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  1. #2041
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    Quote Originally Posted by Calemero View Post
    It wont work like BST. They've said NUMEROUS times that there will be no definitive pet classes at launch.
    No they did not. The pet question was only addressed once and they responded with "we don't have one at the moment" which does not mean the same as "there won't be any at launch." While that statement may turn out to be true (I don't expect classes like Musketeer or anything not already listed under class selection (grayed out ones would be added) to be available at launch anyway) words from SE should not be misquoted and it bothers me to no end when people do it.

    Granted, I don't expect Shepard to be a class like Beastmaster since it's supposed to be a Discipline of Land class, which are generally non-combat roles.

  2. #2042
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    Quote Originally Posted by LostCat View Post
    No they did not. The pet question was only addressed once and they responded with "we don't have one at the moment" which does not mean the same as "there won't be any at launch." While that statement may turn out to be true (I don't expect classes like Musketeer or anything not already listed under class selection (grayed out ones would be added) to be available at launch anyway) words from SE should not be misquoted and it bothers me to no end when people do it.

    Granted, I don't expect Shepard to be a class like Beastmaster since it's supposed to be a Discipline of Land class, which are generally non-combat roles.
    Maybe you should go back and read some more of the older interviews.....
    SE did say that there would not be any pet classes at launch, they were mostly talking about SMN and the possibility of it never being a playable class. I want to say this was back in 09 between aug and nov. I will try my best to dig up the old interviews when i get home from work. But don't jump all over somebody for "misquoting SE" when they are right and you are wrong.

  3. #2043
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    Quote Originally Posted by Cecil75 View Post
    I found some spells:
    ttp://minus-k.com/nejitsu/loader/up49409.jpg
    ttp://minus-k.com/nejitsu/loader/up49411.jpg

    Slow, Banish and others (dunno if already confirmed so far).
    Are you able to read those? Particularly interested in mage classes at the moment.

    Which also reminds me, for those of you making videos, I would really love to see one showing off the various spell animation and such. It's the one thing I really haven't seen much of any yet. =/

  4. #2044
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    Quote Originally Posted by Biggie View Post
    Maybe you should go back and read some more of the older interviews.....
    SE did say that there would not be any pet classes at launch, they were mostly talking about SMN and the possibility of it never being a playable class. I want to say this was back in 09 between aug and nov. I will try my best to dig up the old interviews when i get home from work. But don't jump all over somebody for "misquoting SE" when they are right and you are wrong.
    I have read it several times. I know what I'm talking about. No where do they say "there will not be a pet class at launch."

    There were many Summons in FFXI, but for an online world, I never felt there were enough. What Summons can we expect to see in FFXIV and will there be more variety than in FFXI?

    We can't really mention which summons will be in. But what we can say is that some is going to be really important in the storyline. It's not going to be included in the game like FFXI. At the moment we don't really have a class, a pet class / summoner. Not at the moment at least. So it will be implemented in the game in a different way. Please check back with us in the future.

  5. #2045
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    Quote Originally Posted by LostCat View Post
    Are you able to read those? Particularly interested in mage classes at the moment.

    Which also reminds me, for those of you making videos, I would really love to see one showing off the various spell animation and such. It's the one thing I really haven't seen much of any yet. =/

    All of this is old as hell, has been posted and listed for several months.... Everything was removed from here per SE requests and moved to another site that has been taken down as well. I would try some google searches to find this old ass info your requesting.

  6. #2046
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    Quote Originally Posted by LostCat View Post
    I have read it several times. I know what I'm talking about. No where do they say "there will not be a pet class at launch."
    I'm really glad that you have recently discovered this game and are interested in it. But guess what, most of the people here have been watching the development of this game for a year when it was first announced. I'm glad you found some recent interviews and think you "know what your talking about" but sadly you are way wrong. You really need to go back and read some of the first interviews from the dev team.

  7. #2047
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    Quote Originally Posted by Biggie View Post
    I'm really glad that you have recently discovered this game and are interested in it. But guess what, most of the people here have been watching the development of this game for a year when it was first announced. I'm glad you found some recent interviews and think you "know what your talking about" but sadly you are way wrong. You really need to go back and read some of the first interviews from the dev team.
    Okay, I quote part of an interview from August 09, the only one that ever mentioned pet classes, and you still say I'm wrong? Obviously you have no idea what you are talking about. Just because I am new here does not mean I haven't been watching this game for several months.

    ffxivcore.com/index.php?/topic/484-exclusive-interview-with-ffxiv-producer-hiromichi-tanaka/

    There's the interview, since I seem to need to verify myself.

