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[dev1206] Class Reforms & Action Lists

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  • [dev1206] Class Reforms & Action Lists

    [dev1206] Class Reforms & Action Lists


    * The following changes are planned for patch 1.20.
    * All features are under development and subject to change.
    • The following is a listing of changes to actions planned for patch 1.20, along with those to be introduced alongside the implementation of jobs in 1.21.
      * The list is sorted by category, and not the order in which the actions are learned.

      All features are under development and subject to change.
      For instance, actions initially designed to affect a single target may change to AoE. Conditions such as exclusivity may also come under revision.

      Details such as potency, effect duration, and recast time are still undergoing finalization, and as such have not been included.
      • Name
        The names of all actions listed are provisional.
        The mark ∟ found before certain names indicates a combo.
        Class actions are automatically learned upon reaching certain levels within that class.
        Job actions are learned by completing quests, and can only be used when that job is active.
      • Type
        The following types of actions exist:
        • Abilities (Abl.)
          Abilities can be performed instantaneously with no risk of interruption. Barring a few exceptions, abilities are governed by a recast timer only.
        • Weaponskills (WS)
          Weaponskills are offensive actions performed with your weapon. Barring a few exceptions, weaponskills require TP to perform.
        • Magic (Mag.)
          Magic, or spells, are actions that require MP to perform. Barring a few exceptions, magic is subject to a casting time.
      • Exclusive
        Indicates whether or not the action can be used by a class or job other than its own.
      • Range
        Indicates who is affected by the action.
        • Blank: A single target, including yourself.
        • Target AoE: Enemies or allies within range of the target.
        • Self AoE: Enemies or allies near you.
        • Frontal: Enemies or allies within a cone-shaped area in the target's direction.
        • Direct: Enemies or allies in a line between you and the target.

         

    Gladiator & Paladin Action List
    A master of sword and shield, the gladiator is a melee specialist who excels in defense. Though his individual blows do not deal great damage, he is able to deliver them in quick succession, a quality that has earned him a reputation for dependability. The paladin job sacrifices maximum HP, but this is compensated by way of greatly enhanced defense as well as the ability to cast healing magic. Valiant by nature, a paladin can shield his comrades from blows, making him the unyielding rock upon which a party’s defense is built.
    NameExclusiveRangeDescriptionGLA Abl. 1

    Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.GLA Abl. 2O
    Blocks the next attack made against you and grants HP in proportion to damage sustained.GLA Abl. 3
    Self AoETemporarily increases the defense of all party members within range. Generates massive enmity.GLA Abl. 4O
    Removes Bind and Heavy effects.GLA Abl. 5

    Increases block rate and grants TP for each block made while effect is active.GLA Abl. 6

    Increases target's enmity. Traits may trigger an AoE and a chance to inflict Blind.PLD Abl. 1O
    Redirects a melee attack against the target party member to you.PLD Abl. 2O
    Grants a HoT effect on all party members within range when a healing spell is cast on you.PLD Abl. 3O
    Grants imperviousness to melee attacks. Effect fades upon moving.PLD Mag. 1O
    Restores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own.
    GLA WS 1

    Melee attack. Damage increased when executed from in front of the target. ∟GLA WS 2

    Melee attack.
    Combo: GLA WS 1, Bonus: Increased enmity. ∟GLA WS 3

    Melee attack.
    Combo: GLA WS 1 Bonus: Increased damage.   ∟GLA WS 4O
    Melee attack. Chance to inflict a DoT effect when executed from behind the target.
    Combo: GLA WS 3, Bonus: Increased DoT.
    GLA WS 5O
    Ranged attack. Defense decreased when executed from behind the target. ∟GLA WS 6O
    Fivefold attack with low accuracy.Combo: GLA WS 5, Bonus: Increased accuracy.
    GLA WS 7

    Shield attack. Chance to inflict Stun.
    Block


     ∟GLA WS 8OSelf AoEIncreases enmity of all enemies within range. Can only be used immediately after blocking an attack. ∟GLA WS 9O
    Melee attack. Can only be used immediately after blocking an attack.   ∟PLD WS 10O
    Melee attack.Combo: GLA WS 9, Bonus: Increased damage based on your remaining HP.
    * The list is sorted by category, and not the order in which the actions are learned.


