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    Dengeki Translation - Heavensward Job Highlights (EU Media Event 5/18-5/20)

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    EU Media Event Translations

    Note: All translations are done by me (Slycer) - if anything sounds inaccurate or misleading, please send me a PM or reply on one of the threads and I can look into it. My focus with the translations is on readability (staying true to the content) vs. 100% robotic word-for-word accuracy which often reads as an incoherent mess.

    If you're copying portions of the translation or copying it in full please link back to this original translation as I tend to edit them heavily as I re-read them several times and update them for accuracy based on other information sources.

    Game Watch: Yoshida Interview
    Dengeki: Yoshida Interview
    Famitsu: Yoshida Interview

    Game Watch: Field/Dungeon Area Trial Notes
    Dengeki: Job Updates/Additions <- You are here
    Game Watch: Job Updates/Additions
    Famitsu: Job Updates/Additions, Compiled Info

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    Source: http://dengekionline.com/elem/000/001/056/1056760/

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    The first expansion pack for FFXIV, Final Fantasy XIV: Heavensward, will be released on June 23. About a month prior, from May 18-20, the European media tour was held in France. This continues our report from the site.


    The castle was a huge venue, reminiscent of Ishgard!

    We traveled to the town of Nantes in northwestern France to participate in the European media tour. However, the venue was not in the city of Nantes. About an hour's drive away from Nantes in a more rural area, we found the "Chateau de Challain." Basically, it was a castle. The place was built in 1854 and was a majestic castle with expansive gardens, just as you would expect to find in a high fantasy world. Here, the media world gathered to participate in the world's first play trial.

    After arriving to the venue and viewing a presentation with other media from around the world, we were immediately able to experience the game. There were so many things to check out, that I wasn't even sure how to begin! So, for starters, since the Letter from the Producer LIVE the other day received a great response, I'll continue to report on the job-related elements.


    Checking out the new jobs at last! A look at the abilities for Dark Knight, Machinist, and Astrologian.

    First, we decided to check out the actions for the three new jobs. I should first note that the character I played had all combat classes at level 60 and item level 170, so there were many actions to me available that will not be available from the start of Heavensward (at level 30 or 50). Additionally, the material presented here is content from early May, so contents may be adjusted and the names or effects of abilities may change prior to implementation.


    Dark Knight is a tank that excels in both offense and defense, but MP management is important.

    Dark Knight will be the third tank job, following Paladin and Warrior. Additional actions can be set from gladiator and marauder.

    The first basic combos begin with "Hard Slash." There is an enmity combo of "Hard Slash" > "Spinning Slash" > "Power Slash" and a separate MP recovery combo of "Hard Slash" > "Siphon Strike."

    At first glance, this might seem similar to Paladin, but after Siphon Strike, it's possible to continue with Soul Eater (HP absorption based on damage taken, with the amount depending on certain conditions) and Delirium Blade. The combo has a debuffing effect which weakens the enemy, but the dev team is still making last minute adjustments to this so for now I'll just say that it seems to be quite a useful effect.

    One thing I noticed above all else were the attack animations. The greatsword animations looked quite cool playing as the tall Au Ra male. Among them, rather than throwing their weapon at the enemy as a long range attack, with "Plunge Cut" they leap in, and it definitely evokes a Dark Knight feeling.

    For a tank-specialized action, Dark Knights also have the Grit stance which corresponds to Defiance and Shield Oath from Warrior and Paladin and has the effects of reduction of damage taken, increased enmity, reduction of damage dealt, and increased accuracy). On the other hand, there is "Darkside" which consumes MP to increase attack force and "Dark Arts" which consumes MP to strengthen specific actions.

    Additionally, there are many magic actions available to gain enmity, and if you continue to spam actions you will quickly deplete your MP. Since there are actions which recover MP with damage taken or damage dealt, it will likely be important to weave them into your rotation.

