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Official FFXIV sites updated with 18 classes detailsFollow

#1 Jul 20 2010 at 10:41 PM Rating: Good
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The official sites are now updated with all the details for the 18 classes that will be out on the release date!
The new classes are pretty much discussed earlier in the forums and sadly no additional DoM classes were announced.

I have make up a list of what guilds each city-state have. feel free to advise if i make any mistake on the list

http://na.finalfantasyxiv.com/

Discples of War:
Pugilist
Gladiator
Marauder
Archer
Lancer

Discples of Magic:
Conjurer
Thaumaturge

Discples of Land:
Miner
Botanist
Fisher

Discples of Hand:
Carpenter
Blacksmith
Armorer
Goldsmith
Leatherworker
Weaver
Alchemist
Culinarian


Limsa Lominsa Guilds:
Culinarian
Fisher
Blacksmith
Armorer
Marauder
Musketeer
Adventurer (hmm..)

Gridania Guilds:
Conjurer
Botanist
Carpenter
Leatherworking
Lancer

Ul'dah Guilds
Thaumaturge
Miner
Weaver


I believe Puglist is in Gridinia or Ul'dah, and I still need to study more to get the rest (or if the site updates them on the city-states...)

Edit 1: NA site is updated too.
Edit 2: with list of all 18 classes.
Edit 3: City-States and Guilds.






Edited, Jul 22nd 2010 12:09pm by Mostaru

Edited, Jul 22nd 2010 1:37pm by Mostaru

Edited, Jul 22nd 2010 1:38pm by Mostaru
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#2 Jul 20 2010 at 10:46 PM Rating: Decent
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You can say that again.
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#3 Jul 21 2010 at 6:27 PM Rating: Default
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I think everyone should rate this up so that it embarrases you for the rest of time!!!
:-)
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#4 Jul 22 2010 at 9:10 AM Rating: Decent
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updated. :)
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#5 Jul 22 2010 at 9:45 AM Rating: Decent
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there's some stuff about the fisherman class, isn't that new?
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#6 Jul 22 2010 at 9:51 AM Rating: Decent
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NA site is now updated too :)
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#7 Jul 22 2010 at 10:02 AM Rating: Decent
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^ Haha, after just now comparing them too I wondered if it wasn't. Looking at this reminds me it's been awhile since I've checked out the classes, and it makes me give some thought into what I want to do here. I'm glad to see there are many crafting options, though I'm not a dedicated crafter. I'm really curious to see how they implement them and the gatherers as full... classes?

As to a battle class, I normally play a rogue-type class, and although Pugilist seems to be closest to that now, I might just try something else and perhaps wait to see what comes out in future expansions. I was thinking about Gladiator, but since I'm not really into tanking (which I'm sure that'd get pigeonholed as), I think I'm leaning more toward Archer. I've not been a huge fan of range classes such as that, but I liked how FFXI did it, and like what I see so far here. Plus it seems a good DD which I like. :) I'm also considering Conjurer, but I've never really been able to stick with a mage class... Well, according to the armoury system, I should be able to do both, right? XD
#8 Jul 22 2010 at 10:10 AM Rating: Good
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insanekangaroo wrote:
there's some stuff about the fisherman class, isn't that new?


It's been common knowledge for a while now that Fisher was going to be a class, but it's finally been added to the official site.
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#9 Jul 22 2010 at 10:38 AM Rating: Good
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You know what the best thing about this post is? It's not another computer spec thread. Come on, I can't be the only one tired of seeing the front page full of spec thread? >.>

Anyway I predict more combat classes at the PS3 launch and that the reason it's crafter heavy right now is because the first players are going to be building the ground work of the game. Someone has to make all the weapons/armor that allow you to change jobs, right?

Edited, Jul 22nd 2010 10:39am by dyvidd
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#10 Jul 22 2010 at 10:49 AM Rating: Good
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Yeah, you basically need all the crafting classes from the get-go for the economy to work. Combat classes can be implemented later, although I'm not convinced that these are the only classes we'll see at retail. They'll probably add few more right before or right after the release. It would be odd to have musketeers' and arcanists' guild without such classes in the game.
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#11 Jul 22 2010 at 10:57 AM Rating: Decent
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Hyanmen wrote:
Yeah, you basically need all the crafting classes from the get-go for the economy to work. Combat classes can be implemented later, although I'm not convinced that these are the only classes we'll see at retail. They'll probably add few more right before or right after the release. It would be odd to have musketeers' and arcanists' guild without such classes in the game.