    Marauder & Warrior Action List
    Marauders are fearsome frontline combatants whose arsenal of actions enables them to strengthen their offensive and defensive prowess, whichever the situation demands. Charging into battle with a massive axe, the marauder quickly draws the attention of enemies, and turns their attacks against them. Warriors have the honor of possessing the highest HP of any class or job. Thriving on the enmity of his foes, there is no fiercer fighter on the field of battle.
    NameExclusiveRangeDescriptionMRD Abl. 1

    Increases target enmity. Traits may trigger a chance to reduce target's attack power.MRD Abl. 2

    Increases parry rate. Effect fades upon parrying an attack.MRD Abl. 3

    Grants Absorb HP effect to next attack.MRD Abl. 4O
    Increases attack power and reduces defense with each successful attack. Effect resets upon sustaining damage, and fades upon reuse. Cannot be used simultaneously with MRD Ability 5.MRD Abl. 5O
    Increases attack speed and defense for each attack against you, and restores HP for each crit you land. Effect fades upon moving or reuse. Cannot be used simultaneously with MRD Ability 4.MRD Abl. 6O
    Grants imperviousness to enfeebling effects at the cost of reduced movement speed. Allows continuation of MRD Ability 5 effects while moving.WAR Abl. 1O
    Redirects a portion of the next damage you sustain back to its source.WAR Abl. 2O
    Grants an additional attack to the next weaponskill used.WAR Abl. 3O
    Redirects enmity generated by target party member's next attack to you.WAR Abl. 4OSelf AoEIncreases the maximum HP and attack power of all party members within range, and removes any Sleep effects. Stuns all enemies within range.
    MRD WS 1

    Melee attack. Accuracy increased when executed from in front of the target. ∟MRD WS 2

    Melee attack.Combo: MRD WS 1, Bonus: Increased enmity.   ∟WAR WS 1OSelf AoEAoE attack. Consumes MRD Ability 5 effect if active to increase damage.Combo: MRD WS 2, Bonus: Crit.
    MRD WS 3

    Melee attack. Damage increased when executed from the right or left of the target. ∟MRD WS 4

    Melee attack.Combo: MRD WS 3, Bonus: Increased accuracy.   ∟MRD WS 5O
    Threefold attack. Consumes MRD Ability 4 if active to increase accuracy.Combo: MRD WS 4, Bonus: Increased crit rate.
    MRD WS 6

    Melee attack. Chance to inflict Heavy when executed from behind the target. ∟MRD WS 7OSelf AoEAoE attack.Combo: MRD WS 6, Bonus: Consumes all TP to increase damage when your HP is below 50%.
    Parry


     ∟MRD WS 8O
    Melee attack. Can only be used immediately after parrying an attack. Chance to render target unable to use weaponskills. ∟MRD WS 9
    Frontal AoEAttacks targets in a cone before you. Can only be used immediately after parrying an attack.
    * The list is sorted by category, and not the order in which the actions are learned.


    Pugilist & Monk Action List
    A master of hand-to-hand combat, pugilists harbor the power of the elements within their fists. Making use of MP to imbue his already punishing strikes with the power of fire and earth, the pugilist is a reliable damage-dealer against most any kind of foe. The monk job further acquires the power of wind, and in marrying offense and defense in attacks, improves upon the pugilist’s capacity to deal explosive damage.
    NameExclusiveRangeDescriptionPGL Abl. 1

    Restores HP.PGL Abl. 2

    Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.PGL Abl. 3O
    Temporarily focuses the target's attacks on you.PGL Abl. 4

    Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.PGL Abl. 5O
    Converts your attacks into fire attacks and grants a bonus to attack power. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 6 or MNK Ability 4.PGL Abl. 6O
    Converts your attacks into earth attacks and grants a bonus to defense. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 5 or MNK Ability 4.MNK Abl. 1O
    Temporarily increases attack speed.MNK Abl. 2O
    Adds kicks to auto-attacks. Effect fades upon reuse. MP is continually consumed while effect is active.MNK Abl. 3O
    Prevents target from executing actions or moving. MP is continually consumed while effect is active. Effect fades upon executing an action, or if you or the target sustain damage.MNK Abl. 4O
    Converts your attacks into wind attacks and grants a bonus to evasion. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 5 or PGL Ability 6.
    PGL WS 1

    Melee attack. Damage increased when executed from in front of the target. ∟PGL WS 2

    Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.   ∟PGL WS 3O
    Ninefold melee attack with low damage.Combo: PGL WS 2, Bonus: Increased damage. ∟PGL WS 4OSelf AoEAoE attack.Combo: PGL WS 1, Bonus: Chance to inflict Slow.
    PGL WS 5

    Melee attack. Chance to inflict Stun when executed from behind the target. ∟PGL WS 6

    Melee attack.Combo: PGL WS 5, Bonus: Chance to dispel an effect.   ∟PGL WS 7

    Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage. ∟PGL WS 8O
    Melee attack. Chance to absorb MP when executed from the right or left of the target.Combo: PGL WS 5, Bonus: Chance to increase Absorb MP effect.   ∟MNK WS 1O
    Twofold melee attack.Combo: PGL WS 7, Bonus: Chance to render target unable to use weaponskills.
    Evasion


     ∟PGL WS 9O
    Melee attack. Can only be used immediately after evading an attack. Chance to inflict Stun.
    * The list is sorted by category, and not the order in which the actions are learned.


    Lancer & Dragoon Action List
    The lancer is a class that specializes in wielding a variety of long-hafted spears and polearms. They possess a wide range of weaponskill combinations, but have low HP in comparison to other melee classes, and no abilities enabling them to bolster their defense. The amount of damage generated by a string of critical hits is enough to send any enemies left standing fleeing in terror. The dragoon job possesses even greater offensive abilities. In addition to enhanced attack power, dragoons are also able to take to the skies for short periods of time and rain down attacks on their enemies from above.
    NameExclusiveRangeDescriptionLNC Abl. 1

    Grants TP. TP does not diminish out of combat while effect is active.LNC Abl. 2O
    Consumes TP to increase attack power and damage sustained, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 3.LNC Abl. 3O
    Consumes TP to grant an Absorb HP effect to auto-attacks, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 2.LNC Abl. 4O
    Absorbs HP the next time damage is sustained. Consumes LNC Ability 2 or LNC Ability 3 effects to increase HP absorbed.LNC Abl. 5

    Sacrifices HP to increase damage of next attack.LNC Abl. 6

    Sacrifices HP to reduce recast time of next weaponskill.DRG Abl. 1O
    Performs a jumping attack on the target.DRG Abl. 2O
    Performs a jumping evasion and attack that triggers when you are attacked.DRG Abl. 3OTarget AoEDeals fire damage to all enemies within range of the target.
    LNC WS 1

    Melee attack. Accuracy increased when executed from in front of the target. ∟LNC WS 2
    Self AoEAoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.   ∟LNC WS 3
    DirectPiercing attack.Combo: LNC WS 2, Bonus: Increased accuracy.   ∟DRG WS 1O
    Short-range attack.Combo: LNC WS 2, Bonus: Draws in enemies with enmity towards you. ∟LNC WS 4

    Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
    LNC WS 5

    Melee attack with low accuracy. Crit rate increased when executed from behind the target. ∟LNC WS 6

    Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.   ∟LNC WS 7O
    Sixfold melee attack with low accuracy.Combo: LNC WS 6, Bonus: Increased crit rate.   ∟DRG WS 2OSelf AoEAoE melee attack.Combo: LNC WS 6, Bonus: Increased crit rate.
    Miss


     ∟LNC WS 8

    Melee attack. Can only be used immediately after missing an attack. ∟LNC WS 9O
    Melee attack with increased TP generation. Can only be used immediately after missing an attack.
    * The list is sorted by category, and not the order in which the actions are learned.


