Eorzea Evolution

HolyDragoon

One born of a Canadian...
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Jan 10, 2011
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Alrighty,

In an attempt to instill some positive influence towards this game. I plan to start listing all the changes that are confirmed by the development team, or are already implemented into the game.


Let's get started with
The Job System.
February 2012 will be bringing about the new Job system to FF XIV. In it's most basic terms, it will function as follows.

Lancer Class lvl 30 + Marauder Class lvl 15 + Quest = Unlock Dragoon Job.
(exact levels required are not confirmed)

Job level is tied to it's main class level, so using the example above. Lancer Level 40 = Dragoon Level 40. You don't need to level a Job and a Class separately.

Jobs will be an extension of a Class. They allow for Job specific skills that enhance a Class, but will not be a requirement to be successful. It has been said in order to take advantage of a Job, you will have to give up Cross-Class abilities. This will further give jobs an advantage in party situations, but less effectiveness in small groups or solo play.

As version 2.0 slowly creeps along, patch 1.21 will implement this system and make sure it is fleshed out by the time 2.0 is available for PC and PS3 players. For a final bit of excitement, the development team has finally graced the players with an in-game screenshot of the Jobs wearing their Job Specific Gear.

2205_0.jpg


From left to right:
Bard, Black Mage, Warrior, White Mage, Dragoon, Monk, Paladin
A skill list has also been revealed to the players, though without names.

That's it for today, next time: Disciples of War and Magic Class Revamps
 
Okay,

As Promised,
Disciples of War and Magic Revamp.

I've had about a month to get used to the new class skill system in place, I feel I can accurate describe how it all works. All the classes were rebalanced with new skill sets. Skills are learned as you level up. By Rank 50 you will have 15 spells/skills to use from your chosen class. Additionally, you can cross-class certain skills from any class you have leveled to a maximum of 10 at level 50. This is what makes it so you can fill in the gaps in your party by adding a back-up cure to your skill set, or borrow an offensive skill to add more damage.

The Combo System has been introduced. It is glorious, I will discuss it later. It demonstrates the difference between a good player, and a bad one.


Gone are the days of 2 magic classes that ultimately feel the same. Thaumaturge and Conjurer now play very distinctly. All magic is either direct target, or AoE. There is now a skill to make your spells do AoE damage
.

THM (thaumaturge):
Heavy Mage Nuke Class that will evolve to classic Black Mage flawlessly. Fast draining MP pool, slow recovery. The best against high defense based mobs. Suggested to support with CNJ skills to play a support role in key situations. Elemental focus: Umbral (Fire, Lightning, Ice)

CNJ (conjurer): Healer class with offensive elemental capability that evolves to White Mage. Shares similarities with old-ff Red Mages in that they can heal and deal elemental damage. Stands well on its own, use skills from other classes in clutch situations. Can self sustain its MP pool. Elemental focus: Astral (Wind, Stone, Water [note cure spells are theorized to use water element, no water spell exists anymore for players]


Now for the combat revamps, they have been given their own distinction as well. Most classes have 1 or two AoE skills for dealing with multiple mobs. Self-combos are essential in the play of any effective DoW.

GLA (gladiator): AKA the tank that can self sustain and will become the Paladin. This class probably received less changes over all, but instead changed how they work. Manual Block skills are gone and have been rolled into a new attribute titled "Block Rate." Most skills generate enmity and add defense. Pair with AoE CNJ healing for best results. High MP pool, non linear damage rate.

MRD (marauder):
The offensive tank, and will evolve to Warrior. Focuses on parrying physical attacks. Higher damage output than a GLA, tougher enmity management, takes damage. Relies on Weaponskills that also generate Enmity. Duos as an effective offensive melee, but is less common. High HP pool, strong Weaponskills.

LNC (lancer):
Critical DPS melee that will evolve to Dragoon. Relies in being able to use Weaponskills constantly. Can be self sufficient (self healing), or party-centric (increased damage). Lance has farther reach, allowing them to stay out of melee range against mobs in party situations. Low defense, High TP generation.

PUG (pugilist):
Magic melee & evasion, will evolve to Monk. With both Umbral (Fire) and Astral (Earth) melee damage makes for a very situational melee class. Can trigger different fist types for different mobs, defense and skills are based on being able to evade attacks. The more you evade, the more damage you can do. Can self sustain. High MP and INT.

ARC (archer): Ranged DPS that provides battle support, evolves to Bard. High enmity drawing burst damage based on distance from target. Can shed enmity to compensate burst damage. When up close they can punch targets. Archers may increase party movement speeds, and bind targets. Higher accuracy ensures more damage. Consumes arrows, lower defense.


There you have it, the basics of the new revamp. There are further nuances to how classes can play that I won't go into full detail about. I'll just give an example of my own character.
As a Lancer I thrive on critical damage, but I use my cross-classes to enable more of a support role in tight situations. I keep no less than 5 mage skills on my bar at any time. This allows me to buff the party (or if we are split up during a bigger fight, part of a party), I can cure, raise and deal clutch magic damage. While I may not use some of these skills frequently. Every single skill/spell on my bar has a purpose. In certain cases, choosing to buff a mage vs keeping myself alive will mean the difference between a Primal Battle victory, and a party wipe.

As I final note, I'd like to say I am very happy that SE was able to make 2 tank classes that play very differently without copying Final Fantasy XI. Oh, and since I posted a pic last time, here is one of me on a Goobbue. The a mount given to players as a reward to being a part of pay to play while 2.0 is being developed.

336453.jpg


Next time... Self-Combos, or what I call, "how combat became more than waiting on timers"
 
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