I totally agree to this. as someone on BG did some data mining and found the unrevealed classes, I always think SE would announce more classes, just don't know when... (i'm not posting the list of the unrevealed classes as i dont wanna get in trouble)
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#12 Jul 22 2010 at 11:12 AM Rating: Excellent
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Just an FYI, I put in the ticket for the 6 new forums, they'll hopefully be up today.
#13 Jul 22 2010 at 11:22 AM Rating: Good
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If you read the Black Smith details it says they are crafting firearms so look a a class to use guns at the release date. Thats seems to be some new info on classes that should be coming out at launch or soon after.

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#14 Jul 22 2010 at 11:30 AM Rating: Decent
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Pikko wrote:
Just an FYI, I put in the ticket for the 6 new forums, they'll hopefully be up today.


nice :)
and more admins are needed!

Edited, Jul 22nd 2010 1:31pm by Mostaru
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#15 Jul 22 2010 at 12:10 PM Rating: Decent
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This throws a wrench in my plans, hate that the only culinary guild is in limsa lominsa. Would rather start in gridania, maybe they will have a branch off of the main guild.
#16 Jul 22 2010 at 12:24 PM Rating: Good
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I wonder if you can fight as a crafting class? It would be fun if I can whack a rat with my fry pan. lol
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#17 Jul 22 2010 at 12:28 PM Rating: Good
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I thought I read somewhere that you can play entirely as a crafter. Not sure if that is accurate, but if so I might be able to convince my wife to play. She tried FFXI but all she wanted to do was craft, and hated having to level up to go anywhere (she wanted a chocobo too).
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#18 Jul 22 2010 at 12:37 PM Rating: Good
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I don't know about you guys but I'm a little concerned that there are only 2 magic classes. I know usually magical classes are a minority but 2 out of 18? I am still a bit hopeful though that they will had one or two more.
#19 Jul 22 2010 at 12:39 PM Rating: Decent
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Yes, you can play as a crafter class and progress without fighting (thats what Tanaka said)
but crafter classes are not make for battle, most likely they might just have an ability or two to do minimal attack for self defense, or totally not
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#20 Jul 22 2010 at 12:50 PM Rating: Decent
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Quote:
I don't know about you guys but I'm a little concerned that there are only 2 magic classes. I know usually magical classes are a minority but 2 out of 18? I am still a bit hopeful though that they will had one or two more.


Arc is in the .dat files. Arcanist?
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#21 Jul 22 2010 at 1:11 PM Rating: Good
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With the lack of DoM I hope they add some kind of Bard/Minstrel somewhere down the road.
#22 Jul 22 2010 at 2:24 PM Rating: Good
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I hope the starting areas are not hard to travel between, someone wanting to play specifically with friends, or who has an odd race & Class combo would have trouble getting to the guild they really want if they are this limited in location.

There's a Youtube video posted in another thread of a really varied group hunting DodO's and they are only level 5ish, so here's hoping there's airships to and from the major cities or something so we can start where ever we want and only have to "trip home" to get skills.
#23 Jul 22 2010 at 3:01 PM Rating: Excellent
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I've been thinking about a few things while looking around for info on disciplines and advancement in FFXIV, trying to grasp how it'll all work in practice, and it's given me some interesting thoughts. As others have mentioned elsewhere, with regard to how FFXIV will work I really think we may need to get out of the classic mold of MMORPGs that have been standard pretty much as long as graphical MMOs have been around, and that's the "class" system.

I believe SE with FFXIV is trying to break out of that mold and create something different, something less structured, where players may choose to take up these disciplines and the skills that may apply to each - war, magic, the land, the hand. Theoretically there won't be a party set up with "the healer, the tank, the black mage" etc., but a group of players who'll bring their varied skills to the task at hand. These might include people who've chosen to specialize in one aspect, like fire elemental magic or defense, or players who can do a combination of things like moderate healing, bashing certain body parts for more effective kills, and in-between, stealing for a bit extra profit from the encounter.