    Archer & Bard Action List
    Archers are gifted at concealing themselves to avoid detection and deftly attacking their enemies at range. They are capable of generating large amounts of damage in brief spans of time, but are less effective the longer a battle drags on. The bard is a versatile job that performs songs to bolster various attributes of his companions. Coupled with his ability in battle, this enables the bard to carry his own weight in either an offensive or defensive capacity.
    NameExclusiveRangeDescriptionARC Abl. 1

    Increases accuracy.ARC Abl. 2

    Reduces enmity and increases TP generated by next action.ARC Abl. 3

    Consumes MP to evade a single ranged or magic attack.ARC Abl. 4

    Reduces enmity.ARC Abl. 5O
    Sacrifices accuracy to convert your next shot into a multifold attack.ARC Abl. 6O
    Increases attack power each time an attack lands, up to a maximum of three stacks. Effect fades upon missing an attack.ARC Mag. 1OSelf AoEIncrease the movement speed all party members within range. Effect fades upon sustaining damage.BRD Abl. 1OSelf AoEIncreases the maximum HP and certain magic effects of all party members within range.
    ARC Auto-attackO
    Ranged attack. Does not consume TP.
    ARC WS 1

    Ranged attack. ∟ARC WS 2

    Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.   ∟ARC WS 3OTarget AoEDeals damage to all enemies within range of the target. Low accuracy.Combo: ARC WS 2, Bonus: Increased accuracy. ∟ARC WS 4OFrontal AoEDelivers a close-range, cone-shaped attack in the target's direction.Combo: ARC WS 1, Bonus: Fivefold attack on target.   ∟BRD WS 1OTarget AoEDeals damage to all enemies within range of the target.Combo: ARC WS 4, Bonus: Chance to inflict Stun.
    ARC WS 5

    Ranged attack. ∟ARC WS 6

    Ranged attack.Combo: ARC WS 5, Bonus: Chance to inflict Blind.    ∟ARC WS 7O
    Ranged attack. Chance to inflict DoT effect.Combo: ARC WS 6, Bonus: Deals additional damage when DoT effect fades. ∟ARC WS 8O
    Binds target.Combo: ARC WS 5, Bonus: Increased Bind duration.
    BRD Mag. 1OSelf AoEGradually restores the MP of all party members within range.BRD Mag. 2OSelf AoEGradually increases the TP of all party members within range.BRD Mag. 3OSelf AoEIncreases the physical and magic accuracy of all party members within range.
    * The list is sorted by category, and not the order in which the actions are learned.


    Conjurer & White Mage Action List
    Conjurers are a casting class known for their specialization in healing and defense-enhancing magic. They also possess some skill with elemental magic, granting them a degree of offensive ability, and can put single targets to sleep, providing a valuable source of control. White mages are powerful casters whose talents enable them to fully restore the HP of all party members in a mere instant. Beyond healing, they can also apply their MP towards attack magic, granting them extremely powerful offensive abilities.
    NameExclusiveRangeDescriptionCNJ Abl. 1

    Grants AoE to next enhancing magic spell, but increases cast time.CNJ Abl. 2

    Temporarily halves enmity and gradually restores MP.CNJ Abl. 3O
    Increases attack magic potency by 20% and reduces healing magic potency by 20%. Effect fades upon reuse.CNJ Abl. 4O
    Gradually stores MP while reducing HP. Effect fades and stored MP is obtained upon reuse.WHM Abl. 1O
    Eliminates cast time of next spell.WHM Abl. 2O
    Instantly restores HP of all party members.
    CNJ Mag. 1

