New Famitsu article about FFXIV

Uzor

... A Man For All Seasons
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FFXIV
Uzor
thanks to Elmer for translating.

http://ffxiv.zam.com/story.html?story=21825

This article confirms (or at the very least strengthen) my suspicion that each element in FFXIV will have their own magic skill. Such as Fire Elemental Magic, Ice Elemental Magic, as it states one mage can be stronger than another in, for example, Fire magic, while another is stronger in Ice magic. Resistance against certain elements also strengthen depending on how you play. Also says you can develop all elements equally, at the expense of specializing in none.

Will this mean end-game linkshells recruit mages based on their specialization? Like "Looking for 2 Fire-conjurers and 2 Ice conjurers"? And I wonder if its possible to change your focus, otherwise I suspect it could be easy to fuck up...

Also, some more focus on job classes was given.

Gladiator: Has an offensive and defensive stance to switch between. Can draw monster attention by waving weapon in the air.
Pugilator: Had an offensive and defensive stance. Can draw monster attention by whistling.
Lancer: Can attack several monsters at once. From the description, seem to have abilities such as "Target leg" to inflict various status effects on the enemy.
Marauder: Has powerful attacks, with the expense of lower accuracy. Can give up some of the strength to attack faster. Has to be stationary while using its moves, unlike the other classes.
Archer: Uses only bows. Has a wide variety of arrow, such as tripple-arrow (shoots 3 arrows at once), Wood Arrow, Poison Arrow, and even arrows that support their enemy (Shoot your enemy to restore HP? >.O )
Conjurer: Has a wide variety of spells, ranging from offensive, to healing, to support. Can cast buffs on themselves that affects the area around them (as in, people in range benefit from it, not like Protectra)
Thaumaturge: A close-range mage with Conal spells. Does great damage at the expense of having to be close to the enemy.

For the Gladiator and Pugilist, changing stances often seem to be negative. The stances improve over time, and as such, sticking to a single role in a party is best.

Also, things that weren't mentioned in Elmer's translation but that's included in the original article;

Gladiator: Has access to Circle Blade, Shield Bash, Red Lotus Blade etc. Can cover the player behind them and take damage in their place.
Marauder: Can bash the ground to deal damage in an area
Thaumaturge: Can convert corpses in to MP. Can convert their own HP to heal allies. Can return latest damage taken back to the enemy (take 100 damage, deal 100 damage). Can consume HP in order to boost its own magic power (assuming its per-spell). Can increase its magic accuracy at the cost of extra MP (assuming per-spell). Has AoE drain.
Herbalist (or whatever the name is. Digger, gardener or w/e): Only this player is able to see the holes he can dig. Through digging he can find items he can use on the party to bestow them with buffs or heal their MP. The more Herbalists are in the party, the greater the variety of items and number of items acquired.
Blacksmith: Can repair weapons. Weapons does not need to be traded to repair. Can enfeeble "gold-based" enemies (and assuming other enemies, such as iron-based), and can also increase the drop rate of the partt (trasure hunter go?)
Pugilist: Has the ability to steal items from enemies.

So Conjurer seem to be the RDM of FFXIV? And assuming it can specialize in certain roles, will force players to either be a healing-based Conjurer, damage-based Conjurer or buffing-based Conjurer?
 
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I found a translation of the weaponskills etc. in said article;

Gladiator Abilities:
Roaring Sword- Waving the tip of your blade to get the enemy’s attention
Cover – Protect the party members behind you by taking damage instead of them
Rampart – Using your sword to increase your defense (raises physical and magical defenses)
Precision – Lowers evasion and increases accuracy
Aegis Boon – When guarding with your shield, any damage taken heals your HP instead
Weapon Skills:
Phalanx – Anger the enemy by attacking after guarding with a shield
Red Lotus – A swinging fire elemental attack on the enemy
Shield Bash – Hit the enemy with a shield and prevent them from casting a spell
Spinning Stroke – Attack the enemy. Damage increases if the enemy is not attacking you.
Circle Slash – AoE weapon skill

Lancer Abilities:
Inspire: Party members receive TP for attacking their target
Ferocity: You lose HP but your next attack will give greater damage
Fighting Spirit: You lose HP but you gain TP
Collusion: Attack the enemy from behind another party member while the enemy is focused on that party member
Spirit Surge: Decrease enemy evasion while sucking away their HP
Weapon Skills:
Overrun: If you attack while the enemy isn’t aware of you, you can land a series of high speed successive attacks and increase your TP.
Feint: If you use right after an enemy has evaded your attack, your next attack will surely hit.
Leg Sweeper: AoE attack where you target the legs of your enemies and prevent them from moving. Cannot be used on aerial targets.
Moonrise: Attack the enemy and suppress their ability to gain TP
Skewer: Attack all enemies between you and your target. Movement for land-based enemies will become slower.


