Final Fantasy XIV: New classes confirmed?

Aw yiss. Ninja time is coming. I'm thinking they almost have to make one of these new jobs a tank and the other a healer. I think ninja goes back to the old tank role, the gunner class heals and thief will be some sort of DD. I'm just sure they have something up their sleeve with these jobs to make them unique and interesting.

Would be nice to get something like Corsair with a very strong HP Regen roll so that it could act as a healer.

I'm just really hoping these new classes/jobs are more versatile so we can get a "healer" role that isn't necessarily just a dedicated healer. If players can make it work, it should be possible to do.
 
SCH is the only class that has some complexity (and 2.1 WAR i guess).

DPS classes suffer from this the most, there is little difference between a DRG, a MNK or a BLM.

In XI a BLM was totally another thing compared to other DPS and had a completely different play style.

You're forgetting summoner which has a pretty hefty rotation to maximize damage.
 
Oh man, I'm finally getting ffxiv for farthers day on the weekend so I bet this is going to make it even more agonizing to choose what class to go for. Dosent help that I'm a complete mmo newbie
 
I'm calling it now, Ninja will be one of them. From how they word it during the missions in patch 2.2, I don't really know what else it could be.

Well if it isn't Ninja it's thief. But the character was from the Far East and used to being in the shadows.
 
I'm calling it now, Ninja will be one of them. From how they word it during the missions in patch 2.2, I don't really know what else it could be.

Well if it isn't Ninja it's thief. But the character was from the Far East and used to being in the shadows.

Thief would be class, the job will probably branch to being Ninja and then Musketeer. since YoshiP did mention they were introducing more branching paths for jobs.
 
Things get more involved in end game. In fact, BLMs have one of the hardest roles in later fights and are often overlooked/not wanted in said fights. Hence why we are getting a buff in the next patch.

I heard about the movement problems but that's not what I'm talking about. I mean the skills don't seem to have a lot of internal synergy aside from Fire -> Blizzard -> Fire rotations. I guess I'm used to Frost Mage's "shatter combos" but I was hoping for something like that out of THM/BLM.
 
I'm calling it now, Ninja will be one of them. From how they word it during the missions in patch 2.2, I don't really know what else it could be.

Well if it isn't Ninja it's thief. But the character was from the Far East and used to being in the shadows.

It will likely be both. If the Arcanist is any indication, any newly added classes will come with two Jobs. We will probably get a new base class, plus Thief and Ninja as its two jobs.
 
I wish I could get XIV to run on my PC. I really want to try it.

It runs great on PS4 (which might be cheaper than upgrading your PC), skip the PS3 version.

I love the concept of an evasion tank, I would switch from my Warrior in a second for that.
 
Thief would be class, the job will probably branch to being Ninja and then Musketeer. since YoshiP did mention they were introducing more branching paths for jobs.

I'd say Thief would be the Job instead of Ninja, Jobs are usually named after the iconic FF jobs of the past.
 
I heard about the movement problems but that's not what I'm talking about. I mean the skills don't seem to have a lot of internal synergy aside from Fire -> Blizzard -> Fire rotations. I guess I'm used to Frost Mage's "shatter combos" but I was hoping for something like that out of THM/BLM.

Depends on what you are doing:

Fire III -> Fire 2 (group) or Fire (Single) -> Blizzard 3 - > Fire 3 -> Raging Strikes -> Flare -> Convert - > Flare -> Transpose -> Fire 3 -> Fire II/Fire I -> Flare -> Transpose -> etc, etc, etc

You can throw in some Freezes if you want, and Thunder IIs, plus you have Thundercloud and Firestarter procs

I'd say Thief would be the Job instead of Ninja, Jobs are usually named after the iconic FF jobs of the past.

...Which Ninja is an iconic job, as Thieves promote to Ninjas in FF1, Edge was a Ninja in FFIV, Shadow in FFVI, Yuffie in FFVII, so forth and so on.

Hell, you find far more Ninjas than you do Paladins in previous installments. Classes are the generally the lessor named professions in the series (Arcanist/Gladiator/Conjurer/Archer), while the jobs are the ones that most everyone knows (Warrior, Summoner, Black Mage, White Mage, Dragoon, etc).
 