    Restores a portion of the target's HP.CNJ Mag. 2O
    Restores a large portion of the target's HP.CNJ Mag. 3OTarget AoERestores HP of all party members within range of the target. Healing priority is given to those with lowest HP.CNJ Mag. 4

    Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.CNJ Mag. 5

    Creates a barrier around the target that prevents a fixed amount of damage.CNJ Mag. 6
    Target AoEIncreases the defense of all party members within range of the target.CNJ Mag. 7O
    Puts the target to sleep.
    CNJ Mag. 8

    Deals wind damage to the target. Chance to inflict DoT effect. ∟CNJ Mag. 9OTarget AoEDeals wind damage to all enemies within range of the target. Chance to dispel an effect.Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
    CNJ Mag. 10

    Deals earth damage to the target. Chance to reduce evasion against earth magic. ∟CNJ Mag. 11OTarget AoEDeals earth damage to all enemies within range of the target. Chance to inflict Heavy.Combo: CNJ Magic 10, Bonus: Increased damage towards target.
    WHM Mag. 1O
    Removes an enfeebling effect from the target.WHM Mag. 2O
    Gradually restores the target's HP.WHM Mag. 3OSelf AoEConsumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
    * The list is sorted by category, and not the order in which the actions are learned.


    Thaumaturge & Black Mage Action List
    Thaumaturges are casters who command spells of the six elements to wreak havoc on their enemies. Their unparalleled devotion to the realm of magic endows them with the largest MP and smallest HP pools among all the classes. Though known for their inherently weak defenses, thaumaturges are feared for the destructive forces they wield. Specializing as a black mage serves to further strengthen class characteristics and also increases MP. Black mages are able to invoke devastating spells of ancient magic and subdue multiple enemies with a single cast.
    NameExclusiveRangeDescriptionTHM Abl. 1

    Increases magic accuracy of next spell.THM Abl. 2

    Increases range of next spell.THM Abl. 3

    Gradually increases magic crit rate. Effect fades upon a successful crit.THM Abl. 4O
    Restores HP when next attack magic spell is cast.THM Abl. 5

    Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.BLM Abl. 1O
    Switches current HP and MP values.
    THM Mag. 1O
    Puts the target to sleep.THM Mag. 2

    Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.THM Mag. 3O
    Deals ice damage to target. Chance to inflict Heavy.THM Mag. 4OSelf AoEDeals ice damage to all enemies within range. Chance to inflict Bind.
    THM Mag. 5
    Target AoEDeals fire damage to all enemies within range of the target. ∟THM Mag. 6
    Target AoEDeals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.   ∟THM Mag. 7OTarget AoEDeals fire damage to all enemies within range of the target.Combo: THM Magic 6, Bonus: Reduced cast time.
    THM Mag. 8

    Deals lightning damage to target. ∟THM Mag. 9O
    Deals lightning damage to target. Chance to inflict Stun.Combo: THM Magic 8, Bonus: Increased damage and reduced cast time when Stun fails to trigger.   ∟THM Mag. 10O
    Deals lightning damage to the target.Combo: THM Magic 9, Bonus: Increased magic crit damage.   ∟BLM Mag. 1O
    Deals lightning damage to target.Combo: THM Magic 9, Bonus: Lower health yields greater damage.
    BLM Mag. 2OTarget AoEPuts all enemies within range of the target to sleep.BLM Mag. 3OSelf AoEDeals fire damage to all enemies within range. Chance to inflict DoT effect.BLM Mag. 4O
    Deals ice damage to target and reduces enmity.
    * The list is sorted by category, and not the order in which the actions are learned.


