Forum Settings
       
This Forum is Read Only

HealersFollow

#1 Jul 14 2010 at 8:31 AM Rating: Default
Avatar
41 posts
Maybe i'm misreading something but on every site I go to I cant seem to find what the healer class will be.
____________________________
<a href="http://u.eq2wire.com/soe/character_detail/463857410395" target="_blank"><span class="sigimghtmlurl"><img src="http://u.eq2wire.com/sig/show/463857410395" border="0"/></a>
#2 Jul 14 2010 at 8:38 AM Rating: Good
***
1,159 posts
Conjurer.
#3 Jul 14 2010 at 8:57 AM Rating: Decent
**
697 posts
Most of the classes announced so far have healing abilities.

Plus, when not in active battle mode, you regen hp.

That said, Conjurer has the cure spell.
____________________________
FFXI: Odin - Merylstryfe Summoner Woo Hoo!


#4 Jul 14 2010 at 8:59 AM Rating: Good
*
242 posts
I believe it was released somewhere that Thaumaturge can sacrifice his own health to restore the health of others.

I've heard rumors that this functions pretty effectively.
____________________________


#5 Jul 14 2010 at 12:14 PM Rating: Decent
Scholar
***
1,001 posts
Thurmaturge currently has a strong heal that adds a DOT after the initial heal. You can equip it on other classes you are leveling anyhow. Pugilist also has a cure.

I am not in the beta this stuff can be found :)
____________________________
FFXIV: Lord Atomsk - Lalafell on Lindblum
FFXI: Nyu 75 SAM (retired)
------------------------------------
#6 Jul 14 2010 at 12:53 PM Rating: Good
Scholar
****
9,997 posts
If you want to play a strict healer class, especially early on, you should level a few of the classes that have healing abilities, then main Conjurer and equip those abilities.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#7 Jul 14 2010 at 1:41 PM Rating: Decent
**
672 posts
Lancer has speed surge which has a drain mambo effect if I'm not mistaken.
____________________________
Skinned up knees and salty lips.
#8 Jul 14 2010 at 2:34 PM Rating: Decent
Scholar
**
291 posts
Nyu wrote:
Thurmaturge currently has a strong heal that adds a DOT after the initial heal. You can equip it on other classes you are leveling anyhow. Pugilist also has a cure.

I am not in the beta this stuff can be found :)


May I ask which skill of Thaumaturge that has a strong heal and adds a DOT after the initial heal? The only healing related skill I see for Thaumaturge is Sacrifice, which would consume the caster's HP and transfer to the other person. In my opinion, unless the ratio is fairly high, otherwise I don't see the reason for Thaumaturges to use this as a primary healing skill in a party.

As for primary healer, I would say conjurer would be the main healer. Thaumaturge's Sacrifice maybe useful at emergency...because after the Thaumaturge consumed his HP to heal the tank, someone has to heal him back...
#9 Jul 14 2010 at 2:51 PM Rating: Good
*
242 posts
Quote:
As for primary healer, I would say conjurer would be the main healer. Thaumaturge's Sacrifice maybe useful at emergency...because after the Thaumaturge consumed his HP to heal the tank, someone has to heal him back...


From what I've been told, this is inaccurate. I'm told that it does not function as a 1:1 ratio, and heals the caster as well.
____________________________


#10 Jul 14 2010 at 2:58 PM Rating: Decent
Scholar
**
291 posts
JayRams wrote:
Quote:
As for primary healer, I would say conjurer would be the main healer. Thaumaturge's Sacrifice maybe useful at emergency...because after the Thaumaturge consumed his HP to heal the tank, someone has to heal him back...


From what I've been told, this is inaccurate. I'm told that it does not function as a 1:1 ratio, and heals the caster as well.


It's still too early to say if this skill is effective unless we know the exact ratio (or maybe the ratio is based on certain stat of the Thaumaturge). But according to the official site, Sacrifice: Consumes HP to restore a portion of the target’s HP, even if the skill would heal the caster as well, I'm pretty sure the caster would still suffer an amount of HP loss when he casts this spell.
#11 Jul 14 2010 at 3:00 PM Rating: Decent
Scholar
**
630 posts
pugs have a move that regenerates HP in battle only.
#12 Jul 14 2010 at 3:02 PM Rating: Excellent
Sage
*
78 posts
Yeah, Conjurer has Area Heal, while Thaumaturge can Self Heal and 1 Target Heal, in other hand other classes can heal themselves, probably regen like or low intensity heal.