Thief would be class, the job will probably branch to being Ninja and then Musketeer. since YoshiP did mention they were introducing more branching paths for jobs.

None of the base classes are traditional FF ones though.

I'm expecting something like

Rogue -> Thief or Ninja

Thief being dps, Ninja being an evasion tank.
 
I've wanted to play a thief and ninja class since forever, might have to re sub for awhile after the new classes drop. Time to let my lalafell buddy stretch his extremely short legs.
 
I hope one job is a tank, even if it only temporarily increases the amount of people playing tanks. If one is a healer or support (I guess we will never get a real dedicated support job though ; ;), I would pick it up, but I feel so invested in whm. I would hate to redo the relic quest from atma and beyond.
 
None of the base classes are traditional FF ones though.

I'm expecting something like

Rogue -> Thief or Ninja

Thief being dps, Ninja being an evasion tank.

Yoshi has gone on record saying making NIN an evasion tank in FFXI was a mistake. You will never see an evasion tank in FFXIV. It would suck ass as they always do.
 
Evasion tanks are usually trash (FFXI from my understanding), or super broken (Xenoblade). They're notoriously difficult to balance.

I had a thought the other day that if one of the dagger jobs is a tank like say NIN, maybe clone based tanking would work. Make a ninja-style shadow copy and have it get increased enmity being the "tank stance" and duplicate whatever attack the player does only it remains stationary while you're running around for directional combos (unless you manually move it like pets).

Could be interesting because you would essentially get a DPS and a tank from one character slot but have the challenge be controlling both and having to worry about offensive and defensive cooldowns since you're doing two jobs at once. No idea if it could be balanced properly though.
 
Has there been word on whether both branching jobs from a class have to use the classes main weapon?

Arcanist Scholar/Summoner use books.

Could Marauder's hypothetical second job use a second set of weapons other than axe? How would you equip the job crystal and weapon separately?

Gladiator is the most natural choice for Samurai, which would hopefully use 2-handed Katana.

If we had a beastmaster class, would it be a job or class? If a class which jobs would it have? If a job, what class would it come from?
 
Has there been word on whether both branching jobs from a class have to use the classes main weapon?

While there are already classes with one-handed and two-handed variants for their weapons (conjuror and thamaturge), I think it is unlikely to happen for a melee class, just because of the need to redo pretty much every single combat animation. I think they would be better off making an entirely new class for 2-handed swords, 1-handed axes, etc.
 
The saddest thing about XIV is that all of the classes were more interesting and unique in XI.

And even though ARR made the game playable, it's just playable. It's not enduring.
 
While there are already classes with one-handed and two-handed variants for their weapons (conjuror and thamaturge), I think it is unlikely to happen for a melee class, just because of the need to redo pretty much every single combat animation. I think they would be better off making an entirely new class for 2-handed swords, 1-handed axes, etc.

:(

I don't want three classes/jobs per tree all using the same weapons. That's boring.
 
Has there been word on whether both branching jobs from a class have to use the classes main weapon?

Arcanist Scholar/Summoner use books.

Could Marauder's hypothetical second job use a second set of weapons other than axe? How would you equip the job crystal and weapon separately?

Gladiator is the most natural choice for Samurai, which would hopefully use 2-handed Katana.

If we had a beastmaster class, would it be a job or class? If a class which jobs would it have? If a job, what class would it come from?

I think it is pretty safe to assume that all Jobs will use the base weapon of the class. It is pretty much impossible for that to not be the case with the way the armory system works. Your current class is determined by which weapon you have equipped. Your Job is then determined by equipping a Soul Crystal. That being the case, it is impossible to have a Job use a different weapon-type from base class.

If Samurai used two-handed katana, then the base class would have to be able to equip two-handed swords. Gladiator would only thus be a possibility if they added two-handed swords to its general repertoire. However, that is probably not going to happen, since shields are such a huge part of the Gladiator move-set. You can't use three of the Gladiator's core skills without a shield.

Having two-handed swords being associated with a brand new base class is probably a better idea. That way, a new Job such as Samurai isn't stuck with all of the abilities currently associated with Gladiator, and would have more design room to play in a different manner than existing classes.