    * Peruse the main article on class reforms.
    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

  • #2
    Re: [dev1206] Class Reforms & Action Lists

    I'm a little upset with how they did the magic for white and black mage. I mean, just give the black mage the normal fire, ice, water, wind, lightning, etc. spells. Don't cut them between both of the mages. Give white mages dia and similar spells instead and be done with it.
    sigpic

    Comment


    • #3
      Re: [dev1206] Class Reforms & Action Lists

      It's probably better this way though. They want to do something different, as they should.

      So a little mix and match here and there will probably be better for them in the long run rather than keeping the XI preset. If they do it well people (not counting the weirdos who say they actually enjoy the job in XI ) will actually want to play this version of WHM.

      I'm really hoping if RDM is added someday that it will be the magic-melee buffer-debuffer it can become. Even if it comes in the form of a mix between Mystic Knight and Vanilla RDM.

      ---------- Post added at 02:53 PM ---------- Previous post was at 02:49 PM ----------

      PS > And I'd obviously kill for a Gunblade specialist in the game.

      I would even be willing to pay full sub just for that.
      sigpic
      "In this world, the one who has the most fun is the winner!" C.B.
      Prishe's Knight 2004-Forever.

      その目だれの目。

      Comment


      • #4
        Re: [dev1206] Class Reforms & Action Lists

        They do mention in there that THM uses all 6 elements.

        By no means is this conclusive either - there will be more spells etc. down the line.
        sigpic


        "BLAH BLAH BLAH TIDAL WAVE!!!"

        Comment


        • #5
          Re: [dev1206] Class Reforms & Action Lists

          I like the list. while exclusive skills are fewer than I wanted or got the meh ones exclusive but some very nice ones not (I firmly believe that WSs should be exclusive) its a step in the right direction.

          Though looking at the list I can't help but think that jobs are good enough to be full timed instead of be a situational thing, wonder if they'll eventually just scrap the classes all together in favor of jobs. (which I wouldn't mind lol).

          Comment


          • #6
            Re: [dev1206] Class Reforms & Action Lists

            Originally posted by Freelancer View Post
            wonder if they'll eventually just scrap the classes all together in favor of jobs.
            But then the game might become like a second job, rather than a game that people play for fun.

            Comment


            • #7
              Re: [dev1206] Class Reforms & Action Lists

              Oh you're hilarious.

              Comment


              • #8
                Re: [dev1206] Class Reforms & Action Lists

                The only class I was really looking forward to (not more of the same) is Bard but I'm not sure if this is good news for me or bad news sadly.

                According to this preliminary list we have 5 things worthy of note over and above whatever the base DPS of the class will be.

                BRD Abl. 1 - AOE Regen and Mg Potency - No brainer. Everybody must have this.
                BRD Mag. 1 - AOE Refresh. No brainer. Everybody must have this.
                BRD Mag. 2 - AOE TP Regen. No brainer. Everybody must have this.
                BRD Mag. 3 - Phys & Mg Acc. No brainer. Everybody must have this

                We have 4 abilities that suggest the "optimum" positioning (from a BRDs point of view) is to clump everybody together so you only have to sing your 4 songs once. If this isn't possible then BRD could spend a lot of time moving between the front and back lines very much like it does now in FFXI. Not unexpected really and a bit of a plus for me, we likes the movement, yes we does precious.

                BRD will almost certainly be the puller (if a puller is required) unless you have an ARC as it is likely that due to the regular singing pattern needed the DPS on BRD will be dire no matter how hard you try when compared to a dedicated DPS class. Optimum path seeking will effectively ensures BRD DPSing will be at a minimum in all but the most trivial of fights (i.e. grinds) Bit of a downer for me as I am not relaly a big fan of pulling really but I'll do it if I have to. Don't care about the DPS.

                BRD WS. 1 - Possible Interrupt Ability. Useful if it's not total pants and never works. The question then becomes will you ever have enough TP to use it? And if you do how do you ensure you are in the right place to interrupt due to the natural movement that comes with BRD. For me, this is probably a skill that wont get alot of use. Boo!