Pugilist Abilities:
Whistle: Gain the attention of the enemy
Blind Side: Increased damage when you attack from behind the enemy
Chakra: Use TP to regain HP
Steal: Steal things from the enemy
Feather Step: Increase evasion by a large amount for one shot
Weapon Skills:
Jarring Strike: If used after a missed enemy attack, your next attack will hit and bind the enemy but also anger them
Piercing Fists: Piercing attack. If done in succession, the chances of a critical hit increases.
Haymaker: If used after a missed enemy attack, you can do heavy damage to the enemy
Tackle: A rapid succession of attacks
Earth Render: An earth elemental based distance attack. Doesn’t work on enemies in the air.


Marauder Abilities:
Blood Bath: The damage you give the enemy turns into HP for you
Power Attack: Increases the chance of critical hits
Defender:
Use your Axe to increase your physical defense in exchange for not being able to attack
Disorient:
Lower the enemy’s evasion
Unyielding March:
Can move, albeit slowly, even when hit with binding magic
Weapon Skills:
Skull Thunder: Lasting damage on the enemy or gather your power to create a wider AoE attack.
Log Splitter: Very affective attack against plant-type enemies.
Fracture: If used after parrying an enemy attack, you can seal the enemy’s ability to use weapon skills while damaging them.
Brandish: AoE attack
Iron Tempest: A donut-shaped AoE wind elemental attack


Archer Abilities
Replenish: Fire off multiple arrows at one time (the description says all of your arrows)
Chameleon: Erase your presence to avoid detection
Stride: Be able to move quickly for a short period of time
Retrieval: Gather up arrows in exchange for some HP
Hawkeye: Increase the accuracy of your next attack
Weapon Skills
Shadow Stitch: Bind the enemy
Wide Volley: Attack your target and other enemies around it
Quick Knock: Use multiple arrows in rapid succession to attack enemies in a fan like AoE attack
Snakebite Arrow: Attack and remove enhancing magic from the enemy
Shrieker: Attack the enemy and cause it to retreat


Conjurer Abilities
Profound: Casting time increases but so does the spell power
Trance Chant: No matter what, your spell casting will not be interrupted
Spirit Bind: You bind yourself in exchange for decreasing MP costs per spell
Roaming Soul: You can cast while walking
Purge: You can balance off the elemental status of you and the enemy (translation note: I really don’t know what they mean by that)
Weapon Skills
Fire: an AoE fire attack
Cure: an AoE cure spell
Protect: an AoE spell that increases the physical defense of your party members
Shock Spikes: A thunder elemental spell that surrounds you and will attack and paralyze the enemy if you are attacked
Frost: a DoT AoE ice spell


Thaumaturge Abilities
Blood Pact: You lose HP but your spells become more powerful
Thorn: Damages the enemy that gave you damage
Dark Seal: Increase magical accuracy
Initiation: Spread a magical status you have to your party members
Paradigm Shift: Decreased attacking distance in exchange for a wider area of effect
Weapon Skills
Drain: AoE HP sucking attack
Gravity: AoE attack that slows the movement speed of enemies
Sacrifice: Give up your HP in exchange for the HP recovery of one of your party members
Siphon: Suck MP from enemies you have defeated
Absorb-Acc: Suck an enemy’s accuracy and increase your own


Blacksmith Handiworks
Iron Ingot (made from Iron Ore)
Sword Guard (made from Iron Ingot)
Spatha (made from Spatha blade, sword grip, sword guard, and a Pommel)
Pick (made from Pick head, Pick ball, and a grip strap)
Spiked Labrys (made from a Labrys and Bronze Ingot)


Things Miners Collect
Bronze ore
Gold ore
Saltpeter
Silica Sand
Little Worms



Taken from: http://www.eorzeapedia.com/2010/03/11/detailed-class-info-from-famitsu-and-4gamer/
 
nice article, thanks for posting it :)

I wonder if the job roles which can change and the stances are what SE meant when they said that players can be able to take any role in the party when needed or that job changes can be done on the fly.
 