Pugilist Ability - Chakra: Channel your vital energies, consuming TP to restore HP.

Gladiator Ability - Aegis Boon: Recover behind the safety of your shield, converting a portion of damage sustained when blocking into HP.

Marauder Ability - Blood Bath: Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP.

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

Conjurer Spell - Cure: Restores HP of allies within area of effect.

Thaumaturge Spell - Drain: Transfers HP from enemies within area of effect to you. Sacrifice: Consumes HP to restore a portion of the target’s HP.


#13 Jul 14 2010 at 3:20 PM Rating: Decent
Scholar
****
9,997 posts
I don't know about a DOT on Sacrifice, but it does heal the Thaumaturge in addition to the target. Might not stay that way though.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#14 Jul 15 2010 at 2:15 PM Rating: Good
***
3,178 posts
Interesting, does this mean that waiting for a healer to come online is a thing of the past?

Something tells me that the most effective healer (Conjurer?) will still be a required class for certain activities.
#15 Jul 16 2010 at 9:18 AM Rating: Decent
Avatar
41 posts
Tyvm for the info its kind of confusing there doesnt appear to be a true cleric or priest class.
____________________________
<a href="http://u.eq2wire.com/soe/character_detail/463857410395" target="_blank"><span class="sigimghtmlurl"><img src="http://u.eq2wire.com/sig/show/463857410395" border="0"/></a>
#16 Jul 16 2010 at 10:30 AM Rating: Decent
Scholar
**
656 posts
Kachi wrote:
If you want to play a strict healer class, especially early on, you should level a few of the classes that have healing abilities, then main Conjurer and equip those abilities.


Kachi,
do you have source i could look this up?
i've read some information here about "building your own class" like taking the other classs's ability and use it on your main
but do you know how that works?
____________________________
モスタル


#17 Jul 16 2010 at 10:39 AM Rating: Excellent
Avatar
**
539 posts
Lizzoraus wrote:
Tyvm for the info its kind of confusing there doesnt appear to be a true cleric or priest class.


Interesting isn't it? This game kind of broke my expectations on the types of classes I should expect at the start of a new rpg. I like the change, and the ability to seemingly create my own way of playing each class. It's refreshing really.
____________________________


#18 Jul 16 2010 at 10:45 AM Rating: Good
***
3,178 posts
Something about AP points that has not been fully released yet. I think they are still tweaking that system for balance.

You have X amount of ability slots, and some abilities take up more space than others. This is just a guess from what I've gathered from other posters.

With a system like this, it's may be be challenging for a party leader to decide who to invite, as class will not necessarily indicate what abilities a player is bringing to the party.
#19 Jul 16 2010 at 10:45 AM Rating: Good
*
242 posts
Quote:
do you have source i could look this up?
i've read some information here about "building your own class" like taking the other classs's ability and use it on your main
but do you know how that works?


A direct link to information such as this is probably shaky territory for the NDA, but allow me to provide you with what I hope will be at least a little helpful.

If you played FFXI, think of the Blue Mage class. You equipped different abilities that you had learned (from fighting and observing monsters; in FFXIV, from leveling a class), and you had 1) a maximum number of "ability points" which increased as you leveled, and 2) a finite number of slots in which to place abilities.

Based on which abilities you chose, Blue Mage played very differently. You could equip various blue magic healing spells such as bees' Pollen, rabbits' Wild Carrot, etc.

Some "class" abilities in FFXIV will most assuredly be based on what type of weapon you're wielding / class you are at the moment, but a great many of the abilities (I would guess majority, but I don't know) may be equipped regardless of your present class. So you'll be able to create a hodgepodge of Conjurer and Thaumaturge abilities, and maybe even mix in things like Archer rooting abilities or Pugilist self-healing.