There is some flexibility within weapon categories though, I imagine. For example, it isn't a stretch to consider scythes to be axes (such was the case for the Death Sickle in FFV). So you could have scythe-wielding Dark Knights as a Marauder job. But you probably won't see classes wielding weapons that would require a different set of animations from normal.

As for the Beastmaster, it would probably be a Job, since it is a recurring Job from older Final Fantasy games. However, it wouldn't fit any of the existing classes (as far as I can predict). You would need to create a new pet-using base class. Based on series history, whips wouldn't be a bad weapon choice. No idea on name though.
 
Oh man, I'm finally getting ffxiv for farthers day on the weekend so I bet this is going to make it even more agonizing to choose what class to go for. Dosent help that I'm a complete mmo newbie

The Conjurer (like a white mage but with some stone-throwing abilities for offense) will play basically like you might expect it to, so it makes for a good starting class while you're learning the ropes.

I began with a thaumaturge (black mage) and was utterly flummoxed by how the magic worked nothing like it had in any RPG I'd played before. Elements mean nothing? Blizzard's main function is to restore MP? Lightning works like Poison normally does? Huh?

You might even want to jump right into a crafting class just so that you can wander around and get a feel for how the world works, and join a free company and get used to the MMO jargon that can really be impenetrable at times.

It all comes together eventually and you're going to have a lot of fun, but I think MMO veterans really underestimate just how off-puttingly different this game can be for someone who's never touched an MMO but has played many RPGs.
 
If this becomes a game with 3+ expansions and a large amount of content, at some point they will need to redo the class/job switching.

Job Crystals won't be equipable, but will be under a tab in your character menu. They will display like gym badges. Class switching will be selectable via a very easy to use gui, with the weapon restrictions still in affect per class/job. The saved class/job equipment menu would be fixed. This isn't like most games (AFAIK) where several different setups are needed anyway.
 
If this becomes a game with 3+ expansions and a large amount of content, at some point they will need to redo the class/job switching.

Job Crystals won't be equipable, but will be under a tab in your character menu. They will display like gym badges. Class switching will be selectable via a very easy to use gui, with the weapon restrictions still in affect per class/job. The saved class/job equipment menu would be fixed. This isn't like most games (AFAIK) where several different setups are needed anyway.

Err... Aren't you describing how the game already works with saved equipment sets? I can swap between classes and jobs by pressing a button on my hotbar linked to a slot in my saved list of equipment sets. I'm not entirely sure what you are suggesting they fix.
 
Err... Aren't you describing how the game already works with saved equipment sets? I can swap between classes and jobs by pressing a button on my hotbar linked to a slot in my saved list of equipment sets. I'm not entirely sure what you are suggesting they fix.

Fixed, as in being fixed to work with the new system I laid out.
 
As for the Beastmaster, it would probably be a Job, since it is a recurring Job from older Final Fantasy games. However, it wouldn't fit any of the existing classes (as far as I can predict). You would need to create a new pet-using base class. Based on series history, whips wouldn't be a bad weapon choice. No idea on name though.

Marauder / Arcanist.
 
Fixed, as in being fixed to work with the new system I laid out.

What new system? What are you trying to accomplish? You didn't even say you wanted to change weapon restrictions or anything, just that you wanted to modify the GUI in an unspecified manner to get rid of Soul Crystals for no specified reason. Why make that change?
 
Is the gear grind at end game less annoying now? What killed me in the original release was having to run the same dungeon over and over again, so damned tiring. That and being unable to beat hard mode Garuda made me sad. Which is a shame, because I loved hanging in the GAF guild. I didn't even intend to stop playing, just new games came out, and my sub lapsed.
 
Thief is all I will need to be happy. I've been wanting to use some daggers since I started playing.

Daggers have been in since the inception of the game, the problem is they went to the "Master of Blades" class Gladiator :P, since Dagger class has basically been confirmed in an interview, I hope that means they are going to remove the daggers from GLD and replace them with the proper sword graphics, like more gladius types. Hopefully no rapier's as I still give out hope for the fencing class to be real and eventually get a BLU/RDM job from it :( (Unless that is one of the jobs for musketeer is Gun Mage...)

