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The 18 Disciplines of Final Fantasy XIV

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  • #76
    Re: The 18 Disciplines of Final Fantasy XIV

    Yeah, I just started coming here again recently. I haven't actually played Gatts since... Spring '04. I still remember the last time I saw you, though. Right outside of San on your WAR with a polearm equipped. No idea why I remember that... I also still remember something you said to me about being like a mercenary. I think the fact that I remember so many random details means that I was way too involved.
    Gatts - PLD75/WAR37

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    • #77
      Re: The 18 Disciplines of Final Fantasy XIV

      So are you going to be playing FFXIV? That what brought you here again?

      ---------- Post added at 02:35 AM ---------- Previous post was at 02:18 AM ----------

      Back on topic:

      We all know that they are going to put more classes in the game with expansions and such. They will probably even add more classes before the beta is over.

      When FFXI was first released there were only 6 total classes.... so yeah.
      Always,

      ~Donnovan

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      • #78
        Re: The 18 Disciplines of Final Fantasy XIV

        Yeah, I'll probably play XIV and figured there would be discussion/news here. I GOT NOWHERE ELSE TO GO. Also, I started playing XI in December '02 and the original advanced jobs were in the game at that point. That makes 11 jobs at release, unless I missed or am forgetting something.
        Gatts - PLD75/WAR37

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        • #79
          Re: The 18 Disciplines of Final Fantasy XIV

          Originally posted by abknight View Post
          Yeah, I'll probably play XIV and figured there would be discussion/news here. I GOT NOWHERE ELSE TO GO. Also, I started playing XI in December '02 and the original advanced jobs were in the game at that point. That makes 11 jobs at release, unless I missed or am forgetting something.
          Yeah, but if you played on PS2 in JP when the game was released in May of 2002, there were no adv jobs at that point. I guess two caster classes will be ok, since one is basically a BLM and the other is kind of a RDM. Seems kind of thin on the caster side, but there's always room for more.
          Always,

          ~Donnovan

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          • #80
            Re: The 18 Disciplines of Final Fantasy XIV

            Originally posted by Malacite View Post
            We already know from one of the first interviews they did, that Fencer uses the same swords as Gladiator
            ...dude, they have their own class of sword AND parrying dagger, they were already found in the dats. Between translation issues and SE just being SE, you have to take anything they say with a grain of salt.
            "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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            • #81
              Re: The 18 Disciplines of Final Fantasy XIV

              Originally posted by Donnovan View Post
              We all know that they are going to put more classes in the game with expansions and such. They will probably even add more classes before the beta is over.
              Wouldn't bet on that. According to the recent article on Eorzea 18 is what we're getting at launch.


              Now yeah sure, crafts have been made into job classes but it's still technically way more than the initial 12 that XI launched with.
              sigpic


              "BLAH BLAH BLAH TIDAL WAVE!!!"

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              • #82
                Re: The 18 Disciplines of Final Fantasy XIV

                I thought XI launched with 6
                Last edited by Ziero; 07-27-2010, 12:32 PM.
                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                • #83
                  Re: The 18 Disciplines of Final Fantasy XIV

                  I thought the 1st 6 advanced classes were there right away?

                  Otherwise they'd be the only jobs to ever be added in an update for free.
                  sigpic


                  "BLAH BLAH BLAH TIDAL WAVE!!!"

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                  • #84
                    Re: The 18 Disciplines of Final Fantasy XIV

                    Originally posted by Malacite View Post
                    Otherwise they'd be the only jobs to ever be added in an update for free.
                    As I mentioned earlier, SMN was added in an update for free.

                    The entire class was basically designed as a toy for people who had capped at least one job. That's why for a rather long time the only way to get summons (other than elementals) was to do the uncapped prime fights. Also note that all of the prime fights take place in ROTZ areas-- it was basically designed to be a completely useless and crippled job unless you bought ROTZ, and it took SE a damn long time to take it seriously as a class in general. It was a bonus job.

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                    • #85
                      Re: The 18 Disciplines of Final Fantasy XIV

                      so far i've played marauder pugilist (18 marauder and 23 pugilist) marauder is cool, it's a high DD class like warrior but without provoke, but has some cool abilities like defender (same effect as xi) and some other ability that can stack 3 times that causes high enmity and lowers evasion, they also get an ability that increases parry chance and another that let's you use it after parrying an attack that deals good damage and makes the mob unable to use any tp. So marauder right now seems like an effective tank while also being high DD. pugil is like monk, i like it but marauder i have less downtime and hit harder + can take more hits. I've also leveled blacksmithing to 4 botany 3 mining 3, and was pissed to find out you cannot repair your gear unless you can find a blacksmith (impossible to find since nearly everyone on the game ignores everything you say unless they need help) otherwise you pay an npc to repair 50% of your gear..