I hope the analogy helps.
____________________________


#20 Jul 16 2010 at 10:52 AM Rating: Good
***
1,218 posts
RufuSwho wrote:
Something about AP points that has not been fully released yet. I think they are still tweaking that system for balance.

You have X amount of ability slots, and some abilities take up more space than others. This is just a guess from what I've gathered from other posters.

With a system like this, it's may be be challenging for a party leader to decide who to invite, as class will not necessarily indicate what abilities a player is bringing to the party.


In the screen shots we've seen so far, all abilities cost exactly 3 action points to equip, but I expect that as beta goes along some abilities will have higher or lower AP costs to reflect their broad or situational use. The ability to Cure, for example, is probably a lot more useful to have around than Red Lotus Blade. If they have the same cost in AP, given a choice between them, would you ever choose RLB?
#21 Jul 16 2010 at 11:23 AM Rating: Good
*
242 posts
Quote:
all abilities cost exactly 3 action points to equip


I've seen quite a few SS's of abilities costing three points, but some costing two or even zero.
____________________________


#22 Jul 16 2010 at 4:46 PM Rating: Decent
Scholar
**
291 posts
JayRams wrote:
Quote:
all abilities cost exactly 3 action points to equip


I've seen quite a few SS's of abilities costing three points, but some costing two or even zero.


Just curious, where can I find those info?
#23 Jul 16 2010 at 4:47 PM Rating: Good
Sage
**
770 posts
olaurelindorenan wrote:
Lizzoraus wrote:
Tyvm for the info its kind of confusing there doesnt appear to be a true cleric or priest class.


Interesting isn't it? This game kind of broke my expectations on the types of classes I should expect at the start of a new rpg. I like the change, and the ability to seemingly create my own way of playing each class. It's refreshing really.


Completly agree.
____________________________
I do not suffer from insanity.. I rather enjoy it.

{retired} Devalynn Mithra WHM extrodinare -Garuda (gives everyone a high paw! yeah!)

Church OF Mikhalia
#24 Jul 16 2010 at 8:08 PM Rating: Decent
Sage
*
205 posts
I am pretty interested in the way's people can create a healing class. I don't actually plan on being any discipline of War/Magic classes when the game hits, but if I ever was one, I'd like to be a healer/support class so how getting the best 'bang for my buck' in healing is something I'd like to find out.

I wonder if the elements and the Gods we get to choose play any part in this? since the ability to be more effective in an element seems to be an option it be interesting to know if some healing spells will be effected by something like this. Or you can align yourself with a god that gives a natural boost to healing.
#25 Jul 16 2010 at 8:50 PM Rating: Good
*
242 posts
Quote:


Just curious, where can I find those info?


I'm sorry, I can't reproduce the link right now. I'd encourage you to take my word for it ;)
____________________________


#26 Jul 16 2010 at 9:01 PM Rating: Good
*****
11,539 posts
I'm very pleased that they're taking healing out of something that is limited to certain classes. What I wonder is, how many of the healing options will be considered viable party healers.

Even in XI, you could get a BLU or a PLD to heal if you wanted, but most people stuck with WHM/RDM/SCH and SMN, which was also kinda forced unwillingly into that role.
____________________________
[ffxisig]55836[/ffxisig]

Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#27 Jul 17 2010 at 12:15 PM Rating: Excellent
Mistress of Gardening
Avatar
*****
14,661 posts
I can't help but feel like something is missing if the game has no specific healer class. Also, although we haven't received any word to the contrary, I find it hard to believe that there are only going to be TWO Disciple of Magic classes at launch. I mean, isn't this after all a fantasy game with magic being one of the major parts of "fantasy"?
#28 Jul 17 2010 at 12:43 PM Rating: Good
I'm pretty shocked that there are only two mage classes as well. I have a hunch that SE's holding out til release to surprise us with a new one, hopefully two. Right now there are five Disciple of War classes. It seems pretty weird to have so few mages by comparison.
#29 Jul 17 2010 at 1:07 PM Rating: Decent
**
411 posts
I'm expecting a summoner of sorts. Would kinda feel weird to play a final fantasy game without some sort of summoning going on.
#30 Jul 17 2010 at 1:45 PM Rating: Decent
Scholar
****
9,997 posts
I suspect they want to hold off on a main healing class for now because that allows them to adjust the game mechanics without a healer. A problem in XI was the need of healers but the lack thereof. Healers were too powerful, and monsters were tuned so that without those classes, you didn't have a chance.

