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Old 10-09-2009, 05:53 PM   #61
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Re: Site update discussion

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well they said Land and Hand Jobs can reach their skill caps without needing to ever battle. So ya I think they aren't meant to fight anyway.
Damnit, Jenova. Can you please get in the habit of calling them classes like the S-E execs want us to? This is seriously damaging to my ability to skim.
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Old 10-09-2009, 07:03 PM   #62
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Re: Site update discussion

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It was interesting that he pointed out the "recipe compendium." Could be instead of just skill grinding a craft with stuff you saw on a website that you have to go out and obtain/learn recipies either through mob drops or NPC conversations in various points of the game.

Being a cook or blacksmith that has to venture out into the world, make connections, find new tools, recipe/instructions and such would not only make things a bit more realistic, but it would also slow RMT activity. RMT needs a clear path to really thrive, put up nothing but obstacles and competition and you will frustrate and discourage them, but not players who accept it as part of the game. Making the general player and not top-end crafters the competition you face would change things dramatically.

More and more, I feel inclined to start on on the crafting side of the game.
Not to mention having recipes saved in a log like we do mission & quest info would be a Godsend.


Upon closer examination and browsing other forums, it seems logical to conclude that the Botanist will also be the lumberjack; I mean look at the axe he's holding. I doubt that's intended for Combat, and it makes sense if you think about it; Why wouldn't the nature specialist also know about the different kinds of trees and how to gather wood?

Now, I still find it odd there's no Carpenter Class, but SE already said they would be adding classes via version updates rather than major expansions. And since we already have 5 Disciples of War, Jenova, shut up about Ninja already.

It's quite obviously not going to be there at launch, though SE did say Katanas will be in the game. As such my bet would be they will have skill trees branching into newly released classes. We don't have PLD, DRG, SAM NIN or SMN present at the moment, but who's to say they'll never appear?

It could very well be that you have to have so much sword skill as a Gladiator at first, and then you can branch off into Katana & Great Katana. Perhaps even have a quest to unlock Dual-wielding and become a Ninja, although I would bet that for NIN you'd need some magic and or Rogue skills as well.

Likewise for DRG, it could require that you have your lance skill high enough and then you unlock Guildleves to learn about jumping and wyverns. Personally, I think this concept would be far more rewarding and enjoyable as opposed to FFXI's method of gaining level 30 as any job and doing a quest.

This is how D&D works with it's prestige classes and it only makes sense; I mean, how does being a level 30 Warrior in any way prepare me to become a summoner? As a warrior I've never even cast a spell. Sure, it may prove tedious at first but I think it's a good thing and I sincerely hope this is SE's plan of approach.


So in this way, we would actually see SMN more than like be a prestige class requiring training in multiple forms of magic would be very cool. Now, on to the speculation;

We know there's a Botanist & Fisher, and it's a fairly safe bet there will be a Miner as well. The question is what will the other 2 be? The current theories are there will be Farmer/Rancher and a Trapper/Hunter based on the descriptions for Tanner & Culinarian and really it's not that unreasonable.

As for Magic, we tknow of Thaumaturge (BLM?) Druid (Confirmed WHM @ gamescon; it's primary spell was cure) and Illusionist (RDM?)

But that leaves 2 spots open. Someone was throwing around the notion of a shaman, though I don't recall that word ever being mentioned by SE. What else could they do though? We very clearly have attack, healing and status magic classes set up, but does this mean we'll see something like BLU early on? Or maybe a mage that focuses on buffs? I wonder if we'll have a Bard in the initial build (they gotta put it in at some point)
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Old 10-09-2009, 07:21 PM   #63
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Re: Site update discussion

Illusionist, by FFTA descriptions, is an AOE magic user. While not as powerful as a BLM initially, they were useful for sweeping away weak enemies from the field. Dunno if that means the FFXIV version would be the same, though.
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Old 10-09-2009, 09:53 PM   #64
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Re: Site update discussion

The SCANS! Black Mage Cookies confirmed!!!!!

http://www.ff14site.com/thread-437.html
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Old 10-09-2009, 10:44 PM   #65
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Re: Site update discussion

:O okay, the BLM cookie is very cute.

Also we still have no idea what (if any) kind of penalty there will be if one gets K.O.'d in XIV...
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Old 10-09-2009, 11:11 PM   #66
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Re: Site update discussion

okay, why is everyone thinking the 5 Disciples of War they have showing are going to be it, but that of course we will have more than the 1 Disciple of Magic? Same with Hand and Land? They could still add more, to any of them. And why would each have the same amount -right now I see speculation of 5 of each, because 2 of the 4 have 5 listed. What is listed now is the tease, they might just be the classes that SE is happy with currently, and they are still ironing out the rest. We could get 4 more Disciples of War, 3 more of Magic, 4 more Hand and 2 more Land or something (just random numbers folks, read nothing more into it).
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Old 10-09-2009, 11:22 PM   #67
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Re: Site update discussion

