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#1 Aug 21 2013 at 3:35 AM Rating: Decent
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I wonder since we can take some skills from other classes if we are gonna see things like in FF 11 where you had all melee job sub ninja and all magic casters sub whm I know there are no sub jobs but do you guys see carby casters bringing a cure and protect to the party

Its a fear of mine because I remember getting smn in FF 11and spending more time healing then using my pets
#2 Aug 21 2013 at 3:50 AM Rating: Decent
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I thought classes and jobs were limited in which skills they could borrow.
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#3 Aug 21 2013 at 3:56 AM Rating: Decent
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I'm pretty sure that for most things, people are going to have cure set from their usual setup and really arent going to have a specific grouping set when they're in a PUG.

With the availability of what you can set, and the amount of those skills that are remotely useful or diffirent from what you already had, i dont really see anything people could sub instead of a few staple abilities.

All the melee's are going to have Cure, Bloodbath and if they're not tanking, Stoneskin most likely. It's kinda a shame. 1.0 had hundreds of abilities you could equip.

2.0 doesnt have anything even remotely like that. Anywhere from 3 to 6 abilities you could sub depending on class, a lot of those are locked out to specific jobs too. And besides that, a lot of those are similar in potency to what you already have, without being able to Combo them.

Archer has that +20% attack ability, Marauder has Bloodbath, Lancer has Feint, other than that, i cant really think of anything else remotely unique at the moment. Nothing really jumps out for me.
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#4 Aug 21 2013 at 4:10 AM Rating: Good
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FilthMcNasty wrote:
I thought classes and jobs were limited in which skills they could borrow.


This is correct. Additionally, when equipping jobs you are limited further.
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#5 Aug 21 2013 at 4:32 AM Rating: Excellent
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KojiroSoma wrote:
I'm pretty sure that for most things, people are going to have cure set from their usual setup and really arent going to have a specific grouping set when they're in a PUG.

With the availability of what you can set, and the amount of those skills that are remotely useful or diffirent from what you already had, i dont really see anything people could sub instead of a few staple abilities.

All the melee's are going to have Cure, Bloodbath and if they're not tanking, Stoneskin most likely. It's kinda a shame. 1.0 had hundreds of abilities you could equip.

2.0 doesnt have anything even remotely like that. Anywhere from 3 to 6 abilities you could sub depending on class, a lot of those are locked out to specific jobs too. And besides that, a lot of those are similar in potency to what you already have, without being able to Combo them.

Archer has that +20% attack ability, Marauder has Bloodbath, Lancer has Feint, other than that, i cant really think of anything else remotely unique at the moment. Nothing really jumps out for me.

Actually, given the laughably low potency of Cure on a DoW class (I'm talking around 5% hp healed for the cast), I see no purpose for it, at least in PUGs. Sure, if you're running with guildies and going a 3DD/1Healer route or something, extra precautions might be needed, but otherwise no. Stoneskin would be a massive MP hit for a non-MP using class too. Sure, THM should be packing it, as they have a solid MND value to backup heal (I did this plenty in P3, even main healed last section of TTD when healer d/c'ed), but for War classes, just picking the low-hanging fruit:

GLD - Convalesence (10)
ACH - Straight Shot (2), Raging Strikes (4), Venomous Bite (6)
LNC - Feint (2), Keen Flurry (6), Impulse Drive (8)
MRD - Foresight (2), Fracture (6), Bloodbath (8)
PGL - Featherfoot (4), Second Wind (8), Internal Release (12)

A nice mix of DoTs, self-heals/buffs, offensive & defensive CDs, all pretty much accessible with 1 hour or so of hunt logs/questing in the relevant class. Push further up a class, and some truly useful stuff (Invigorate, Quelling Strikes, Blood for Blood, Hawk's Eye, Mercy Stroke, Awareness) can become available. There isn't a huge amount granted, but enough to mix & match depending on gear & situation. I would rather have 10 abilities that all have regular use, than 5 buttons being 98% of gameplay, with 25 other options being incredibly situational.
#6 Aug 21 2013 at 5:58 AM Rating: Good
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Rawrbacon wrote:
do you guys see carby casters bringing a cure and protect to the party
Its a fear of mine because I remember getting smn in FF 11and spending more time healing then using my pets


As my ARN i did in fact have protect, cure and even raise set up, just in case the CNJ would go down in a dungeon.

This was because i actually enjoy healing the party, which is why i'm leaning more toward SCH then SMN at the moment.

SMN/WHM in 11 was pretty much a high mp'd WHM. SMN in 14 however is going to be nothing like that. i wasn't a fan of playing more of a whm role then using my avatars in 11, but from my time during open beta, ARN is not even close to playing a whm, granted, they can assist but you won't have to worry about not being able to use your pet.If anything, your going to have to learn how to play the SMN in 14 all over again as it is nothing like SMN in 11, as previously stated in another thread I made about ARN.


Edited, Aug 21st 2013 7:59am by RyanSquires
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