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  1. #5541
    New Odin
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    Quote Originally Posted by Khamsin View Post
    I was thinking more in lines of what a melee RDM was supposed to have been (and still can be with the right builds) in FFXI, rather than a WHM farming too weaks with his apollo's staff. Conjurer and Thaumaturge will probably be fine with Phantom Dart, but would still be nice to have a melee mage that can actually hold its own against other DDs rather than be ridiculed in parties because they're spending more time meleeing and less time curing.
    I think SE would want Gladiator to be the template for such class, but of course we can't know before we find out how gimped the skills/spells from other classes are.

    Since you can decide your stats freely, I don't think that'll be the problem though, if there is any.

  2. #5542
    Melee Summoner
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    Quote Originally Posted by Jollipop View Post
    Look at the long legged Diremite in the back :O
    you, sir, have proven me wrong.

  3. #5543
    RIDE ARMOR
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    Quote Originally Posted by King Zuca View Post
    well, considering there will be a heavy emphasis on range during battle, it would'nt be very effective to have to run back into effective range to cast spells, just for the sake of a physical attack with your stick. i think moves like phantom dart are designed to give mages some type of tp build and a free(no MP cost), repeatable attack.

    i don't know, but what is the point of even using physical attacks with a mage? by the time you get to higher lvls you will have spent a good chunk of points on attributes that compliment your magical capabilities. no one wants to see a mage in their party NOT casting, and if you're soloing, i doubt your survivability would be high just swingin your stick.
    The point is though, mana doesn't regen by resting. Mages have to conserve MP, they have to use it carefully in between crystals.

  4. #5544
    Salvage Bans
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    Quote Originally Posted by Purplekjw View Post
    The point is though, mana doesn't regen by resting. Mages have to conserve MP, they have to use it carefully in between crystals.
    We dont know this, Ethers might looks to be the solution but who knows, also we have no idea what they have planned for refresh armour, how much and at what level we may get a refresh effect.

  5. #5545
    New Spam Forum
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    Quote Originally Posted by Purplekjw View Post
    The point is though, mana doesn't regen by resting. Mages have to conserve MP, they have to use it carefully in between crystals.
    Hence you have a no-MP range attack

  6. #5546
    CustomTitle
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    HOT LITTLE SNATCH

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    Quote Originally Posted by Jollipop View Post
    We dont know this, Ethers might looks to be the solution but who knows, also we have no idea what they have planned for refresh armour, how much and at what level we may get a refresh effect.
    Not to mention both mage classes so far have a skill that recovers MP.

    Don't really know what this is, it is pretty terrifying:
    http://i41.tinypic.com/fojajo.jpg

  7. #5547
    New Spam Forum
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    Looks kind of like the tall craver mob from the promys. He better run up to it for a close up!

  8. #5548
    New Spam Forum
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    Quote Originally Posted by qpoiuwer View Post
    Because they ran out of arrows, or have to fight at close range. I would not expect an archer to be as pathetic as a mage with melee. I figured they'd have daggers or something. Also how much less damage arrows do at point blank range.
    true, you have a point. however, they should just make it reasonably easy to keep your distance as an archer. i thought SE failed miserably in this area when it came to rng in ffxi. it was impossible to do this solo on a mob that took more then 3 shots to kill. besides i think archers in ffxiv have an ability to make more arrows on the fly or something like that.

    i want to see the archer class in ffxiv feel like an archer, not like a warrior who woke up and forgot his sword on the kitchen table, and only brought a bow.

  9. #5549
    RIDE ARMOR
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    Quote Originally Posted by Jollipop View Post
    We dont know this, Ethers might looks to be the solution but who knows, also we have no idea what they have planned for refresh armour, how much and at what level we may get a refresh effect.
    I'd find a quote from one of the interviews, but I'm lazy. But yeah, since finding out that ethers are in the game, I am a little doubtful. I was just quoting devs though.

    Quote Originally Posted by Fanfon View Post
    Hence you have a no-MP range attack
    Which is exactly what I said further down the page...

  10. #5550
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    Quote Originally Posted by Purplekjw View Post
    The point is though, mana doesn't regen by resting. Mages have to conserve MP, they have to use it carefully in between crystals.
    hence why they added the dart, which is what i was saying in the first place.