    Also, in addition to other damage mitigation actions, there is an action that generates a DoT area on the battlefield so we got the impression that you'll be able to be effective both attacking and defending. By the way, when we tried as a party of eight with other media, we were able to see the Level 3 Dark Knight limit break. Although it's a defensive limit break, it was Diabolos' "Ruinous Omen" with super flashy effects!


    Machinist is a DPS with both attacking and supporting capabilities.

    Machinist is a ranged DPS. Additional actions can be acquired from Lancer and Archer. The fundamental actions Split Shot, Slug Shot, and Clean Shot may feel similar to bard, but the special ammunition is a unique element to Machinist.

    "Reload" adds five rounds, while "Quick Reload" adds one round of ammunition (the latter also has a TP recovery effect), and the special ammunition has the effect of guaranteeing the proc for Split Shot to strengthen Slug Shot and for Slug Shot to strengthen Clean Shot (normally these occur at a set lower probability).

    Additionally, they also have a variety of debuffing effects in their arsenal including heavy, knockback, silence, stun, damage dealt reduction, and magic damage reduction. However, since some of these share recasts, it will likely be important to determine which debuffs are most important in a given situation.

    Next was the impressive performance of the fixed attack position with Gauss Barrel. This has an effect of adding a cast time to weapon skills which will be interrupted upon movement, but also greatly increasing their damage dealt. Additionally, since you no longer auto-attack in this mode, you'll need to really work on your timing for movement during a battle.

    And of course, let's not forget the unique turrets which are another element of machinists. There are two turrets available that can be installed in the field - Autoturret Rook and Autoturret Bishop.

    The former attacks a single enemy, while the latter, in addition to performing automatic AoE attacks, can change mode to grant support effects to nearby party members. In other words, you can use it for support placed near party members, or to attack placed near enemies. Utilizing turrets properly during battle will be an area where machinists can really show off.


    While at first it seems reliant on luck, Astrologian is actually a technical healer.

    Astrologian will be the third healer after white mage and scholar. Additional actions can be set from conjurer and thaumaturge. Astrologian is a healer with a variety of single target and AoE recovery magic but can also use some non-elemental magic attacks, like Ruin from Arcanist.

    The primary feature of this job is the ability to choose between the Diurnal Sect and Nocturnal Sect stances. In a way, the former is similar to White Mage while the latter is more like Scholar.

    However, one caveat is that switching during combat is not possible. It will likely be important to take a look at your party setup and choose one in advance. One available move called "Wheel of Fortune" [[again, this could be something like Ring of Fate or any combination of similar words]] generates a field centered on the caster which will have a completely different effect (regen or a damage reduction barrier) depending on the mode from which it was used.

    The second main feature is to bestow a variety of effects by drawing cards. Cards such as "Azeyma's Balance" and "Byregot's Tower" are available bearing the names of Eorzean gods with several different kinds of effects. It will always be safe to use these because there are no disadvantageous effects.

    Additionally, this isn't completely luck based as you can redraw with "Shuffle," save a card for later use with "Keep," [[localized as "Spread"]] or consume the card you draw to power up your next card's effect with "Royal Road." Each time you draw a card you'll need to make a quick decision as to whether you should use it now, use it later, or redraw for another card.

    Astrologian also has actions which can increase the effect or duration of buffs on nearby party members, and the action "Disable" [[JP: Don't Act]] to reduce the damage of the target's next action, which give the impression that it has some unique aspects when compared to both white mage and scholar. As Yoshida mentioned earlier in the letter from the producer LIVE, you'll want to get used to fighting in both of the stances.


    Significant changes to battles at level 60! Checking out the new actions for existing jobs.

    The surprises in store aren't all just for the new jobs as new noteworthy actions have also been added to existing jobs. Read on for the updates on those.


    Paladin

    New combos with "Gore Blade" following Riot Sword and "Royal Authority" following Savage Blade have been added. The former has a damage over time effect while the latter has the effect of increasing the weaponskill's strength.

