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  1. #2141
    Relic Weapons
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    Speculation time!

    Premise 1: There is no healing class known at this time.

    Premise 2: Only two magic classes known at this time.

    Premise 3: Abilities requiring MP are not to be used every battle as MP cannot be replenished easily.

    If there was a class suited for main healing it would have the ability "Pray", healing small amounts of HP to the whole group for no MP cost.
    Am I right or what?

  2. #2142
    New Spam Forum
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    Bismarck

    Quote Originally Posted by Corrderio View Post
    Stupid question but has anyone else subscribed to the XIV newsletter and hasn't got anything?
    Same here, and I use yahoo too. I used to get newsletters, but I haven't gotten anything since january. My concern is that yahoo might block a potential beta invite.

  3. #2143
    RIDE ARMOR
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    Carbuncle

    My concern is that yahoo might block a potential beta invite.
    You shouldn't worry about that, because letter just informs that you were accepted, it doesn't give you codes or something. Just keep trying to log in at dev-na . ffxiv . com or dev-eu . ffxiv . com every few days or so. When you are accepted into alpha/beta you will be able to log in.

  4. #2144
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    LNC gameplay 2
    4 mins 200mb

  5. #2145
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    Ramuh

    I think the Idea is to have self condusive healing abilitys where your not healing your max health in one ability or spell, so that leaves room for group healing, HoTs and the sort. I think lancer will be a group favorite since it has a enfeeble that is like a group bloodbath, it basically lets enemy NPC take damage and tack on a enfeeble that allows any partie member landing a successful attack to gain a small amount of HP back. I like this a lot better its easier to maintain on a person to person basis, not relying on one member of a party to always watch the health bar decrease and deal with on how to refill HP. I hope to see more HoTs like this, also, I was watching Ghosts latest video, he beats an young-Opo Opo and it gave him 357gil, which would be enough to buy a potion, to use in lone fights, this would help turn the battle in his favor when unsure or getting low on health, I think we will see people using items in situations a lot more.

  6. #2146
    Relic Horn
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    Quote Originally Posted by Lurking Badger View Post
    Speculation time!

    Premise 1: There is no healing class known at this time.

    Premise 2: Only two magic classes known at this time.

    Premise 3: Abilities requiring MP are not to be used every battle as MP cannot be replenished easily.

    If there was a class suited for main healing it would have the ability "Pray", healing small amounts of HP to the whole group for no MP cost.
    Am I right or what?
    TP-based healing/buffing skills.

  7. #2147
    CoP Dynamis
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    I think lancer will be a group favorite since it has a enfeeble that is like a group bloodbath, it basically lets enemy NPC take damage and tack on a enfeeble that allows any partie member landing a successful attack to gain a small amount of HP back.
    So what you're saying is Speed Surge = Drain Samba?

  8. #2148
    Banned.

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    Aegwynn

    Life Surge: Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the target's evasion.

    The description of this ability on the official website only confuses me.

  9. #2149
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    Ramuh

    I assume that it acts like drain samba but instead of being a buff spell its a single time enemy NPC defbuff, pretty much goes without saying that a enfeebled enemy will act the same no matter who in the party interacts with it.

  10. #2150
    Black Belt
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    Quote Originally Posted by Agito View Post
    Life Surge: Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the target's evasion.

    The description of this ability on the official website only confuses me.
    I'm assuming it gives the enemy an enfeeble that recovers your HP every time you strike the enemy, and that it also lowers the target's evasion each hit, making it easier for you to hit it.

  11. #2151
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    ...he beats an young-Opo Opo and it gave him 357gil, which would be enough to buy a potion, to use in lone fights, this would help turn the battle in his favor when unsure or getting low on health, I think we will see people using items in situations a lot more.

    Now that I think about it, how does using a potion work?
    Is it tied to the gauge? Is there a cooldown?

  12. #2152
    Hydra
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    Ya, restorative items in FFXI were a joke. Most people on FFXI rarely used any items, unless it was for some kind mission/bcnm/end-game activity. However, with the experimentation of...i mean, the new Field of Valor, it seems SE may want us to use more items on the battlefield...

