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- Fenrir
- Linkshell
- Avaritas
- 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?
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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