In this respect it's not important if there are 2 "classes" within the DoM and 7 within DoW, or 6 DoM and 4 DoW. The important thing is that the skills are available in a healthy balance to succeed at the encounter. If underneath the DoM Conjurer skillset there are the best (or some of the best) spells from each element, for healing, and buffing available to him, it doesn't matter whether any other "classes" to use an obsolete term exist with those purposes. Perhaps someone wants to specialize in healing, and becomes the best healer around. Someone else may specialize as a fire mage and be unmatched in raining destruction upon his party's foes. Another may specialize in perhaps wind, or water, which give strong hardy defensive buffs to any party he participates in.

Here you have three very different but important roles, and all from the Conjurer skillset. Maybe there'll even be skills from the Thaumaturge set to supplement one of them - say life draining or mana replenishment. Maybe they'll want to pick up a Pugilist's skill with blunt weapons for those bone-breaking hits as well.

The point is, I don't think we can look at these paths you can take in each discipline in the traditional way we think of "classes" - "oh, there's no cleric class, what will we do?!" "There's no rogue class, but I want to be a good backstabber!" (since that last example is dear to my heart, perhaps you can learn daggers or short sword through Gladiator while picking up the Pugilist's stealth and evasion?) It'll be a new system, with a wide variety of customization despite there being perhaps "only 2 DoM classes" or "no one who can use a scythe" (take Thaum skills and lancer skills to make yourself a Dark Knight if you wish)

...Or at least, to me, with the info we have so far, that seems to be SE's vision. Will it turn out that way? I have my doubts. Most often when trying to do something different from the common, accepted practice it fails. But... it could be very interesting as well if it succeeds. :) And I'll continue trying to do my best to understand the new system and how it all works together!

Somehow I think after we've all played it for a few weeks/months we'll realize we totally screwed up with customizing our characters and will have fun redoing them... lol. Or else, players will force the devs to fall back to the tried and true class archetype formula. Time will tell I suppose.

Edited, Jul 22nd 2010 5:02pm by Roquis
#24 Jul 22 2010 at 3:12 PM Rating: Default
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Well, this is interesting.

NONE of the current DoW or DoM are appealing to me.

::sadface::

But there seems to still be hope for the DoW class that I wanted (which is Musketeer) so I'm not completely down and if they decide not to release Musketeer, I'll be happy just being a Goldsmith/Miner.
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#25 Jul 22 2010 at 3:51 PM Rating: Decent
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Is it just me, or do the disciples of war (in particular) look like they're wearing AF (or some type of equivalent)?
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#26 Jul 22 2010 at 4:03 PM Rating: Decent
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Indeed Roquis, that seems to be their plan. If you can curb the oldschool mentality when thinking about this stuff, you see a lot of cool possibilities of mixing n matching. That should be a lot of fun...

Like you said, bummed that there's no dark knight? Make 1! A Hellsguard Roegadyn with a great axe & tossing firebombs all over the place sounds very cool to me...
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#27 Jul 22 2010 at 4:05 PM Rating: Decent
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ShinoHaven wrote:
Well, this is interesting.

NONE of the current DoW or DoM are appealing to me.

::sadface::

But there seems to still be hope for the DoW class that I wanted (which is Musketeer) so I'm not completely down and if they decide not to release Musketeer, I'll be happy just being a Goldsmith/Miner.


There'll be musketeers eventually, just not at release.

The starting line up of combat classes is pretty weak in variety (god help you if you like playing a mage!) but keep in mind that FFXI went live with only six jobs and all the others were added later. S-E likes to take stuff that's a core part of the game and add it post release, but I'd rather they did that and had it all make sense than to rush it all into release and have it all be a pile of junk.
#28 Jul 22 2010 at 6:49 PM Rating: Decent
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I think Roquis has it right.

SE wants to disperse notions of the job system as we know it.

Unfortunately (or fortunately) there will eventually still be ultimate combinations by the player base.

I can see /shouts with,"PT must have Thatamurge at level 5 and Conjurer at level 8." Or something like that.

I would be very surprised if there were multiple 'acceptable combinations.'

However I am glad that I can (much like FFXI) that I can have 1 character and change 'jobs' without having to make a new character.
#29 Jul 22 2010 at 6:58 PM Rating: Good
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Kierk wrote:
I think Roquis has it right.

SE wants to disperse notions of the job system as we know it.

Unfortunately (or fortunately) there will eventually still be ultimate combinations by the player base.

I can see /shouts with,"PT must have Thatamurge at level 5 and Conjurer at level 8." Or something like that.