I wonder how many people think Squenix is actually going to break tradition and call a Black Mage a "Thaumaturge" or a Warrior a "Gladiator" or a Monk a "Pugilator" in the English version.
 
i'm a little worried about the schools of magic i know we can only wait and see how it works out but it sounds like the crafting lvls from FFXI. as in you can lvl all schools to a certain point but could only be a master of one?

maybe the schools of magic will also be based around the weapon you use though. so if you have a fire staff out then you have access to the higher tier of fire spells.

i just hope they make each element balanced in a way that you wont end up with all end-game mages only lvling Thunder and Ice :/

I can just see the pt invites now...

sh> looking for a Conjurer for Guildleve blahblahblah 7/8 please /tell!
Random mage> Hi! I need this please invite me!
PT Leader> sure, one sec what's your main school?
Random mage> Wind
PT Leader> sorry we need Water
Random mage> my Water skill is lvl 6
PT Leader> too bad we need at least lvl 8 for /random spell
Random mage> common... i can still DD
PT Leader> get lost fart mage
Random mage> sob...


ohh the fun!
 
lolololol fart mage.
 
I wonder how many people think Squenix is actually going to break tradition and call a Black Mage a "Thaumaturge" or a Warrior a "Gladiator" or a Monk a "Pugilator" in the English version.

They already said they plan on staying away from the usual FF names for XIV, those are going to be their class names in XIV.
 
Haven't they lied about things having to do with this game in the past though?
 
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Not to make argument for argument's sake, I just think that "Thaumaturge" and "Pugilator" is a horrible mouthful.
 
Well, I'm going by the English and Japanese site names, both use Pugilist, Thaumaturge, and so on so forth. Plus SE stating they weren't going to use the normal FF job names for this.
Thaumaturge may be a mouthful but it is a correct usage, so is Pugilist.
 
so can we say Thaumaturge is the new drk/blm/rdm ?
 
I wonder how the customization will come in that they've been describing. So far all of these jobs seems highly focused/specialized.
 
New Dengeku article too, which confirms more classes are coming:

http://ffxiv.zam.com/story.html?story=21841

They said crossbow MIGHT be coming, but if it is it will be on a separate class, and not Archer. Great Sword, Scythe and other classic FFXI weapons will also make an appearance on new classes. Whether or not Katana and Great Katana are part of these classical weapons remain to be seen.
 
Oh we all know SE's golden child Sam is going to return.. let's just pray they don't suck its dick so much this time around.
 
Crossbow/gun to a engineer type class maybe?
Flintlock/Gunner maybe? XD

It would fit well with how they said they wanted a job with the role of managing the party's MP. Could be something like this perhaps?

Potion Shot - Recover HP
Ether Shot - Recover MP
Fireshot - Fire damage
Iceshot - Ice damage
Boltshot - Thunder damage
Watershot - Water damage
Earthshot - Earth damage
Windshot - Wind damage
Blindshot - Shoots for the eyes. Causes Blindness
Silenceshot - Aims for the throat. Causes Silence
Bindshot - Aims for the legs. Causes Bind.
Charged Attacks - Consumes MP to increase damage
Slug Shot - High damage to 1 enemy
Blast Shot - AoE damage
Piercing Shot - Damages enemies in a line
Heavy Shot - High damage but inaccurate
Sniper Shot - Low damage but accurate
Advice - Raises critical hit rate for one ally
 
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seriously you guys are complaining about the length of class names? lol You know we'll end up abbreviating everyting as we did in XI. Remember, BLM, RDM, SMN, RNG, MNK, DRG, PUP, BLU, etc etc, the list goes on lol
 
seriously you guys are complaining about the length of class names? lol You know we'll end up abbreviating everyting as we did in XI. Remember, BLM, RDM, SMN, RNG, MNK, DRG, PUP, BLU, etc etc, the list goes on lol
I haven't seen anyone complaining about class names >.O

Anyway, as for abbreviations, that's because those are the official abbreviations SE gave them :P Although I don't doubt SE will do something similar to FFXI. I predict THM, CON, PUG, ARC, MRD, GLD and LNC.
 
While I'll miss some of the 'classic' aspects of the Final Fantasy series, the jobs here still seem like they would be interesting to play, and they'll be much less constrained by tradition than what we have in FFXI. Hopefully it'll allow better balance.

Oh we all know SE's golden child Sam is going to return.. let's just pray they don't suck its dick so much this time around.

Seriously? WAR has been top-tier for essentially the life of the game. SAM finally came into its own in the last few years (after the 2H update and the Overwhelm fix). If you're going to complain about the power of certain jobs, at least do it with some historical accuracy and less xenophobia.
 
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