Is the gear grind at end game less annoying now? What killed me in the original release was having to run the same dungeon over and over again, so damned tiring. That and being unable to beat hard mode Garuda made me sad. Which is a shame, because I loved hanging in the GAF guild. I didn't even intend to stop playing, just new games came out, and my sub lapsed.

Gear grind is still there, but its been a bit more spread out. Basically all lvl 50 dungeons give 'some' Mythology and soldiery with the higher item level versions give more as well as higher item level drops (The old Philosophy Tome material and gear now drops from the 3 Patch 2.2 dungeons alongside some new vanity ilvl70 gear). The old content is a lot easier to beat because of a combined increase in player gear level and the new echo buff which gives an across the board damage/healing/hp buff of 5-10% each time you lose a fight and have been fighting for 3-5 minutes. The First turns of Binding Coil are also now on Content finder and have a straight 20% buff for everyone. Basically if you quit when it started, you will have lots of stuff you can jump into, but end game is still a grind (more so if you are working on the new zodiac weapon).
 
Marauder / Arcanist.

Neither are particularly a good fit for the Beastmaster. I don't think that trying to shoehorn too many Jobs onto existing classes is a good idea. Remember, a Job only adds a limited number of things:
1) Stat adjustments
2) Five new actions and no traits
3) Different armor and a different subset of the main weapon type
4) Some tweaks to existing mechanics for the class

A FF XIV Job isn't comparable to something like a FFXI Job in of itself. It is more akin to a new selection of WoW talents within a class. The difference between a Summoner and Scholar in FF XIV has some similarities to a FF XI Summoner using different sub-jobs. The differences between a Dragoon/Warrior and a Dragoon/White Mage from XI are comparable to the difference between two Jobs in FFXIV (plus some added equipment differences).

You most important character customization decision in FFXIV will always be class, not Job. For example, every Conjuror Job will have access to the full range of healing, revival, and status restoration that the Conjuror possesses. Every Gladiator Job will be built on the basic framework of a dedicated tanking class. Other Classes have a bit more flexibility. Lancer and Pugilist have the basic framework to allow for tanking Jobs to be added in addition to their the current DPS ones.

That's why a Marauder pet-using Job is highly unlikely. The basic Marauder doesn't have any support for pet abilities. You could add a very minor pet, but nothing as focused on pets like the Beastmaster should be. On the other hand, the Marauder has all of the basic tools to become a powerful melee/AoE DPS class with just a few additions, well within the realm of a Job.

On the other hand, Arcanist to Beastmaster wouldn't really add much to the game. It already has two good Jobs, and Beastmaster would be hard-pressed to differentiate itself from them. It would be much easier for Beastmaster to find its own identity using a different base class. With a new base class, Beastmaster could provide all kinds of new actions to players.
 
Daggers have been in since the inception of the game, the problem is they went to the "Master of Blades" class Gladiator :P, since Dagger class has basically been confirmed in an interview, I hope that means they are going to remove the daggers from GLD and replace them with the proper sword graphics, like more gladius types. Hopefully no rapier's as I still give out hope for the fencing class to be real and eventually get a BLU/RDM job from it :( (Unless that is one of the jobs for musketeer is Gun Mage...)

Eh, just call thief daggers "knives", and you're good.
 
Neither are particularly a good fit for the Beastmaster. I don't think that trying to shoehorn too many Jobs onto existing classes is a good idea. Remember, a Job only adds a limited number of things:
1) Stat adjustments
2) Five new actions and no traits
3) Different armor and a different subset of the main weapon type
4) Some tweaks to existing mechanics for the class

A FF XIV Job isn't comparable to something like a FFXI Job in of itself. It is more akin to a new selection of WoW talents within a class. The difference between a Summoner and Scholar in FF XIV has some similarities to a FF XI Summoner using different sub-jobs. The differences between a Dragoon/Warrior and a Dragoon/White Mage from XI are comparable to the difference between two Jobs in FFXIV (plus some added equipment differences).