The best way to adjust the game mechanics so that healers aren't essential to accomplishing all of your objectives is to tune the game without them there at all. They can then later add them with respect to player-to-player balance (e.g., DRG is just as useful as RDM) instead of team-to-monster balance (FFXI).

So don't worry your pretty little heads over it for now. There should be no doubts that more mage classes will come in time, and a recovery/defensive mage is sure to be one of them.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#31 Jul 17 2010 at 2:17 PM Rating: Decent
Scholar
**
656 posts
FFI has 3 mages to choose from
FFXI also has 3 mages to choose from (at start)
FFXIV has only 2 mages to choose from...?? hmm

let's look at the weapons to analyze this...
WHM - Club
BLM - Staff
RDM - Sword/Staff/Dagger

Thaumaturge - Scepter/Staff (Club/Staff) guess club will be main to classify them as Thaumaturge, but can also use staves?
Conjurer - Wand/Radical (Club/staff), guess Staff will be main to classify them as Conjurer, but can also use Clubs?
Whatver mage - Daggers? /Club/Staff?

I analyze it like this because the armoury system is based on the weapon you picked up to defined your class in FFXIV.

the weapons that were not inherited from FFXI are:(let's not pull out any more weapons from other FF titles :D)

Daggers
Scythes
Great Sword
One hand axe (Looks like Marauder can only use two-handed axe)
Katana
Great Katana

hmmm... so if there are a 3rd mage or summonor, how are they gonna defined that class with the weapon he/she uses?

I was a WHM myself in FFXI, and i would also like to see how the healer role will plays out in FFXIV, even though i'm not gonna be a mage this time :D
____________________________
モスタル


#32 Jul 17 2010 at 2:40 PM Rating: Default
Avatar
41 posts
While I think its a unique concept I'm sure there will still end up being a very cookie cutter way for every class in the game that will sort of defeat the purpose of custamizing your own class to fit your play-style.
____________________________
<a href="http://u.eq2wire.com/soe/character_detail/463857410395" target="_blank"><span class="sigimghtmlurl"><img src="http://u.eq2wire.com/sig/show/463857410395" border="0"/></a>
#33 Jul 17 2010 at 2:49 PM Rating: Decent
Scholar
****
9,997 posts
Well, that really probably depends on how many people like you accept that kind of group mentality as an inevitability.
____________________________
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#34 Jul 17 2010 at 3:23 PM Rating: Decent
Scholar
*
53 posts
At early stage, the ability to heal will be great for solo and small party without a mage.

At high level, classes probably will specialized towards certain role. Some how I feel that the FFXI classes will come back as advance classes in FF14.
#35 Jul 17 2010 at 3:34 PM Rating: Good
Scholar
**
787 posts
Maybe it's too un-FFish, do you think they'll ever add more healing sources like from scrolls and wands like in DDO?
#36 Jul 17 2010 at 3:41 PM Rating: Good
rubina wrote:
Maybe it's too un-FFish, do you think they'll ever add more healing sources like from scrolls and wands like in DDO?


Given XI's history, I would say probably not.

I am starting to think that with the two current mage classes, mixing up the skills of the two should produce a pretty dedicated healer class. I can't say from experience though. We've got Tanks and DD already. A healer is all that's missing from the trinity.
#37 Jul 17 2010 at 3:48 PM Rating: Good
*****
11,539 posts
The way I'm looking at it, it looks like it might be more Dragon Age-ish; basically "build your own mage". If they give you access to all the spells and let you assign your points where you want them, you can decide what you want your caster to be.

Still, I do agree with Pikko's point that not having a class that is the dedicated healer class seems a bit... weird.