  8. #2048
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    Quote Originally Posted by LostCat View Post
    Are you able to read those? Particularly interested in mage classes at the moment.
    The information seems to have become more difficult to find. This is what I turned up in a search. There seem to be a misprint or two, but it's better than nothing.

    Conjurer:
    Spoiler: show
    Chainspell - Hum your next spell, allowing movement while casting.
    Trance Chant - Intensify your next cast, preventing it from being interrupted.
    Stygian Spikes - Armors you with umbral spikes, absorbing the MP of attacking enemies.
    Profundity - Enunciate, increasing the M.Potency of your next cast. Lenghtens cast and recast times.
    ??? - Allows target to instantaneously revive upon being KO'd.
    Spiritbind - Purge binding yourself and reducing MP consumption by half.
    Soughspeak - Speak in a whisper, reducing M.Potency, and lowering the amount of enmity generated.
    Roaming Spell - Altern your tone, increasing the range and reducing the scope of conjuring spells.
    ??? - Launch a stone projectile, increasing magic potency by ** and dealing earth damage to the target. May also cause petrification.
    Resonance - Alter an enemy's essense, rendering the target's elemental alignment neutral.
    Stonehail - Fire earth damage to the target. May also cause petrification.
    Levinbolt - Launch a charged bolt, dealing lightning damage and inflicting further damage over time.
    Tranquility - Supress your senses and gaze inward, evoking the power to recover MP.
    ??? - Repeat your chant, consuming ** times the normal MP and casting your next spell three times in quick succession.
    Blizzard (And the other elemental nukes) - Deals ice (and respective) damage to enemies within area of effect.
    Shock Spikes Counter - Armors you with lightning spikes, stunning attacking enemies.
    Burn (And the other elemental DoTs) - Deals fire (and respective) damage over time to enemies within AoE.
    Burst (And the other AMs) - Deals massive lightning (and respective) damage to enemies within AoE.
    ??? - Renders stationary enemies within AoE immobiles.
    Repose - Induces slumber among enemies within area of effect.
    Sleep - Induces slumber among enemies within area of effect.
    Shell - Enhance magic defense of allies within AoE.
    Protect - Enhance defense of allies within AoE.
    Cure - Restores HP of allies within AoE.
    Stoneskin - Hardens your skin, allowing a certain amount of damage to be absorbed.
    Reraise - Revives target upon being KO'd.
    Raise - Revives a KO'd target.
    Silena (And the other -nas) - Removes silence (and respective) from you and allies within AoE.
    Tractor - Pulls the body of a KO'd target toward you.
    *(most spells go to tier IV)


    Thaumaturge:

    Spoiler: show
    Scourge (IV) - Deals umbral damage to enemies within an area of effect.
    Damnation - Open a portal to the netherworld, increasing magic potency by ** and dealing umbral damage. May inflict the target with Doom.
    Numbing Rime - Launch a frozen projectile, increasing magic potency and dealing ice damage. Temporarily incapacitates body parts when targeted.
    Numbing Rime - Chant in tongues, evoking the power to recover MP.
    Exaltation - Turns an enemy's strengths to your advantage, reducing the target's attack power and defense by ** for each enhancing effect it has.
    Onus of Might - Share your anguish, transferring all your enfeebling effects to the target.
    Banish (IV) - Consumes HP to deal astral damages to enemies within area of effect. Reduces defense of the Ashkin.
    Dia (II) - Deals astral damage over time and reduces defense of enemies within area of effect.
    Bio (III) - Deals umbral damage over time and reduces attack of enemies within area of effect.
    Aspir (III) - Transfers MP from enemies within an area of effect to you.
    Drain (III) - Transfers HP from enemies within an area of effect to you.
    Shadowsear (II) - Deals umbral damage and increases your magic potency in proportion to the different in HP between you and the target.
    Poison (III) - Posions enemies within area of effect.
    Absorb DEF (II) - Transfers a potion of the target's defense to you.
    Absorb ATK (II) - Transfers a potion of the target's attack power to you.
    Mass Fear (II) - Causes enemies within area of effect to flee in terror.
    Blind - Reduces the accuracy of enemies within area of effect.
    Paralyze - Paralyzes enemies within area of effect.
    Silence - Silences enemies within area of effect.
    Siphon MP (II) - Transfer MP from the target to you.
    Siphon TP (II) - Transfer MP from the target to you.
    Absorb TP (II) - Transfer a potion of the target's TP to you.
    Absorb EVA (II) - Transfer a potion of the target's evasion to you.
    Absorb ACC (II) - Transfer a potion of the target's accuracy to you.
    Absorb DEF (II) - Transfer a potion of the target's defense to you.
    Stygian Spikes (II) - Armors you with umbral spikes, absorbing the MP of attacking enemies.
    Sacrifice (IV) - Consumes HP to restore a potion of the target's HP.
    Soul Ward - Allows target to instantaneously revive upon being KO'd.
    Resurrect - Revives a KO'd target.
    *(the listed numerical indicates the number of tiers for that spell)