    Since these are not enmity-generating, they seems to be primarily for the purposes of increasing DPS either after sufficient enmity is generated or when off-tanking. Defensively, they have an ability which guarantees blocking a single attack known as "Sheltron" and an ability which generates a barrier for nearby party members when the paladin is cured known as "Divine Veil."

    We got the impression that the adjustments were focused on allowing the paladin to be utilized more effectively as both a main tank and an off tank.


    Monk

    First, a new action called [[JP: Embu, direct translation is something like "martial arts demonstration"]] has been added to change from one form to another. This might be a little confusing, so to give a specific example, there might be some situations where you are trying to avoid enemy attacks and Greased Lightning wears off, but if you're using this action to change forms without attacking, it would be easier to maintain Greased Lightning.

    I'm happy to report that this is on the same recast timer as weaponskills and the GCD. By the way, when no form is applied, Opo-opo Form is granted when this is used. In other words, you can go straight into Opo-opo Form at the beginning of combat and apply the additional effect from Dragon Kick immediately. Since only the form changes, even if you use the new action while in Coeurl Form, it won't have any effect on Greased Lightning.

    Another new action is the buff known as "Chakra." This has the feeling of "Focus" or "Accumulate" from monk earlier in the series where the buff can be built up to V. At Chakra V, two abilities become available which consume the stacks: "Purify" [[maybe "Purification," based on JP equivalent and past FF series use]] with a TP recovery effect and "Forbidden Chakra" [[direct translation is something like "Yin and Yang Chakra Attack"]] which is a weaponskill that deals high damage. Additionally, another weapon skill that deals very high damage by consuming Greased Lightning III has been added [["Tornado Kick"]], and monks have also received a long-awaited ranged technique (with quite a cool animation), so it feels like a lot will change.


    Warrior

    As a counterpart to the "Defiance" tank mode, so to speak, "Deliverance" has been added as a DPS mode. This has the effect of increasing damage dealt and also applies a stacking buff called "Abandon" (which increases critical hit rate) up to a maximum of V. This is similar to the Wrath mechanic in Defiance.

    One point of great interest is that when you switch between Defiance and Deliverance, the number of accumulated stacks of Wrath or Abandon are maintained. As a particular example, if you switch from Deliverance to Defiance with Abandon III up, it will change to Wrath III automatically. This makes it possible to instantly change from a defensively to an offensively oriented focus, which will further expand the jobs attacking ability.

    Additionally, the new ability "Raw Intuition" (guaranteed parry from the front, but guaranteed critical hit from any other direction) and a new HP recovery action are being added to help for main tanking.


    Dragoon

    The largest of the new features for dragoon is the new buff "Blood of the Dragon." The effect of the buff itself is to increase the effects of Jumps and Spineshatter Dive, but when the Full Thrust or Chaos Thrust combos are used, new finishers will be available [[straight JP: "Dragonfang Dragonclaw" and "Swinging Dragon Tail"]], changing them from three step to four step combos.

    It's possible to prolong the effect of Blood of the Dragon by using certain weapon skills. On the other hand, certain techniques also shorten the duration of Blood of the Dragon, so it will be important to think about how to build your rotation to maintain the duration of Blood of the Dragon.


    Bard

    Similar to the Gauss Barrel of Machinist that was described earlier, a new song called "Wanderer's Minuet" will be added for bard which will add a casting time to weapon skills to increase their damage and stop auto-attacks from occurring.

    Additionally, the Minuet has the effect of adding the new attack actions "Empyreal Arrow" and "Iron Jaw." The latter has the effect of refreshing the effects of Venombite and Windbite if they are already applied to an enemy and the new "Sidewinder" will increase the damage of applied Venombite and Windbite effects, so managing the two DoT skills will be more of a focus than before.


    Ninja

    The ability "Issou" will be added, strengthening a single weapon skill, and a new three-stage physical attack skill known as "Mugen Sandan" will be added. Other noteworthy additions are the ability to suppress the enmity generation of other party members or the ability to transfer the majority of the ninja's enmity to other party members ("Kage Watari"). It's likely that ninja will become more active with the role of controlling the enmity of party members. In addition, there is a new weapon skill as a combo from Gust Slash which can prolong an active Huton effect, opening up the door to other offensive possibilities.