You most important character customization decision in FFXIV will always be class, not Job. For example, every Conjuror Job will have access to the full range of healing, revival, and status restoration that the Conjuror possesses. Every Gladiator Job will be built on the basic framework of a dedicated tanking class. Other Classes have a bit more flexibility. Lancer and Pugilist have the basic framework to allow for tanking Jobs to be added in addition to their the current DPS ones.

That's why a Marauder pet-using Job is highly unlikely. The basic Marauder doesn't have any support for pet abilities. You could add a very minor pet, but nothing as focused on pets like the Beastmaster should be. On the other hand, the Marauder has all of the basic tools to become a powerful melee/AoE DPS class with just a few additions, well within the realm of a Job.

On the other hand, Arcanist to Beastmaster wouldn't really add much to the game. It already has two good Jobs, and Beastmaster would be hard-pressed to differentiate itself from them. It would be much easier for Beastmaster to find its own identity using a different base class. With a new base class, Beastmaster could provide all kinds of new actions to players.

I know i'm just poking fun at the job. Honestly i'd hope Beastmaster would be the introduction of a whip class.
 
I know i'm just poking fun at the job. Honestly i'd hope Beastmaster would be the introduction of a whip class.

Yeah, I do too. Though I have no idea what an alternate Job would be. Follow Quistis' example and use Blue Mage? There is a little flavor overlap, but I have no idea how to get two concepts like that to mesh with each other.
 
What new system? What are you trying to accomplish? You didn't even say you wanted to change weapon restrictions or anything, just that you wanted to modify the GUI in an unspecified manner to get rid of Soul Crystals for no specified reason. Why make that change?

My system gets rid of equipping soul crystals as well as changing it so that equipping weapons is no longer how a class is changed.
 
And let's not ignore that most raid encounters are basically a fight on a platform.

Err ... doesn't describe 99% of all MMO boss fights? Encounter starts. Boss arena is sealed until boss dies or group wipes.

i think the egis are fine

Personally I rather used the (rather adorable) Carbuncles. The Egis look like Play-Doh figurines. Then again, for what they are suppose to represent, transmuted (via Allagan Technology) essences of their respective Primals, they are OK I guess.
 
Could Marauder's hypothetical second job use a second set of weapons other than axe? How would you equip the job crystal and weapon separately?

wielding 2 1H axes would be a dream. good opportunity to introduce proper dual wielding in your first expansion pack.

Soo... Should they hand it over to you on a silver platter like the first relic? Or have it locked behind something like titan ex?

lock it behind proper team based content. extreme dungeons, ex titan fights, extreme peisteskin maps, a bit of solo stuff like 3 star crafting to get crafters on board etc.
 
My system gets rid of equipping soul crystals as well as changing it so that equipping weapons is no longer how a class is changed.

Again, why? How does that improve anything? As it is, the armory system is quite elegant. It works very well, since it minimizes the number of steps involved in changing classes.

If your idea is a lead in to wanting to have classes equip more than one type of weapon, then you should specify that. If you are trying to accomplish a different goal, then saying so would clarify as well. What exactly do you find wrong with the system as is?
 
Again, why? How does that improve anything? As it is, the armory system is quite elegant. It works very well, since it minimizes the number of steps involved in changing classes.

If your idea is a lead in to wanting to have classes equip more than one type of weapon, then you should specify that. If you are trying to accomplish a different goal, then saying so would clarify as well. What exactly do you find wrong with the system as is?

Elegant isn't a word I'd use at all for the current system. It is simplistic. It prevents jobs from being unique in comparison to their base class. The system currently is going to breed a small number of secondary jobs and a lot of classes to one job. It would be better to have each job be unique like in FFV, but the requirements for unlocking them similar to how it is now. It might be too late for that now though.

Right now if they tried to make Samurai a job of gladiator, they'd have to let the Gladiator equip Katana as well.

If the current system is expanded but kept the same, you will need a lot more items added. Marauder's secondary class could easily be a Beserker DPS class, but you'd need to have DPS axes.

I'd also change it so that when you are in the crafting log and need to make another disciple of hands item, selecting the item to craft automatically switches you to that class ready to craft. That is a QOL adjustment that could make it into 2.3.
 
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