                But the real kicker here is that those 5 abilities are it. Thats all folk, no more shinies. If BRD really only consists of this I will be very dissapointed.
                Last edited by Dux; 11-21-2011, 08:57 AM.
                - Never Underestimate The Power Of A Duck!
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                • #9
                  Re: [dev1206] Class Reforms & Action Lists

                  Originally posted by Raydeus View Post

                  I'm really hoping if RDM is added someday that it will be the magic-melee buffer-debuffer it can become. Even if it comes in the form of a mix between Mystic Knight and Vanilla RDM.
                  .
                  RDM before NIN, DNC and GEO? That is mew mew madness!

                  Comment


                  • #10
                    Re: [dev1206] Class Reforms & Action Lists

                    RDM is way more iconic than Dancer and Geomancer, and RDM is ALWAYS available before NIN.

                    Also I am so disappointed SE is sticking to their terrible, flawed, boring FFXI Bard design.

                    Comment


                    • #11
                      Re: [dev1206] Class Reforms & Action Lists

                      mew! RDM is overrated mew. It basically steals roles that other classes are meant to do! People like it because it exploited things like Refresh and can heal and nuke and melee, basically do all the basic stuff, that's why it's popular since it's more soloable,

                      but that doesn't make it good when it directly lessens BLM and WHM's importance.

                      NIN, GEO and DNC at least are more unique melee/mage types without trampling on other roles, instead they support and can work well with any class without intruding.

                      well yea RDM too, but it's kind of like having a swiss eating utensil device instead of a separate spoon, fork and knife.

                      also RDM is one of the least unique classes because it uses the same exact spells other classes already uses basically.

                      FFXIV already has two mage classes, and with BLM and WHM added, there are even more classes that can heal, nuke, buff, enfeeble. RDM would be overdoing it.

                      If people want to heal and melee, they can choose PLD, mew. Save the class slots for more interesting classes than RDM. Even a Mystic Knight would be better.

                      Comment


                      • #12
                        Re: [dev1206] Class Reforms & Action Lists

                        Yeah, NIN never took anything away from any other class.

                        Comment


                        • #13
                          Re: [dev1206] Class Reforms & Action Lists

                          Dear J9
                          sigpic
                          "In this world, the one who has the most fun is the winner!" C.B.
                          Prishe's Knight 2004-Forever.

                          その目だれの目。

                          Comment


                          • #14
                            Re: [dev1206] Class Reforms & Action Lists

                            ><


                            NIN invented dual wield in FF series (as an official FF ability. I know you can dual wield in FFs like FFII without a class)
                            it also invented Throwing as a exclusive skill in the early FFs.

                            and Ninjutsu works differently than black magic. whether scrolls, tools, etc.

                            NINs are unique just like SAMs are separate from WARs, DRKs, etc. despite sharing the DD role. At least they bring lots of unique skills to the table, mew.

                            Comment


                            • #15
                              Re: [dev1206] Class Reforms &amp; Action Lists

                              Originally posted by jenova_9 View Post
                              ><


                              NIN invented dual wield in FF series (as an official FF ability. I know you can dual wield in FFs like FFII without a class)
                              it also invented Throwing as a exclusive skill in the early FFs.

                              and Ninjutsu works differently than black magic. whether scrolls, tools, etc.

                              NINs are unique just like SAMs are separate from WARs, DRKs, etc. despite sharing the DD role. At least they bring lots of unique skills to the table, mew.
                              In the early stages of FFXI, NIN replaced every other tank because not getting hit means not needing heals which means you only needed someone with regen-like abilities to cast it on the NIN when they do (rarely) get hit.

                              Now, if NINs didn't have utsusemi this time around and were able to wear the same kind of armor as LNC, GLA and MRD, then I can see it working as a physical debuff class with dual wield capabilities and some unique nuking skills and high evasion. You throw in something like utsusemi, all bets are off.

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