  9. #2049
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    Quote Originally Posted by LostCat View Post
    Okay, I quote part of an interview from August 09, the only one that ever mentioned pet classes, and you still say I'm wrong? Obviously you have no idea what you are talking about. Just because I am new here does not mean I haven't been watching this game for several months.

    ffxivcore.com/index.php?/topic/484-exclusive-interview-with-ffxiv-producer-hiromichi-tanaka/

    There's the interview, since I seem to need to verify myself.
    Thanks for the info, cool stuff.

    Don't listen to this troll.

  10. #2050
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    Quote Originally Posted by Metafox View Post
    The information seems to have become more difficult to find. This is what I turned up in a search. There seem to be a misprint or two, but it's better than nothing.

    Conjurer:
    Spoiler: show
    Chainspell - Hum your next spell, allowing movement while casting.
    Trance Chant - Intensify your next cast, preventing it from being interrupted.
    Stygian Spikes - Armors you with umbral spikes, absorbing the MP of attacking enemies.
    Profundity - Enunciate, increasing the M.Potency of your next cast. Lenghtens cast and recast times.
    ??? - Allows target to instantaneously revive upon being KO'd.
    Spiritbind - Purge binding yourself and reducing MP consumption by half.
    Soughspeak - Speak in a whisper, reducing M.Potency, and lowering the amount of enmity generated.
    Roaming Spell - Altern your tone, increasing the range and reducing the scope of conjuring spells.
    ??? - Launch a stone projectile, increasing magic potency by ** and dealing earth damage to the target. May also cause petrification.
    Resonance - Alter an enemy's essense, rendering the target's elemental alignment neutral.
    Stonehail - Fire earth damage to the target. May also cause petrification.
    Levinbolt - Launch a charged bolt, dealing lightning damage and inflicting further damage over time.
    Tranquility - Supress your senses and gaze inward, evoking the power to recover MP.
    ??? - Repeat your chant, consuming ** times the normal MP and casting your next spell three times in quick succession.
    Blizzard (And the other elemental nukes) - Deals ice (and respective) damage to enemies within area of effect.
    Shock Spikes Counter - Armors you with lightning spikes, stunning attacking enemies.
    Burn (And the other elemental DoTs) - Deals fire (and respective) damage over time to enemies within AoE.
    Burst (And the other AMs) - Deals massive lightning (and respective) damage to enemies within AoE.
    ??? - Renders stationary enemies within AoE immobiles.
    Repose - Induces slumber among enemies within area of effect.
    Sleep - Induces slumber among enemies within area of effect.
    Shell - Enhance magic defense of allies within AoE.
    Protect - Enhance defense of allies within AoE.
    Cure - Restores HP of allies within AoE.
    Stoneskin - Hardens your skin, allowing a certain amount of damage to be absorbed.
    Reraise - Revives target upon being KO'd.
    Raise - Revives a KO'd target.
    Silena (And the other -nas) - Removes silence (and respective) from you and allies within AoE.
    Tractor - Pulls the body of a KO'd target toward you.
    *(most spells go to tier IV)


    Thaumaturge:

