Augemitbutter
Member
are the premium items you get from the collector's edition just one time use on your first character, or usable on every character on your account?
are the premium items you get from the collector's edition just one time use on your first character, or usable on every character on your account?
If this were a game like WoW then I would agree (DAMN YOU WARLOCK GEAR) but since you can switch classes getting random gear is fine since you can greed it for your other classes.
Guess you forgot about Ifrit and Moogle dropping weapons nobody wanted ?
No, I didn't forget, but I thought we were talking about ARR, specifically leveling dungeons in ARR since, like, that's all that's in beta right now.
I haven't really been keeping up. What's the word on the PS3 version?
We are talking about ARR, Primals do exist in ARR and work like dungeon boss fights right ?
On all characters.
That last image is definitely a part of Brayflox's Longstop. Very similar architecture to what was found there.
It's likely, but I don't know; I haven't fought one or seen one. Have you?
Level 20 one as seen in beta doesn't count; he's there for a story quest not for loot.
I was able to find a guideline for the primary stats and their secondary effects, but it's outdated information for 1.0.
(Old data: http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=92e2a2ee13f174b5a6f5f658135e1bf4ab725f29 )
Are the secondary effects still the same in ARR? Is there a definitive list from either parsed data or dev confirmation anywhere about the secondary effects? For reference, I don't mean Strength -> physical damage, but stuff like Strength -> Block value or Dexterity -> Accuracy.
No, throw these away, they don't apply the same way in ARR. Better look here for now. Keep in mind all algorithms can and will probably be adjusted come phase 4 and launch. Consolidated results on all stats will probably come later, as people are first trying to determine the damage formulas.I was able to find a guideline for the primary stats and their secondary effects, but it's outdated information for 1.0.
(Old data: http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=92e2a2ee13f174b5a6f5f658135e1bf4ab725f29 )
Are the secondary effects still the same in ARR? Is there a definitive list from either parsed data or dev confirmation anywhere about the secondary effects? For reference, I don't mean Strength -> physical damage, but stuff like Strength -> Block value or Dexterity -> Accuracy.
Is Arcanist going to be in Ph4?
No. Release.
Better late than... later.
If Arcanist get Summoner, what class gets Scholar?
So, does that mean other classes will get multiple job choices? Like, is the eventual Musketeer going to be a job for Archer, or a class that gets its own job (like, Musketeer->Time Mage or something)?Arcanist. Both branches from Arcanist.
So, does that mean other classes will get multiple job choices? Like, is the eventual Musketeer going to be a job for Archer, or a class that gets its own job (like, Musketeer->Time Mage or something)?
Yeah, they're gonna add second jobs for the rest before they do more classes. Musketeer'll be a class.So, does that mean other classes will get multiple job choices? Like, is the eventual Musketeer going to be a job for Archer, or a class that gets its own job (like, Musketeer->Time Mage or something)?
Yeah, they're gonna add second jobs for the rest before they do more classes. Musketeer'll be a class.
Oh okay.No, the opposite.
Yoshi-P said in my interview that they would do more classes before more Jobs for existing classes. And that his priority was on a "scout" class.
I imagine Musketeer and the Scout class will turn up in patches not far from launch, they said they wanted to introduce more classes before the expansion anyway.
Huh. So, if I want to play a ranged damage class, I'll need to wait for Musketeer.
That's assuming they are not one and the same.
Well yeah that's what I mean, I'll need to wait for Musketeer and hope they don't get some healing job.You can play a ranged damage class now. You can't play a ranged damage job (although Bard is more of a hybrid than anything else, especially since they seemed to have messed up songs).
But daggers
You mean on time.
FTFY.Fencer: "exotic" blades like European fencing swordsand scimitars(range-less mage, can parry/take damage to restore MP, counterattacks)
Scimitars are cavalry swords, not fencing swords. Depends which saber you're referring to: the straight fencing saber, or the curved cavalry saber?Aw, I like scimitars. Much more than epees and fleurets or whatever. How 'bout just "sabres" then?
Oh okay.
...which interview? I didn't really see anything about timing from the E3 one.
I don't really care about all that. Whatever gets the message across that they do fancy stuff with swords.Scimitars are cavalry swords, not fencing swords. Depends which saber you're referring to: the straight fencing saber, or the curved cavalry saber?
Either way, if you want a class that uses curved swords, it won't (shouldn't) be fencer.
(I know someone at some point is going to make the argument "but all swordplay is fencing," but I think we're on the same page here that by "fencer" we mean the specific European tradition and not including kendo (Japanese fencing) and whatever else.)
Yeah, that's what I meant.
Doesn't really say which'll come first.Nova Crystalis: From everything it looks like, Scholar branches off from Arcanist, like Summoner. When can we expect to see other Jobs branching off from other classes?
Yoshida: We havent announced anything official, but we hope to have other jobs branching off of classes that already have jobs before an expansion. Right we now we have too many attackers, so were trying to figure out what to do next. Personally, I want to have scout classes something tricky, to do traps and those types of maneuvers.
Doesn't really say which'll come first.
Jorbs. I'm bored; lemme pull some second job ideas out of nowhere:
Gladiator: ...I can't think of one, lol.
Pugilist: Dancer (support, can spread buffs like Twin Snakes, Greased Lightning, Fists of Earth and a DoM friendly Fists of Water to party)
Marauder: Dark Knight (healer/tank, can sacrifice HP to heal party or do damage)
Lancer: Templar (tank, has highest DEX for Parry rate and can combo from Piercing Talon)
Archer: Ranger (DoT and debuffs)
Conjurer: Elementalist (DD/healer, AoE damage (Flood, Tornado, Quake etc) and healing)
Thaumaturge: Occultist (DD/healer, can trade Astral Fire and Umbral Ice for other buffs like turn spells into AoE and focus AoE into single target)
Are races that important when choosing a starting class? I'd like to make a lancer "elf" (or how they're called) but I've googled and doesn't seem the best combination.
That seems like it'd be hard to do with the limited number of Job abilities and the entirety of the class' role still attached.I could see Gladiator getting Dark Knight and Marauder getting Berserker, Thaumaturge would be good with a healing job, priest maybe (which could tie in with their lore), I would like to see secondary job be the opposed role of their first job.
...why? That's really random. Musketeer's pretty much a blank slate and exists alongside the other classes in the game world.I would like Musketeer to be the job and Fusilier to be the class, later they could add Corsair.