    I wouldn't mind paying for potions if they were both cheap, plentiful and quick to use. Especially, if I decide to solo and I don't wanna level a job with HP-restorative abilities.

  13. #2153
    RIDE ARMOR
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    Bismarck

    Quote Originally Posted by Corrderio View Post
    Stupid question but has anyone else subscribed to the XIV newsletter and hasn't got anything?
    I haven't gotten the most recent email that is being discussed. I did receive the one about the site update last week.

  14. #2154
    RIDE ARMOR
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    Quote Originally Posted by Lurking Badger View Post
    Speculation time!

    Premise 1: There is no healing class known at this time.

    Premise 2: Only two magic classes known at this time.

    Premise 3: Abilities requiring MP are not to be used every battle as MP cannot be replenished easily.

    If there was a class suited for main healing it would have the ability "Pray", healing small amounts of HP to the whole group for no MP cost.
    Am I right or what?
    I don't think there will be a main healer at this point, at least it won't be a necessity like it was in XI. Even though it's alpha, the current classes available should be able to fill the roles essential for party play.

  15. #2155
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    Speed surge works like drain samba, it's a self target buff, has 1:1 recast/duration.

    Any target you hit with a regular attack will give a % of hp back, works for other party members.

    Bloodbath drains a % of your next attack, works on ws, but if you miss, you lose the effect.

  16. #2156
    Relic Horn
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    Not sure if you guys are talking about this, but if you watched Ghost's latest video you can see him use Speed Surge (not Life) which allows absorbing HP like Drain Samba. If you watch you see it work almost identical to the samba.

    Here you see him activating it,



    and after he strikes the mob it gets the redish triangle shaped effect icon under it's name. Notice the Speed Surge icon is in his buff list across the top also.



    Later on you see him fighting a aldgoat and his Speed Surge is wearing off. You also see the aldgoat get the effect then RiKo misses 3 times and the effect disappears and then he hits and it returns.

    edit: Damn, Ghost beat me while typing lol. /pics

  17. #2157
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    One thing I would like to see is if and how abilities like Bloodbath and Speed Surge work with magical attacks.

    And I agree. Through various use of Cure, Bloodbath, Speed Surge, Drain, etc., which can be accessible for all classes, maintaining party HP should be much easier and more of a team effort instead of having one member maintain everything. Sounds like a better design approach in my opinion.

  18. #2158

    Sweaty Dick Punching Enthusiast

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    Is it really that different? Or did you forget you "could" sub /whm on any job in FFXI.

    It's really no different here. You get cure abilities on more classes now sure, but don't forget that you can't use everything you've learned. The entire game is like blue mage. You have a certain amount of ability slots/points, and when you use them up you lose the rest of your unallocated arsenal.

    It'll just end up being like /whm. Use it if you're solo, or if you need it. Otherwise, you'll just be gimping your role by slotting these abilities.

    Not saying its a bad design, because I like it. It's just not as different as you guys are making it out to be. It's a different end to the same means.

  19. #2159
    Melee Summoner
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    Well, also remember that Blue Mage generally used no more than three damaging spells. The rest get set for supportive abilities or obtaining job abilities. Even if the number of abilities you can set doesn't expand beyond 20, which is kinda doubtful in the long run, it isn't really that hard to save one or two spots for curative abilities. Even if damage dealers find that there are more than three damaging skills worth setting, you have 18 more slots to fill, which should be plenty.

  20. #2160
    New Odin
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    Quote Originally Posted by Celeras View Post
    It'll just end up being like /whm. Use it if you're solo, or if you need it. Otherwise, you'll just be gimping your role by slotting these abilities.

    But you know, will there be "roles" as you think there are? When MP is limited and there are potentially multiple tanks in every encounter, it might not be "optimal" to have just one person do the healing while the rest of the players focus on a single role.

    I'd imagine, that for example multiple classes need to equip some form of hate/tanking skills in a group vs. group encounter and even though that will lower their DPS, it makes the fight more manageable and you will last longer. I could imagine this be the case with some HP restoring skills as well. Not to mention some of them have additional effects, like Speed Surge lowering the mobs evasion.

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