But then, other FF games (12, 10, 8, 7, 6) have gone the route that you could assign abilities to whoever you wanted to have them. If you wanted Vaan or Auron or Zell or Barrett or Locke to be the group's healer, you could. Granted some people were arguably better at it than others though.
____________________________
[ffxisig]55836[/ffxisig]

Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#38 Jul 17 2010 at 5:36 PM Rating: Decent
Avatar
*
175 posts
It is strange that there are so few magic users available perhaps they are waiting to add more later on? It's probably too late now for Square to just pop a new class in with it only being 2 months away but I do seem to remember them saying they are already planning for more paths with an expansion. FFXI itself originally only had 3 dedicated magic users until they added in SMN sometime before Zilart if i remember correctly?

I know they've said that the summons are more like gods in FFXIV's world but I just find it hard to swallow that it's a final fantasy without a summoner class so I'm willing to bet it will be coming along in the near future yeah?
____________________________
Gothos 75 SMN 75 WHM 68 COR 65SAM ~FFXI (Valefor)
80 Warlock - 80 Priest - 80 Shaman WoW (Moon Guard)
#39 Jul 17 2010 at 6:30 PM Rating: Decent
Sage
*
205 posts
I wonder if they plan on releasing a non-magic healer. I mean one of the things they pointed out is that you can walk to regain HP but not MP, so a magic based healer might be more difficult to pull off during long fights or...roaming fights or whatever it is we are going to be doing.

It be fascinating if the Alchemist class ended up being something like a item based mage that can lob potions and stuff at people (wouldn't be the first time SE did something like that) And didn't they say they wanted to make a class that helps manage MP?
#40 Jul 17 2010 at 6:32 PM Rating: Good
*
242 posts
Quote:
I wonder if they plan on releasing a non-magic healer.


A dancer-esque class would not surprise me in the least. The tools are all there.
____________________________


#41 Jul 17 2010 at 7:52 PM Rating: Decent
***
1,457 posts
wtb instant-cast heal dots.
____________________________
Hunter Avril
Rogue Ultra
Paladin Awhellnah
Mage Shantotto
Shaman Lakshmi
Faith (Valefor)

#42 Jul 18 2010 at 4:13 AM Rating: Good
*****
11,539 posts
GuardianFaith wrote:
wtb instant-cast heal dots.


Technically it would be "hots", not "heal dots", as the D in dots stands for "damage". Unless you're casting regen on an undead? I guess that's a heal dot spell.
____________________________
[ffxisig]55836[/ffxisig]

Mikhalia: and FWIW, my posts are 95% helpful, informative, or funny.
Mikhalia: only 5% or less of my posts are utter crap.
Tyapex: 393 posts of utter crap...
Mikhalia: Sounds about right.
#43 Jul 18 2010 at 7:03 AM Rating: Good
Scholar
**
602 posts
This is from Glue Gartr data mining back in April.

War: (7)
Pugilist
Gladiator
Marauder
Archer
Lancer
Fencer
Enforcer
Musketeer


Magic: (5)
Thaumaturge
Conjurer
Arcanist
Mystic


Hand: (8 )
Woodworker
Blacksmith
Armorer
Goldsmith
Weaver
Alchemist
Culinarian
Tanner

Land: (4)
Harvester (Botanist?)
Fisherman
Shepherd
Miner

Arcanist and Mystic might be summoner and healer-based classes. Or they may have abilities to mix with others to enhance healing powers. Here's to hoping those classes are out for release! :)


EDIT: Sorry! Added spoiler. :)

Edited, Jul 18th 2010 11:10am by TrueNek
____________________________
Final Fantasy XIV
Dreaming Celestial: Gridanian Hellsguard Roegadyn
Transcendence LS - Community first. Progress second. Fun always.
http://transcendence.pro-forums.com/index.php
- - - - -
Final Fantasy XI
Caitsith Server
Cyttorak - Samurai
Nekura - Black Mage
- - - - -
http://nekurahn.livejournal.com/ - Last updated on 27/08/2008
- - - - -
This is the final fantasy...better make it count.
#44 Jul 18 2010 at 8:31 AM Rating: Default
Scholar
**
255 posts
@TruNek

I sure hope Blue Gartr doesn't get in trouble for data mining that info. If only it could be unseen because that just ruined some surprise :( Requesting spoiler text.
____________________________
[img]http://sigs.enjin.com/sig-ffxiv/15834_3d32ad424a3db4b1.png[/img]
#45 Jul 18 2010 at 12:04 PM Rating: Good
*
242 posts
Heal-over-time spells aren't anything new to Final Fantasy, I would be surprised if they didn't pop up in some form.