    Spoiler: show
    Scourge (IV) - Deals umbral damage to enemies within an area of effect.
    Damnation - Open a portal to the netherworld, increasing magic potency by ** and dealing umbral damage. May inflict the target with Doom.
    Numbing Rime - Launch a frozen projectile, increasing magic potency and dealing ice damage. Temporarily incapacitates body parts when targeted.
    Numbing Rime - Chant in tongues, evoking the power to recover MP.
    Exaltation - Turns an enemy's strengths to your advantage, reducing the target's attack power and defense by ** for each enhancing effect it has.
    Onus of Might - Share your anguish, transferring all your enfeebling effects to the target.
    Banish (IV) - Consumes HP to deal astral damages to enemies within area of effect. Reduces defense of the Ashkin.
    Dia (II) - Deals astral damage over time and reduces defense of enemies within area of effect.
    Bio (III) - Deals umbral damage over time and reduces attack of enemies within area of effect.
    Aspir (III) - Transfers MP from enemies within an area of effect to you.
    Drain (III) - Transfers HP from enemies within an area of effect to you.
    Shadowsear (II) - Deals umbral damage and increases your magic potency in proportion to the different in HP between you and the target.
    Poison (III) - Posions enemies within area of effect.
    Absorb DEF (II) - Transfers a potion of the target's defense to you.
    Absorb ATK (II) - Transfers a potion of the target's attack power to you.
    Mass Fear (II) - Causes enemies within area of effect to flee in terror.
    Blind - Reduces the accuracy of enemies within area of effect.
    Paralyze - Paralyzes enemies within area of effect.
    Silence - Silences enemies within area of effect.
    Siphon MP (II) - Transfer MP from the target to you.
    Siphon TP (II) - Transfer MP from the target to you.
    Absorb TP (II) - Transfer a potion of the target's TP to you.
    Absorb EVA (II) - Transfer a potion of the target's evasion to you.
    Absorb ACC (II) - Transfer a potion of the target's accuracy to you.
    Absorb DEF (II) - Transfer a potion of the target's defense to you.
    Stygian Spikes (II) - Armors you with umbral spikes, absorbing the MP of attacking enemies.
    Sacrifice (IV) - Consumes HP to restore a potion of the target's HP.
    Soul Ward - Allows target to instantaneously revive upon being KO'd.
    Resurrect - Revives a KO'd target.
    *(the listed numerical indicates the number of tiers for that spell)
    I've seen those lists. I was actually more interested in the translation for those images posted since they come with additional information like MP cost and ability recast. It's the little details like that which I'm curious about.

  11. #2051
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    I hope they do Conjurer right, really like XI's approach to BLM.

  12. #2052

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    Repose - Induces slumber among enemies within area of effect.
    Repose is an AoE bind.

  13. #2053
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    Just a few screens from today's test. Have about 3 hours worth of video with
    6-12 member xp parties being edited right now. Will post when I'm done with it.

    Why only edit out your name? I was planning to post up a bunch of pics and a couple of vids but I'm in your pics and anyone with half a brain will be able to work out who I am if I post anything up. I'm not convinced the NDA police won't mobilse and I prefer to be able to log in next test thanks.

    /sadface
    fixed for joo

    Lmao, way to block your name but leave everyone else up for grabs.
    To tell you the truth, I could care less about any NDA Nazi's that roll through here. If it was just anyone else not in the alpha, *cough* I probably woulda just left it. But considering I apparently partied with someone on the forums and they kindly asked me to change it, I did.


    *Updated*
    http://img20.imageshack.us/i/aaa16.png/
    http://img517.imageshack.us/i/aaa15.png/
    http://img341.imageshack.us/i/aaa14.png/
    http://img688.imageshack.us/i/aaa13.png/
    http://img229.imageshack.us/i/aaa12.png/
    http://img690.imageshack.us/i/aaa11g.png/
    http://img10.imageshack.us/i/aaa10.png/
    http://img121.imageshack.us/i/aaa9.png/
    http://img532.imageshack.us/i/aaa8.png/
    http://img205.imageshack.us/i/aaa7.png/
    http://img179.imageshack.us/i/aaa6.png/
    http://img268.imageshack.us/i/aaa5.png/
    http://img263.imageshack.us/i/aaa4.png/
    http://img163.imageshack.us/i/aaa3.png/
    http://img704.imageshack.us/i/aaa2p.png/
    http://img576.imageshack.us/i/aaa1r.png/

    About today's tests: Started with a party of 12 (eventually split up and stuck with a party of 6). We started with 3 levequests in the level 17-20 area. I'm not sure on what difficulty we had it on but I'm assuming it was 7 stars. Rolled through all 3 of em. Noticed the hate mechanics were pretty wonky and I was only able to do normal shots. Anything else was grabbing me insane amounts of hate. I probably died close to 20 times today lol. We ran around trying harder mobs, ended up wiping on a boar. Was an epic fight and only took it to about 40% before it did an AOE stomp and took out 2 tanks and a healer.

    We explored Cassiopeia Hollow and did Arhimans and Gnats. Couldn't find any Elementals unfortunately D:

  14. #2054
    The Defense is ready, Your Honor
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    That's a goodly bit of money for the prices charged in that one pic. Good to see they are trying not to render NPC shops completely useless.