                      alot of people have been arguing in game and on the beta forums that what you see for disciplines is 1/3rd what you get, but the fact is on beta, your start out in bastok-type area and are given Marauders guild, musketeers guild, arcanist guild, fishing guild, and blacksmith/armorsmith guild. there is no pugilist guild, gladiators, botonists, etc. etc. but you can use those classes, so that obviously means the sandy/windurst equivilant areas will have the remaining guilds, so to say that there's more than what you can do on beta, would obviously be wrong. Of course i can guarentee, just like every other mmorpg, they will eventually come out with expansions, which WILL ultimately lead to more classes. (imo)

                      The only things that suck about this game and the only reasons im thinking of NOT playing this (seriously considering it) is the fact that 1. currently no AH, they are considering adding them if bazaars fail, which they will. 2. Dependancy on other players, for example needing a skilled craftsman to repair your gear, we all know if you're not friends with somone, you'll be ignored or laughed at in this game. I believe dependancy on other players was ffxi's downfall and why only less than 200k players exist on it. also, 3 it's run by a bunch of ignorant JP's that have no idea what ethics are.. their customer support is degrading and they have always treated their customers like we should feel privilaged we are allowed to play. i remember calling SE the first time and being told they understood my problem and it wasn't their problem, and hastily added "is there anything else i can do for you today, thank you bye" and hung up on me. Ever since then i have had 0 good experiences with GM's or customer support. sure they usually resolve the problem, but are assholes about it. (my first problem i had with the game when i called was that i kept getting an error code while trying to connect, which i later found that a huge percentage of the playerbase were having the same problem and it had to do with routers, yet they never admited it was the patch they applied that screwed the compatibility with so many routers, they just let thousands of people not be able to connect to even cancel their subscription while they couldn't play, this happened to be right at the end of the month ) so ya, i'll end up paying the 80 for 14 when it goes live, just like most people. but if their customer support is still as crappy as it's always been, i think they're gonna end up losing a huge percantage of the playerbase, and 4. im all set with logging into a game where theres a small ammount of players in tightly nitted cliques (much like xi now)
                      Last edited by fozoid; 07-28-2010, 10:35 AM.

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                      • #86
                        Re: The 18 Disciplines of Final Fantasy XIV

                        Originally posted by fozoid View Post
                        2. Dependancy on other players, for example needing a skilled craftsman to repair your gear
                        ... le sigh
                        FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
                        FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

                        Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
                        aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

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                        • #87
                          Re: The 18 Disciplines of Final Fantasy XIV

                          Originally posted by fozoid View Post
                          I've also leveled blacksmithing to 4 botany 3 mining 3, and was pissed to find out you cannot repair your gear unless you can find a blacksmith (impossible to find since nearly everyone on the game ignores everything you say unless they need help) otherwise you pay an npc to repair 50% of your gear..
                          Yeah that's beta testers for you... people on BG are steaming over how many retards got let in (as evidenced by forum posts from the official beta forums... oh lordy some of them are doozies)


                          And again, it's only the beta don't worry about crafters. The game was purposely made this way to keep crafting relevant, something XI lacks badly (crafting is still important, but not vital to every day life in the game)
                          sigpic


                          "BLAH BLAH BLAH TIDAL WAVE!!!"

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                          • #88
                            Re: The 18 Disciplines of Final Fantasy XIV

                            Originally posted by Malacite View Post
                            Yeah that's beta testers for you... people on BG are steaming over how many retards got let in (as evidenced by forum posts from the official beta forums... oh lordy some of them are doozies)
                            Blacksmiths evolving into dragons?

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                            • #89
                              Re: The 18 Disciplines of Final Fantasy XIV

                              the first Anvil Dragons!

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                              • #90
                                Re: The 18 Disciplines of Final Fantasy XIV

                                2. Dependancy on other players, for example needing a skilled craftsman to repair your gear, we all know if you're not friends with somone, you'll be ignored or laughed at in this game. I believe dependancy on other players was ffxi's downfall and why only less than 200k players exist on it.
                                That wasn't the true downfall to the game for SE. It was repeated calls to enforce the gil buyiing/selling and SE largely ignoring the problem for several years. There were also control issues regarding people at the top on economy, materials and HNMs. Since the Japanese players had a head start and no such thing as geographical lockouts, nearly every server had those players at the top of the "food chain" for months before NA and then eventually EU players start to make some headway (mostly because many JP players started to quit when they realized that their game was being overrun by "foreigners/gaijins")

                                WoW's crafting is dependancy based although it's not difficult to mule up all major crafts (with the exception of rare plans which require raiding to obtain) But let's just say that most players chose to stay with a couple of crafts, it still didn't stop the droves of people to play that game. I think SE is doing the right thing with this particular crafting system but it may not work as well if they don't do regional segregation.

                                They seem to borrow heavily from Blizzard's success with WoW and have gone so far as creating an instance based system but not sure to what extent they will follow with this model. I'm cringing at the thought of mass bots ruining the gathering economy like they did in FFXI unless they adopt a similar instance system and allow for more options for gatherring materials.

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