Instant cast, on the other hand, would be very surprising. The typical FF HoT spell is Regen, which usually had a decent casting time (regular time gauges in offline FFs, pretty sizable cast time in FF11), but usually ticks for a pretty decent amount.

Right now though, I'm not sure that Regen truly fits with the ethos of either caster class.
____________________________


#46 Jul 19 2010 at 2:25 PM Rating: Decent
****
9,526 posts
Quote:
I'm pretty shocked that there are only two mage classes as well. I have a hunch that SE's holding out til release to surprise us with a new one, hopefully two. Right now there are five Disciple of War classes. It seems pretty weird to have so few mages by comparison.


yeah, I am SO HOPING for more mage classes because I am a mage at heart and only having two paths to choose from would be sort of lame-sad
#47 Jul 19 2010 at 4:07 PM Rating: Good
*
242 posts
Quote:


yeah, I am SO HOPING for more mage classes because I am a mage at heart and only having two paths to choose from would be sort of lame-sad


While there are only two base classes, remember that this is not the FFXI job system, it's the armory. Once you add the weapon to your cache, you can (with some exceptions) wield it without regard to "class." Therefore, your conjurer may look quite different than mine, while your Thaumaturge may look quite like someone's Conjurer.

While there remain finite numbers of combinations to be used, you can rest assured that, even with just two disciplines of magic, there will be quite a bit of diversity between them.
____________________________


#48 Jul 19 2010 at 7:11 PM Rating: Good
****
9,526 posts
yeah I realize that, Jay - but more paths mean more combos and I have heard that using skills from different disciplines results in pretty hefty penalties to effectiveness - having 5 paths to mix and match skills from seems like way more fun than having only 2 paths to mix and match from
#49 Jul 19 2010 at 8:15 PM Rating: Good
*
242 posts
Quote:
yeah I realize that, Jay - but more paths mean more combos and I have heard that using skills from different disciplines results in pretty hefty penalties to effectiveness - having 5 paths to mix and match skills from seems like way more fun than having only 2 paths to mix and match from


Agreed, but consider this:

Among casters in FFXI you had RDM, BLM, WHM, SCH, SMN and BLU. Now SMN and BLU qualify as their own discrete categories because they're truly unique. Between RDM, BLM, WHM, and SCH, the amount of spell overlap is extravagant. RDM and SCH are at a basic level (I know they're different, but they're so much the same) just combinations of BLM and WHM abilities. So really, in spite of having 6 caster classes, you have 4, one of whom is not truly a caster per se (BLU).

Please don't take this as being contrary, my point is this: FFXI had 20+ combat classes, but only 3 (arguably 4) unique casters. FFXIV has 7 combat classes, 2 of which are unique casters.

The ratio has improved, at least to this point. (This of course presumes that Thaumaturge and Conjurer are truly different in the same way that BLM is different from WHM, which I'm not sure I believe quite yet)

Also, to your point about penalties to effectiveness, I believe that those are between DISCIPLINES, not between classes. So you see, Disciples of Magic will not suffer much (hopefully) from using one another's abilities; Disciples of War will suffer from trying to use Disciple of Magic abilities, and vice versa.
____________________________


#50 Jul 19 2010 at 8:43 PM Rating: Decent
****
9,526 posts
Quote:
Also, to your point about penalties to effectiveness, I believe that those are between DISCIPLINES, not between classes. So you see, Disciples of Magic will not suffer much (hopefully) from using one another's abilities; Disciples of War will suffer from trying to use Disciple of Magic abilities, and vice versa.


yeah I heard it is between disciplines... but when you only have two magic classes to choose from it is still pretty meh. I am hoping the .dat mining people have done which suggests at least 2 more pans out before release
#51 Jul 19 2010 at 8:44 PM Rating: Decent
****
9,526 posts
my uber suck computer led me to double post

Edited, Jul 19th 2010 7:45pm by Olorinus
This forum is read only
This Forum is Read Only!
Recent Visitors: 24 All times are in CST
Anonymous Guests (24)