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okay, why is everyone thinking the 5 Disciples of War they have showing are going to be it, but that of course we will have more than the 1 Disciple of Magic? Same with Hand and Land? They could still add more, to any of them. And why would each have the same amount -right now I see speculation of 5 of each, because 2 of the 4 have 5 listed. What is listed now is the tease, they might just be the classes that SE is happy with currently, and they are still ironing out the rest. We could get 4 more Disciples of War, 3 more of Magic, 4 more Hand and 2 more Land or something (just random numbers folks, read nothing more into it).

its possible but it seems SE doesn't want any discipline to look more special than the other 3 if it happens to have more jobs to choose from.

thats why so far it seems they will keep things even, and if one gets a new job, then other 3 would get a new job too at once.
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Old 10-09-2009, 11:38 PM   #68
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Re: Site update discussion

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okay, why is everyone thinking the 5 Disciples of War they have showing are going to be it, but that of course we will have more than the 1 Disciple of Magic? Same with Hand and Land? They could still add more, to any of them. And why would each have the same amount -right now I see speculation of 5 of each, because 2 of the 4 have 5 listed. What is listed now is the tease, they might just be the classes that SE is happy with currently, and they are still ironing out the rest. We could get 4 more Disciples of War, 3 more of Magic, 4 more Hand and 2 more Land or something (just random numbers folks, read nothing more into it).
It's because Tanaka stated in a previous interview there will be 20 classes at launch.

There are 4 disciples, so far we've seen 5 in 2 categories, with and gotten confirmation of others in the missing two categories that just haven't been posted yet (Fisherman, Druid & Illusionist)

Now since 4 x 5 = 20, it seems only fair and logical that there will be 5 classes in each category. Not exactly a difficulty conclusion to deduce. It also means we get a good mix of combat and non-combat jobs. I'm willing to bet we'll see new classes added by the 2nd or 3rd version update as well. Probably not the 1st, though it's still a possibility.

And don't forget we haven't even gotten the beta yet; SE might pull some rush work on new classes if there's anything missing that's Vital such as woodworking.
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Old 10-10-2009, 12:17 AM   #69
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Re: Site update discussion

I wasn't aware of the 20 classes thing. Carry on then.
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Old 10-10-2009, 12:47 AM   #70
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Re: Site update discussion

aaah um um maybe Ninja will be in the Sorcery Discipline this time.
maybe they are more magic based now? Magic Shurikens and all? Yea its a good chance to add them at launch.
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Old 10-10-2009, 06:22 AM   #71
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Re: Site update discussion

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aaah um um maybe Ninja will be in the Sorcery Discipline this time.
maybe they are more magic based now? Magic Shurikens and all? Yea its a good chance to add them at launch.

......no
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Old 10-10-2009, 06:57 AM   #72
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Re: Site update discussion

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I'm positive SE will make Ninja available in FFXIV, even if they are named something different like Shadow Dancer or something.
Dual-Wield, Throw, Ninjutsu, are a must. They should also be one of the best damage dealing types.
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Ninja Swords!
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aaah um um maybe Ninja will be in the Sorcery Discipline this time.
maybe they are more magic based now? Magic Shurikens and all? Yea its a good chance to add them at launch.


It's time...

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Old 10-10-2009, 08:23 AM   #73
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Re: Site update discussion

Jenova... Keep dreaming
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Old 10-10-2009, 08:54 AM   #74
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Re: Site update discussion

http://www.ff14site.com/media/images...tsu/big/14.jpg

Is it just me or does the Roegadyn look more like Liam Neeson as The Incredible Hulk?

Also, that's no mere cookie, its a Gingerbread Mage.
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Old 10-12-2009, 10:19 AM   #75
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Re: Site update discussion

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It's quite obviously not going to be there at launch, though SE did say Katanas will be in the game. As such my bet would be they will have skill trees branching into newly released classes. We don't have PLD, DRG, SAM NIN or SMN present at the moment, but who's to say they'll never appear?

It could very well be that you have to have so much sword skill as a Gladiator at first, and then you can branch off into Katana & Great Katana. Perhaps even have a quest to unlock Dual-wielding and become a Ninja, although I would bet that for NIN you'd need some magic and or Rogue skills as well.

Likewise for DRG, it could require that you have your lance skill high enough and then you unlock Guildleves to learn about jumping and wyverns. Personally, I think this concept would be far more rewarding and enjoyable as opposed to FFXI's method of gaining level 30 as any job and doing a quest.
Didn't SE say there wouldn't be Katana specifically, but rather Katana like weapons you can choose to make use of if it suits your style? Meaning they would be swords/knives that just look like Katana rather then being a whole new class.

And I wouldn't expect to see any sort of pets for the Lancer class. FFXI Dragoons were an anomaly in FF history, the only Dragoons or Lancers to ever have a pet. I doubt Lancers, who have already received a rather unique attribute in it's ability to fight at range, will ever get anything like FFXI Drgs.

We will never have Plds or Drgs or Sams, we'll have Gladiators with defensive builds, Lancers with heavy lances and Marauders with two handed long swords. We might get gear with a foreign flair or some such thing, but don't expect anything even remotely resembling classic FF jobs.
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