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Thread: New Classes Discovered     submit to reddit submit to twitter

  1. #161
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    Quote Originally Posted by Kiarax View Post
    One would assume there is no daggers. They should give Archers daggers as a backup melee weapon or something. There's no need for a Thief class with Pugilist. A melee class focused on disabling enemies would be pretty cool with dagger, but there's probably better weapons suited for that anyway.
    I think the flavor text for gladiators on the site mentions being able to use throwing knives. I would prefer there be a dagger specific class, though. Maybe they'll cut the BS and make a wizard type class that uses daggers as an implement.

    It also seems like there could be potential that the off-hand rapiers are intended to be a main gauche style parrying knife.

  2. #162
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    Quote Originally Posted by Spira View Post

    on topic tho...

    its a pity most of these confirmed classes may not see the light of day until 2011++. At least we know whats coming tho.

    Isn't this the same as saying these will be available at launch. Everyone thinks so negative.

    This game is going to have everything the .dats say its going to have. To say otherwise is ignorance.

  3. #163
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    Quote Originally Posted by Tempyst View Post
    It also seems like there could be potential that the off-hand rapiers are intended to be a main gauche style parrying knife.
    A parry tank would be fucking rad. That also means Square will never make it happen.

  4. #164
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    Quote Originally Posted by Kiarax View Post
    A parry tank would be fucking rad. That also means Square will never make it happen.
    An assassin class that uses a dagger main hand for striking and a cloak in the off hand slot for defense and stealth buffs would be pretty slick.

  5. #165
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    Quote Originally Posted by Klaatu View Post
    I would love to see advance disciplines stem from initial jobs. For example: Gladiator —> Fencer, Archer —> Musketeer, Blacksmith —> Goldsmith & Armorer, Harvester —> Fisher & Shepherd. Basically, you must know one discipline to learn the next level. Evolution based job progression would be awesome, at least IMO.
    You on the right track, but the default class names stay the same, but branch off to other choices for weapons usage:

    Gladiator>War.(mostly anything) Fencer> Kendo (Shinai)
    Paladin(1h/swords, shield) Fencer(Rapiers)
    Drk. knight(g.sword, scyth)

    .......etc

    I'm hoping fencer branches off with that choice.

  6. #166
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    Quote Originally Posted by Rustyhagun View Post
    Isn't this the same as saying these will be available at launch. Everyone thinks so negative.

    This game is going to have everything the .dats say its going to have. To say otherwise is ignorance.
    I hope thats the case, but its not necessarily true. They may be there as part of the games data infrastructure. Since they know it'll be introduced eventually, they might as well lay the groundwork for them too.

    Going back to my FFXI zilart example, SAM NIN DRG and SMN were already in the dats, but were jobs assigned to mobs only. Like, Yagudo ninjas could cast ninjutsu long before players could, so spell framework for those jobs were already there.

    Another thing would be that they might want to release all the classes but they may not have been developed well enough to be ready by release. This could be said about SMN in FFXI, which doesn't require an expansion to acquire. However, even at release, it was a job riddled with problems, poorly balanced and very glitchy.

  7. #167
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    Relevancy to the topic will be a matter of opinion, but:

    On the subject of "Job Traits" and "Passive Abilities". We already know we can put active abilities we've learned in our action bar regardless of class - But what about traits? I'm sure most melee characters will want "Dual Wield" at some point or another (I'm guessing learned from Fencer class)

    Will you have to sacrifice action points/action bar slots for passive traits as well? Or will Squaresoft simply not allow you to use traits from other classes at all?

  8. #168
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    Quote Originally Posted by Khamsin View Post
    Hope so! As long as I can create the appearance of nonstop attacking and just keep swinging repeatedly and quickly at a mob, thereby speedkilling it with repeated melee hits, then I'm happy.
    http://www.physics.uco.edu/wwilson/c...shKeyboard.gif

  9. #169
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    Quote Originally Posted by Newber View Post
    Relevancy to the topic will be a matter of opinion, but:

    On the subject of "Job Traits" and "Passive Abilities". We already know we can put active abilities we've learned in our action bar regardless of class - But what about traits? I'm sure most melee characters will want "Dual Wield" at some point or another (I'm guessing learned from Fencer class)

    Will you have to sacrifice action points/action bar slots for passive traits as well? Or will Squaresoft simply not allow you to use traits from other classes at all?
    thats an interesting question..

    personally i've not come across a single job trait tho. are there even any?