I would be very surprised if there were multiple 'acceptable combinations.'


I think that by necessity you won't see people shouting for ultra specific requirements, but as the game goes on you will start to see people looking for specific abilities. Like, it might be okay to heal as a Thaumaturge, assuming you also have shell and haste, or whatever.

The easier it is to solo, the less tolerant people are going to be waiting around for mega specific group compositions, so people may learn to "get by" with people that have less than ideal builds, as long as they have the core stuff in place. A tank without a provoke, for example, is probably not going to be welcome, but if he lacks the ideal weapon skill or defensive cooldown he might still be okay.

Edited, Jul 22nd 2010 8:58pm by KarlHungis
#30 Jul 23 2010 at 12:05 PM Rating: Excellent
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Well I'm hoping the idea is that all classes will get so many abilities that are mostly interchangeable that everyone is equally useful. In other words, you shouldn't need specific combinations for routine partying, only for top difficulty stuff. The variety should be enough that there is no fear of experimentation, and that just about any combination of classes can get the job done, removing the mindset that only specifically-structured parties can work.

That's not to say each class shouldn't have its own specialty, and that there shouldn't be some sort of reward for careful organization and strategizing, but this dynamic needs to stretch further than XI allowed. It's strange how much freedom the subjob system was supposed to offer, and looking back at it now, it was so restrictive (you MUST have sub X for job Y!).

Edited, Jul 23rd 2010 2:10pm by TraumaFox
#31 Jul 23 2010 at 11:32 PM Rating: Decent
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Botanist sounds like harvesting and logger combined.
is that gonna be FFXIV's version of farmville? :D
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#32 Jul 24 2010 at 2:24 PM Rating: Good
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There is another guild in Limsa Lominsa but its for a class that hasn't been revealed yet (much like how you put musketeers guild in there :P) its the Arcanist Guild. As for the unknown ones I am guessing Gladiator and Pugilist Guilds are in Ul'dah along with Goldsmithing and Alchemist Guilds. Both those melee fighters seem like the ideal places with a fighting arena around. Goldsmithing is more a guess based on the fact the miners guild is in Ul'Dah and Alchemist Guild being there because having it in Gridania doesn't really make much sense to me >.> (All Limsa Lominsa Guilds have been revealed including for unreleased classes).
#33 Jul 24 2010 at 4:15 PM Rating: Decent
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Do you think they will have musketeer ready for launch? If it's available, I'm going to have a hard time choosing between archer and musketeer.
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#34 Jul 24 2010 at 5:44 PM Rating: Good
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Do you think they will have musketeer ready for launch? If it's available, I'm going to have a hard time choosing between archer and musketeer.


The revealed classes on the official site are the launch classes. When the other classes appear in the games patch cycle is anyones guess. FFXI they added advanced classes after the first official content patch so it could be fairly quick after launch or something we will have to wait several content cycles. How quickly probably revolves around how launch goes. If its a horrendous launch with lots and lots of bugs, the first content patch may not come for several months. Its all a matter of wait and see. For now just treat any new classes to be advanced classes and the current set are the FFXI equal of the 6 starter classes. Those are the ones you pick from, after you get going then you can choose to change around. Till those classes are released I'm guessing the guilds will just be spots for missions and quests. The musketeers guild (as described from the official site) is the main army HQ for Limsa Lominsa essentially at the moment.
#35 Jul 24 2010 at 6:33 PM Rating: Decent
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The picture of the Maruader looks pretty awesome on the Disciples of War page
#36 Jul 24 2010 at 8:57 PM Rating: Decent
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croythegreat wrote:
There is another guild in Limsa Lominsa but its for a class that hasn't been revealed yet (much like how you put musketeers guild in there :P) its the Arcanist Guild. As for the unknown ones I am guessing Gladiator and Pugilist Guilds are in Ul'dah along with Goldsmithing and Alchemist Guilds. Both those melee fighters seem like the ideal places with a fighting arena around. Goldsmithing is more a guess based on the fact the miners guild is in Ul'Dah and Alchemist Guild being there because having it in Gridania doesn't really make much sense to me >.> (All Limsa Lominsa Guilds have been revealed including for unreleased classes).