    White Mage

    New actions which further the pure healing focus of White Mage are being added, such as "Asylum," which generates a healing field area on the ground, "Assize," which is a combination AoE damage and healing ability, and "Tetragrammaton," a targeted instant healing ability.

    Because "Assize" and "Tetragrammaton" are instant recovery abilities, white mages should have enhanced ability to respond in an emergency. Additionally, the higher tier earth elemental spell "Stone III" and wind elemental spell "Aero III" are being added, so their attacking capabilities will be enhanced as well.


    Black Mage

    The most important of the new actions is "Enochian." Only under the effects of this action and Astral Fire or Umbral Ice will the powerful new spells "Fire IV" and "Blizzard IV" become available. However, since "Fire IV" and "Blizzard IV" do not extend Astral Fire or Umbral Ice, they will still need to be used in conjunction with actions like Fire and Fire III, so properly building the new rotation will be needed to truly shine.

    The new "Sharpcast" will guarantee the enhanced bonus effect for the next cast Fire, Thunder, or Scathe, and it will be important to use these in combination with Swiftcast. "Ley Lines" can be used to generate a magic circle at the caster's location. This has an effect of increasing the attack speed of the caster while within the circle, but if they leave the range, to avoid an enemy's attack for example, both the effect and the field area will disappear. As with the new bard and machinist mechanics, it will be important to decide when and where will be best to stop moving.


    Summoner

    The main focus of the new Summoner abilities is enhancing the strength of the Summoner itself, not the Egi pet. For direct attacks, the new actions "Ruin III" and "Tri-disaster" (the existing action has been renamed as "Tri-bind") will be added. Tri-disaster inflicts Bio, Bio II, and Miasma at the same time, so it should be quite important. The biggest new action, though, is the consumable "Bahamut Aether," which is granted by consuming Aetherflow.

    The "Bahamut Aether" buff has the effect of increasing magic damage dealt, and allows you to trigger "Dreadwyrm Trance" when you reach three stacks. With the effect of Dreadwyrm Trance active, you can activate a highly damaging action. Thus far, the uses for Aetherflow have been pretty fixed, so this will force you to put some further thought into it.


    Scholar

    One new move called "Dissipation" is used by returning a summoned fairy. Despite the disadvantage of not having a fairy summoned for a period of time, the move has a powerful bonus effect. Apparently it was considered to be too strong, so it's currently undergoing some last minute adjustments.

    For new recovery actions, the new Aetherflow-consuming "Indomitability" is being added as an AoE heal, and "Emergency Tactics" converts the barrier effect of cures to additional curing power. Another new ability [["Deployment Tactics"]] spreads the effects of Eye for an Eye and Galvanize from one party member to nearby party members. Many of the new actions will take some thought as to when they are best utilized.

    In general, both the instantaneous healing ability and the barrier generating abilities of scholar have been enhanced. Additionally, a new non-elemental magic attack action has been added.


    Although I tried to check out the jobs as long as I could to deliver these overall impressions, one thing I came away with is that I want to get all of the jobs to level 60. The problem will be deciding which one to level first!

    An interview with Yoshida done around this time has also been published, so please check it out. We'll have further news on elements other than jobs at a later date.

  2. #2
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    I was a little confused with the translation for the Astrologian ability "Keep" (direct translation from JP) because I saw this called "Spread" in English - are those the same?

  3. #3
    Old Odin
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    Quote Originally Posted by Slycer View Post
    I was a little confused with the translation for the Astrologian ability "Keep" (direct translation from JP) because I saw this called "Spread" in English - are those the same?
    Think so, if I remember the live letter correctly.