  10. #170
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    That Marauder ability (if you can call it that) where it says "you are one with your weapon" or whatever might be considered one? Pretty sure you don't even learn that, screenshots I've seen with it happening have nothing but the regular attacks in the toolbar. Also happens and increases parry rate or something. Maybe it can happen across all jobs though.

  11. #171
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    There have to be passive abilities in some form or another. It's an MMO staple.. But dual wield was a bad example. I suspect dual wield will be something that anyone can do, regardless of class.. but restricted.

    I.E you can only equip "off-hand" items in the off-hand, and off-hand require a certain item in the main-hand.

    Then again, there may be passive abilities that allow you to equip specific items in your off hand.

    *speculation start*

    For instance, when you start the game as a Fencer, you may only use a rapier. Once you reach rank 10 in rapier, however, you gain the ability to equip an "off-hand rapier". I'm assuming they mean "main gauche".
    With Gladiator, you may just start with a sword. Once you reach rank 5 in sword, you gain the ability to equip a shield in the off hand. Once you reach rank 20, you can equip a quote: "Two-handed shield" in your off-hand. I'm assuming they mean whatever a lantern shield is.
    Once you receive these traits, you can equip them with action points like any other ability. This means you gain another action gauge (associated with your off-hand), and can use thrust with an "off-hand rapier", etc.

    *speculation end*

  12. #172
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    i think thats just text that displays when you charge the ability.

  13. #173
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    Seemed to me like the parry + was an active ability, because the combat log listed it when it activated. I think you are applying XI mechanics on XIV. There are many "off hand" type off weapons, rapier and gun at least ( don't want to check source again).

    I thought at first that the "2 handed shield" was in fact an "off hand shield" (or 2nd hand) but it seems they are both categories from that dat file. Hard to say at this point though.

  14. #174
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    If quite a few abilities end being transferable, it'd make sense to give weapons different special skills/traits, like the axe storing energy to make the next hit aoe, the polearm being able to hit two lined up mobs, thaumaturge arms making aoe effects conal, etc. like they showed us on the website.

    Only one I've seen so far is the Marauder/axe one though, in one of the screenshots that Fred uploaded. He gained the effect after a battle ended.

  15. #175
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    We should just officially decide that 2 handed shield means you grab a lalafell with both hands and use that as a shield

    at least until confirmed otherwise

  16. #176
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    One thing that was said in an old interview was an example of a pugilist setting en-element abilities for additional damage.

  17. #177
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    Is there a problem with a fast attacking, multi-hitting melee class that just swings nonstop? (with proper equipment and trait setup, otherwise they'll be a slow attacker without the special rare drops to make that build possible, as a bottleneck to keep it from being overpowered by limiting how many people can accomplish it)

  18. #178
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    Quote Originally Posted by Khamsin View Post
    Is there a problem with a fast attacking, multi-hitting melee class that just swings nonstop? (with proper equipment and trait setup, otherwise they'll be a slow attacker without the special rare drops to make that build possible, as a bottleneck to keep it from being overpowered by limiting how many people can accomplish it)
    "Your imagery kind of reminds me of WoW! I hate it!!"

    I think the closest thing you're going to get to this is the Fencer, since they are confirmed to use main-hand and off-hand rapiers.

  19. #179
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    Just wait until duel wielding requires you charge your Effect Gauge to maximum in order to attack with Main Hand and Off Hand simultaneously.

  20. #180
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    Quote Originally Posted by ScGr View Post
    Just wait until duel wielding requires you charge your Effect Gauge to maximum in order to attack with Main Hand and Off Hand simultaneously.
    What's this talk of dueling? Probably no dueling, just competative PvP games like ballista and brenner were.

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