Beyond Vana'diel: FFXIV to have 18 Classes at Launch - Beyond Vana'diel

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FFXIV to have 18 Classes at Launch 5 Disciples of War, 2 of Magic, 3 of the Land, 8 of the Hand

#16 User is offline   Siali 

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Posted Jul 23, 2010 - 11:56 AM

Why not? You wouldn't be able to heal an entire party but you could help out by keeping yourself from KO at least. And nobody could blame dieing on the mages so much anymore... lol

#17 User is offline   Nestorm 

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Posted Jul 23, 2010 - 12:13 PM

View PostSaeryne, on Jul 23, 2010 - 3:57 AM, said:

I think I will look at this in the way that by the time new classes come out, I will have leveled what I have chosen from the initial choice and be ready for new ones!


thats a really good way to see it!
If SE releases all the classes at launch then there wouldnt be much "replayability" and maybe we would have our characters "underpowered".

Considering how FFXIV leveling and class system works, where you can (and later on probably have) to use abilities from other classes, giving us THE class we want to play most rigth from the beggining would probably result in us (obviously) choosing it right from the start, aaand if we do so we might just be loosing the oportunity to gain some basics abilities that only the starting classes could offer.

I know FFXIV is not meant to be just like FFXI but this could help as an example:

FFXI had a main job and sub job system where you had to choose 2 jobs to use their abilities.
With that being said, the two most popular tank classes, Paladin and Ninja (both were advanced classes which had to be unlocked past level 30), lacked the ability to provoke the mobs and therefore they needed this extra ability from Warrior (starting class) to gain fast enmity.
This system was fun because it gave the classes a few ways to play them in a different way but then, after some time, the sub job options were set by the community leaving almost no room for innovation.

Now, getting back to my point .... I think SE learned from their mistakes and therefore they got rid of the sub job system and decided to implement this system where you can choose just the abilities you want from other classes previously learned. So my guess would be that these 7 combat classes that are confirmed to be playable at launch will give some basic abilities to be used with advanced classes that will need to be unlocked. Just like it was with Warrior and Paladin/Ninja in FFXI.
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#18 User is offline   armyofbear136 

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Posted Jul 23, 2010 - 12:42 PM

What about a Conj main with a sprinkle of Thau mixed in? That way you get to max ur mana and heal...


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#19 User is offline   Siali 

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Posted Jul 23, 2010 - 1:07 PM

View Postarmyofbear136, on Jul 23, 2010 - 12:42 PM, said:

What about a Conj main with a sprinkle of Thau mixed in? That way you get to max ur mana and heal...


I foresee this being a popular choice, I'm going to main conjurer and alchemy and then add another magic class whenever the new ones come out.

#20 User is offline   Inaaca 

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Posted Jul 23, 2010 - 4:00 PM

Conjurer isn't focused on healing, but it has the ability. Thaumaturge can heal, too. Melee classes also have abilities that can heal. It isn't focused on one class at all.
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#21 User is offline   Saeryne 

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Posted Jul 24, 2010 - 12:31 AM

I have just always found that when there isnt a select healing few, healers no longer become a group must. Which infuriates me becuase its my favoured class. There is nothing like being a secondar rate healer that isnt needed.
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#22 User is offline   rblyell 

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Posted Jul 24, 2010 - 8:27 AM

I know the mage "classes" seem limiting but they will do more than we expect like Inaaca said, "Conjurer isn't focused on healing, but it has the ability. Thaumaturge can heal, too. Melee classes also have abilities that can heal. It isn't focused on one class at all." (Those who play D&D, Dungeons and Dragons, will note that the 4th edition Rulesbook/System has given every class Melee or Magic a healing ability.) This is a natural progression/evolution in game. Allowing freedom in character creatioin and choice.

I get how a lot of Melee players may seem disappointed at first in the starting classes but there will be tons to do I'm sure. Plus remember the auto attack is disabled and you will have a more active role in your character's attacks. And I think this new feature will result in a more involved participation on the side of the Melee classes. Thus the likelihood of becoming bored too easily will mostly occur at end game.

I have to come to think Magic in FF14 as FF12 Mage Classes; White, Black, Green, Time, etc. BUT they will not be as labeled as "classes". It's very FF7 as in everyone had some "Magic" and could learn magic. FF6 Esper leveling is little like the weapon leveling in FF14. (Tanaka is producing so the Item/Weapon/Esper leveling aspect isn't too farfetched.) We shouldn't worry too much in the name of classes. If you need a label try to focus on the idea that we will all essentially be Red Mages regardless of the weapon we have in hand, some of us a little less physical than others.

Side/Personal Note: Things I'm interested in knowing more of and seeing in game are
Illusionist (tons of rumors about this Mage class)
Rune Knight (will always be a dream of mine)

This post has been edited by rblyell: Jul 24, 2010 - 8:30 AM


#23 User is offline   Bewoulf 

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Posted Jul 24, 2010 - 3:38 PM

View Postkarari, on Jul 22, 2010 - 11:09 PM, said:

Still... 7 "true" classes is kind of weak. =/


Why? FFXI started with less classes. STO only has 3 classes in the entire game! Forget unlocking more. And at least there are 7 classes that you can switch to at any point in the game, unlike WoW where you need to start over with new characters. I think 7 classes are fine.
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#24 User is offline   bd4 

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Posted Jul 24, 2010 - 10:22 PM

7 classes and an nearly 100% guarantee for more later im fine with that. WoW around that but unlike SE blizzard never added a new class all they did was raise the cap new zones more instances. they did "add" the deathkight, starting at level 55 what the hell is that? nearly all of the game is behind you. what i really want to see is more information on the two magic classes i see there being paths for both of them but not much but hear say.
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#25 User is offline   Hugbees 

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Posted Jul 26, 2010 - 10:52 AM

I have found pictures showing off the Musketeer's and Arcanist's Guild

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Here's what I've gathered from this:

Musketeer is a class we know to exist both from the .dat files and seen in game screen shots with NPCs holding guns. Arcanist we know only to exist in the .dat files, so it can be debated whether it will be an actual class or not.

These screen shots show both the Musketeer's Guild and the Arcanist's Guild. It should also be noted that in the first screen shot you can see the Culinarian's Guild too which is an officially announced class. (Also I've seen other guilds from other confirmed classes too in this same video)

So from that we can determine that playable classes have their own guilds. If this is true then Musketeer and Arcanist must be unlockable otherwise there is no reason for them to have their own guilds.

#26 User is offline   Inaaca 

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Posted Jul 26, 2010 - 7:14 PM

Even though the guilds may physically exist, the classes may not be accessible to players until SE officially releases them.

It's pretty much guaranteed that they'll be released to players at some point though if the guilds already exist.
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#27 User is offline   Inaaca 

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Posted Jul 26, 2010 - 9:53 PM

I just discovered that SE now has all 18 classes listed on the main site, complete with descriptions for each. :)
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#28 User is online   Eorzea 

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Posted Jul 26, 2010 - 9:57 PM

Those descriptions can also be found on our site. :D
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#29 User is offline   bd4 

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Posted Jul 28, 2010 - 10:49 PM

do we know if ffxiv will have high end classes like ffxi? im not sure if it would fit in well like it did in ffxi because of the split between physical and skill levels
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