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    Done. (existing jobs stuff)

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    Theory Fighter
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    Very interesting information there. It confirms that all the Astrologian carda are beneficial, so no more trolling other party members with that. Just drawing cards and using them straight away on whoever is more convenient will be effective enough for everyone to use, which is quite nice. Of course we'll have tons of no-drawing Astrologians in dungeons, and I look forward to read about them in the random complaint thread! Also, Ruin on Astrologian solidifies the idea of "weak attacker", as they haven't even bothered to give it an unique basic attack.

    Regarding SMN, Dreadwyrm Trance starts to be clearer. It seems to me that after every Aetherflow stack used you gain a Bahamuth's Aether stack, and that each one increases your damage dealt. At first I was thinking that getting rid of Aetherflow fast in order to be in Dreadwyrm Trance soon would be the best course of action, but if the damage increase for having 1 or 2 stacks of Bahamuth's Aether is decent, and that is consumed or disappears upon gaining Dreadwyrm Trance maybe the key will be to time the usage of Aetherflow so you spend exactly 30 seconds with it and 30 seconds with Dreadwyrm Trance. We'll see, but looks really promising.

  6. #6
    Piece of shit Bruins fan

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    Additional actions can be set from conjurer and thaumaturge. Astrologian is a healer with a variety of single target and AoE recovery magic but can also use some non-elemental magic attacks, like Ruin from Arcanist.
    This seems vague. I expect it's saying "Astrologian will have magic attacks", but not specifically Ruin, because that'd be weird.

  7. #7
    Old Odin
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    As a counterpart to the "Defiance" tank mode, so to speak, "Deliverance" has been added as a DPS mode. This has the effect of increasing damage dealt and also applies a stacking buff called "Abandon" (which increases critical hit rate) up to a maximum of V. This is similar to the Wrath mechanic in Defiance.
    Finally we know what Deliverance actually does!

    Though I'm still curious if Emergency Tactics only applies for one heal, a short duration, is a stance, and/or consumes aetherflow.

  8. #8
    Strider/Doom/Cyclops
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    Seems to me that Emergency Tactics is almost directly there to deal with Living Dead. SCH without Lustrate available would have a pretty tough time dealing with LD otherwise.

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    From the way they described it tactics probably take Aetherflow charges as well so it would compete with Lustrate anyway. Also Physick is just as strong as Cure and Physick+Embrace is technically stronger than Cure II (as far as potency goes) so I don't really see how WHM has any advantage over SCH when it comes to single target healing other than needing an AI you can sort of control to do half of it.

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    Strider/Doom/Cyclops
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    I got the impression of both Tactics being on separate (non-AF) CDs. Being able to "bane" any crit Adlos for the cost of one Aetherflow would be... very effective. That's a 900 potency AoE shield (more if target had Convalescence, Defiance, or both) for 1 AF.

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    Quote Originally Posted by Taim Meich View Post
    Also, Ruin on Astrologian solidifies the idea of "weak attacker", as they haven't even bothered to give it an unique basic attack.
    AST don't get Ruin, they were just using "Ruin" as an example of a non-elemental attack.

  12. #12
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    After deciding that I don't want to deal with Ninja anymore due to mudra issues, they go and add hate management making it closer to xi thf again. Why do they do this to me, now decisions are hard again!

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    Thanks again slycer.

    Now on summoner it's never clear from any of these interviews how their skills will transition into our rotation since it's not made clear how they work. At this point I'm just hoping ruin 3 or something gives a better option of consistent AoE cause spamming blizzard 2 is getting real old in SR's. Overall all the old jobs look much funner to play except for bard, turning it into a caster you might as well be chopping it's dick off.

  14. #14
    Old Odin
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    Ruin 3 would literally be Ruinga, which was a cool and huge as fuck AoE in the XIII series that knocked sons of bitches into the air. So here's hoping.

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    The Once and Future Wamoura
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    I thought the Akh Morn - esque ability (Painflare? or something) used on Bahamut Aether was supposed to be a high dmg AoE

    point being it did sound like SMN was getting some more AoE capabilities

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    Supposedly Death Flare is the super Akh Morn AoE and takes all 3 Bahamut Charges while Pain Flare is a smaller AoE that takes only one.

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