sounds logical to me. especially the U'dah part since they seems to be a wealthy city-state that will have goldsmithing and an arena for the Gladiators and Pugilists.
i will update the list later when i find more source
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#37 Jul 24 2010 at 11:10 PM Rating: Decent
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Can we place bets on the arena matches? (°∀°)
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#38 Jul 24 2010 at 11:36 PM Rating: Decent
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uomaru wrote:
Can we place bets on the arena matches? (°∀°)


We'll turn that desert town into the new Vegas! That'd be cool though, a much more entertaining way to gamble than those silly roll games...
#39 Jul 29 2010 at 8:39 AM Rating: Decent
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GuardianFaith wrote:
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I don't know about you guys but I'm a little concerned that there are only 2 magic classes. I know usually magical classes are a minority but 2 out of 18? I am still a bit hopeful though that they will had one or two more.


Arc is in the .dat files. Arcanist?


That's a good find. Maybe they'll bring back attack dictionaries with Archivist, or include an exclusively-focused (elemental, dark, or healing) Arch Mage? Is necromancy too dark a class for this game?
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#40 Jul 29 2010 at 10:55 AM Rating: Decent
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I would love to be able to create some sort of a ninja class :( maybe somewhere down the line
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#41 Jul 29 2010 at 2:58 PM Rating: Decent
Mostaru wrote:

I totally agree to this. as someone on BG did some data mining and found the unrevealed classes, I always think SE would announce more classes, just don't know when... (i'm not posting the list of the unrevealed classes as i dont wanna get in trouble)


I think i saw that same list and counted like 30 classes altogether.

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#42 Jul 29 2010 at 3:08 PM Rating: Decent
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I don't like how they claim 18 classes. It's more like 7 if you consider a "class" being able to go into combat and kill things. The others are just crafts.
#43 Jul 29 2010 at 3:16 PM Rating: Good
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alucardr wrote:
I don't like how they claim 18 classes. It's more like 7 if you consider a "class" being able to go into combat and kill things. The others are just crafts.


I dissagree, They are still classes some have combat skill or other skills that help in battle from whats been rumord. And Crafts are Classes anyway, Even if its not combat. If you are a cook, you cook , if your a fighter you fight. a caster you cast. I think 18 classes is accurate.
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#44 Jul 29 2010 at 5:07 PM Rating: Decent
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Puppy1 wrote:
alucardr wrote:
I don't like how they claim 18 classes. It's more like 7 if you consider a "class" being able to go into combat and kill things. The others are just crafts.


I dissagree, They are still classes some have combat skill or other skills that help in battle from whats been rumord. And Crafts are Classes anyway, Even if its not combat. If you are a cook, you cook , if your a fighter you fight. a caster you cast. I think 18 classes is accurate.


From one of Tanaka's interview, he'd mentioned something like they'll make the crafting classes more "playable" (you know in XI, you just kinda sit there an let it do the thing, then you'll see either you made it or fail), I'm very excited to see how "playable" they can get. I also agree with Puppy1 that a class doesn't necessarily means go out to combat, there are combat classes and there are non-combat classes, very logical. The thing is that how can SE make these non-combat classes fun.

Just a wild guess: maybe as a woodworker, we can use our controller to play the wood making process, like we could actually hammer the nail into pieces of wood, and depends on how precise we put the nails and wood pieces together, the grade would come out differently. That should be pretty fun.
#45 Jul 29 2010 at 6:26 PM Rating: Good
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They are all classes (non-combat and combat) because they all fall under the same growth system right down to the fact they use the same weapon/tool system and you can share traits and abilities across all classes. For instance there is supposedly a 'trait' on blacksmithing that allows for increased item drops on monsters kills (official site says this). This trait, which clearly is useless unless you are fighting, mingles in the combat classes section and probably can be shared on a combat class as a trait when learned. Thus although they function different in principle, they bring together the cohesive whole that is your character and opens up for different play styles within play styles.
#46 Jul 29 2010 at 8:59 PM Rating: Good
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Quote:
Do you think they will have musketeer ready for launch? If it's available, I'm going to have a hard time choosing between archer and musketeer.


If the system for abilities/trait customization is as cool as i think it will be, you might eventually want to level both musketeer and archer to get both their abilities. So even if you don't see your favorite class at the start, you could start getting skills/abilities from other class as preparation.

but, IIRC there was some information floating around saying there are will be some penalty/restriction in mixing skills from DoW/DoM.
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