Re: FFXIV Tactics: Understanding the Fatigue System
What I'm curious to see though, is if XIV is able to pull off what XI couldn't, which is the creation of viable skill combinations.
For example, in XI as a Samurai, subbing black mage sounds good on paper, since SAM is all about skillchains and having black magic to take advantage of said chains would be cool. Too bad it just doesn't work that way.
In XIV however, those restrictions are more or less gone. You can level Conjurer and let's say Gladiator or Marauder to your heart's content, and build a Heavy Melee class that has potent black magic skills set in addition to it's melee repertoire. The question however, is just how well will it work? This is what I'm ever so anxious to find out. XIV could potentially be a shit ton of fun just on that front alone.
My own preference would be to combine Conjurer's elemental magic as an Archer, going for all out ranged offense. Or you could still do that same combination of classes, but instead focus on the healing & support magic rather than elemental, re-creating Rosa (but with a much stronger DD capability)
Yes there will be cookie-cutter builds like with any other free-skill RPG, but I'm hoping that XIV will enable the kind of creativity that XI's sub job system stifled. The lack of skill rankings is a huge step in the right direction (You have skill ranks, but that only goes so far as to determine your class level. In other words, you don't skill up individual skills like in XI! Yet another major improvement IMO, and one massive annoying time sink gone)
What I'm curious to see though, is if XIV is able to pull off what XI couldn't, which is the creation of viable skill combinations.
For example, in XI as a Samurai, subbing black mage sounds good on paper, since SAM is all about skillchains and having black magic to take advantage of said chains would be cool. Too bad it just doesn't work that way.
In XIV however, those restrictions are more or less gone. You can level Conjurer and let's say Gladiator or Marauder to your heart's content, and build a Heavy Melee class that has potent black magic skills set in addition to it's melee repertoire. The question however, is just how well will it work? This is what I'm ever so anxious to find out. XIV could potentially be a shit ton of fun just on that front alone.
My own preference would be to combine Conjurer's elemental magic as an Archer, going for all out ranged offense. Or you could still do that same combination of classes, but instead focus on the healing & support magic rather than elemental, re-creating Rosa (but with a much stronger DD capability)
Yes there will be cookie-cutter builds like with any other free-skill RPG, but I'm hoping that XIV will enable the kind of creativity that XI's sub job system stifled. The lack of skill rankings is a huge step in the right direction (You have skill ranks, but that only goes so far as to determine your class level. In other words, you don't skill up individual skills like in XI! Yet another major improvement IMO, and one massive annoying time sink gone)
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