players will have to carry around with them? Or will they be a spell or ability?
SE- Runes will be activated through the use of abilities. As mentioned at VanaFest, there are both offensive and defensive types of runes. Offensive runes will mainly be used against enemies dealing elemental damage and such, while defensive runes will mainly be used on yourself and party members to reduce elemental damage.
Rune fencers will also be able to utilize enhancing magic, so like paladins they will also utilize and consume MP.