  15. #2055

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Calemero View Post
    Just a few screens from today's test. Have about 3 hours worth of video with
    6-12 member xp parties being edited right now. Will post when I'm done with it.
    Nice, get on it!

    Question: Were people seriously manually adding brackets to make it look like they were using auto-translator phrases? x.x

  16. #2056
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    Quote Originally Posted by Calemero View Post
    Just a few screens from today's test. Have about 3 hours worth of video with
    6-12 member xp parties being edited right now. Will post when I'm done with it.

    (Lots of pics)
    Why only edit out your name? I was planning to post up a bunch of pics and a couple of vids but I'm in your pics and anyone with half a brain will be able to work out who I am if I post anything up. I'm not convinced the NDA police won't mobilse and I prefer to be able to log in next test thanks.

    /sadface

  17. #2057
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    Was that decorated Halberd a level 20 leave reward?

  18. #2058
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    Sweet christmas that is a hot elvaan

  19. #2059
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    Lmao, way to block your name but leave everyone else up for grabs.

  20. #2060
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    Alright so I've almost hit max level they let you get to in the alpha (lv 20/20), I should get there by the end of todays test. Here is what I think so far about Conjurer:

    As far as play style goes, think FFXI's BLM/WHM. Mainly as a crazy nuker, with crowd control and healing as secondary.
    In ff14, most if not all jobs have some way to heal themselves. What this has done is essentially eliminated a 'WHM' class from the game, thus solving the problem of people not being able to party because they can't find a healer.

    Cure spells as of now, don't generate a lot (if any) hate, and can pretty much cure someone up to full without problem. The limitation on this, and reason why someone trying to play as a full "WHM" wouldn't work, is MP. You can't recover MP unless you run back to a crystal to refill, or carry a steady supply of ethers. Buff spells are useful.... sometimes. They don't last very long (protect, shell, spikes, im lookin at you) and don't seem to be THAT worth the MP points. Recasting buffs alone every fight you'd have to hit up a crystal frequently.

    Next, debuffs. DoT's, and Thaumaturge spells like poison, slow, gravity (all of which i had equipped to my Conj.). They too are useful... but only in certain situations. You wouldn't want to debuff the mob every single fight, as this too would waste away your MP. Maybe 1 debuff per fight tops, i liked to use Slow a lot. Again, doesn't work to well in the long run due to the reasons for curing.

    Most importantly though, is DAMAGE. This is simply what the conjurer was born to do. My DD spells and non-mp using abilities like Spirt Dart (no mp cost no tp cost) consistently hit for almost double of any melee I've seen. Like in ffxi, this is a double edge sword as conj.s are glass cannons. At the moment, Conj. currently generates CRAZY enmity off 1 cast. In a party environment you simply need someone to voke the mob off you. I found that when my partner casted voke AFTER i got hate (and not before like in ffxi) he was able to effectively stick the mob on him and I could pretty much chain cast Spirit Dart without taking back hate.. most times.

    To give you an idea, a lancers hits were doing about 150 dmg, where as my spirit dart was doing about 250. Though it should be noted some of the lancers abilities were hitting for around 250 as well.

    As far as elemental magic, like fire, water etc, the only times you'll ever use that over Spirit Dart is when you're fighting multiple mobs. They do about the same damage as spirit dart, only they cost MP. In a party situation, if the other mobs get hit by AoE and they arn't all voked by someone, you will most likely die, so AoE spells are really only useful for solo play when you fight weaker mobs.

    Conj. also get a weaponskill called Levinbolt that costs 1000TP (1000TP is about 1 spirit bolt cast). Its a ranged magic that does a pretty weak amount of damage (about 100 vs spirit dart 250) but also sticks the mob with a DoT. The DoT doesn't seem to last very long or do very much damage though. Maybe 20dmg per tick. It'll be interesting to see what other TP abilities they get.

    I definitely recommend everyone level conj at least somewhat. Shock spikes is useful, stuns the mob almost every time and does about 20 dmg per hit. Stoneskin and Cure are definitely some useful spells as well. Don't bother trying to equip some DD spells tho, they will be about half as potent as your current class abilities/attacks, so your action points are better spent on the above.

    In the end, Conj. is very versatile and can be a godsend in a sticky situation, but you will mostly be a DD beast and love every minute of it. As long as you stick to weaker-ish mobs you can easily solo, and with AoE's take down multiple mobs at a time. In party play, you're there to kill the mob and kill it quickly, hopefully from the safety of the back-lines.

    If you like ffxi's BLM, this is your job.

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