  11. #5551
    Smells like Onions
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    Quote Originally Posted by Purplekjw View Post
    The point is though, mana doesn't regen by resting. Mages have to conserve MP, they have to use it carefully in between crystals.
    I cannot imagine prolonged HNM fights without possibility of regaining MP during fight. There will be maybe some abilities for refresing. Maybe potions will be of common use? Maybe aspir spells, MP Siphons etc will help maintain MP pool up.

    If somebody could test how MP is used in alpha, if there is any problem with maintaining MP pool - it would be great.

  12. #5552
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    *Sigh*

    I was only explaining to someone WHY the dart is a good thing.

    Abilities that restore MP have been confirmed, but I doubt you'll be able to restore it fully between each fight with that. I also imagine that ethers restore limited amount of MP and have a re-use timer (Though this is speculation). So yes, you would be able to restore MP for hard fights, but you wouldn't be able to CONSTANTLY nuke during normal fights, hence why there'd be a regular attack.

  13. #5553
    Bagel
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    Quote Originally Posted by Jollipop View Post
    Look at the long legged Diremite in the back :O
    Oh god no it's a daddy-long-legs... hate those fucking things they creep me out so much... quick someone dat swap needed!

  14. #5554
    New Spam Forum
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    Quote Originally Posted by Khamsin View Post
    I was thinking more in lines of what a melee RDM was supposed to have been (and still can be with the right builds) in FFXI, rather than a WHM farming too weaks with his apollo's staff. Conjurer and Thaumaturge will probably be fine with Phantom Dart, but would still be nice to have a melee mage that can actually hold its own against other DDs rather than be ridiculed in parties because they're spending more time meleeing and less time curing.

    In FFXI, melee RDM is out of the question until level 75 with the appropriate gear. And it's still a solo/small man thing, there's no room for it in parties, especially low level parties.

    hey, with a point allocation system done right, anything is possible. I for one have been thinking of how im going to stand out when this puppy releases(although it is much too early, with too little info). im going to go hellsguard roeg marauder, and dabble in some thaumaturgy skills to make a proto-dark knight :D. seems possible, but who knows, just keepin the imagination sharp.

  15. #5555
    Clearly not Tonko
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    I believe they will have mana regenerative spells as a means of making you strategize. So instead of just spamming attacks/heals, you have to consider, do I finish this mob off/heal and risk running out of mana before the fight is over? Or do I use my next move or two to regain mana at the risk of being killed or not healing someone in time.

  16. #5556
    F5 Like A Boss.
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    Looks like those things from FFVIII that turn into pipes when the card is refined... Lemme see if I can find it.

    Go go google: http://inxtasy.host63.wotonet.com/ff...r/elastoid.jpg Elastoid

  17. #5557
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    HOT LITTLE SNATCH

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    So far we have a single skill for both Thaumaturge and Conjurer that simply say they "evoke the power to recover MP". Thaumaturge also gets Scourge which uses HP to deal damage as well as Aspir to drain MP (although we've yet to see if only certain mobs will have MP like in XI). Conjurer doesn't seem to have any abilities listed that use HP to cast, but who knows if the current skill lists are complete or not.

  18. #5558
    Salvage Bans
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    Seems like the JP servers had really big problems today.

  19. #5559
    Relic Shield
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    Correct me if I'm wrong, but it appears all classes have Mp in ffxiv? At least archer does from the description on the official site. I may be reaching here but I think it makes sense. All classes having a sizable pool to draw from would make it more plausible to use abilities from DoM jobs on DoW jobs. In ffxi I remember reading that jp players in the alpha/beta talked them into lowering base Mp for non caster jobs because they didnt think it was balanced. This time they might be less lazy and look at other methods to retain balance while opening up more combos for classs and sub abilities?

    With the possibility of using many more combinations in ffxiv, maybe we can expect more armor to be customizable from an earlier level, to allow for more varied play styles? I know that within six months people will figure out the "best" ways to do things, but I have a feeling that when this happens this time around, we'll see more adjustments to bring it in line with other options.

    Also with the mention that spells will give the caster tp, I have a feeling that DoM class ws will be spells instead of based off wielding their weapon in direct combat.

    Speculation, etc.

  20. #5560
    Ridill
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    What time does the US alpha start EST tonight?

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