Beyond Vana'diel: New FFXIV details via Famitsu, Dengeki and Official Site - Beyond Vana'diel

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New FFXIV details via Famitsu, Dengeki and Official Site New images, discipline information, etc.

#1 User is offline   Eorzea 

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  Posted Mar 11, 2010 - 12:53 AM

UPDATE:
High quality full-page Dengeki PlayStation scans added!
Scroll down.

The official NA site has been updated!

Along with the its update comes the full version of the intense piece of music we heard during the Tokyo Game Show trailer last year.
It can now be streamed and/or downloaded in our Music section!
It is titled "OFFICIAL SITE MUSIC 4." Be sure to check it out.

Following up on our previous article in which we covered leaked details comes a plethora of new images and information.

Weekly Famitsu and Dengeki PlayStation have also been purchased and scanned, and they are in even higher quality than our previous magazine scans! The height on all previous scans is 1200 pixels, but the height on these is 2000 pixels.

Enjoy! :D


WEEKLY FAMITSU SCANS

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DENGEKI PLAYSTATION SCANS

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DISCIPLINES

GLADIATOR
Disciples of War

The Best Defense

Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single- or double-edged, straight or curved. A defining characteristic of the guild is its emphasis on diverse combat tactics, training its members to bring their martial skills to bear in any situation.

As such, there are practitioners who marry sword with shield, seeking to defend their fellow companions. Others opt for an empty off hand, choosing instead to focus entirely on their sword arm. The gladiator's proficiency with blades also extends to those hurled at range, such as throwing knives.

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Role

With their versatile slashing and stabbing attacks, gladiators are adept at dispatching a wide range of opponents.

When armed with sword and shield, they are unmatched in their ability to defend others, as their diverse talents enable them to focus the enemy's wrath upon themselves.

Abilities

  • Rousing Provoke - Use a threatening gesture to increase enmity.
  • Cover - Protect an ally, positioning yourself between them and the enemy to redirect damage dealt to yourself instead.
  • Rampart - Protect yourself, increasing defense and magical defense.
  • Still Precision - Steady yourself, increasing accuracy and reducing evasion.
  • Aegis Boon - Recover behind the safety of your shield, converting a portion of damage sustained when blocking into HP.

Weapon Skills

  • Phalanx - Move deftly from defense to offense, increasing attack power and dealing slashing damage. Increases enmity. Can only be executed following a block.
  • Red Lotus - Call upon the power of flame, increasing attack power and dealing fire damage.
  • Shield Bash - Slam an enemy with your shield, dealing blunt damage with a high chance of interrupting casts. Renders the target unable to cast for several seconds.
  • Spinstroke - Feint before attacking, dealing slashing damage to the target. Increases attack power when the target is not engaging you.
  • Circle Slash - Spin your weapon fiercely, increasing attack power and dealing slashing damage to nearby targets.

Arms

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From left to right:
Scimitar, Buckler

In Action

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"A tactic for any battle!"

From the top, counter clockwise:
Slash, Stab, Guard



LANCER
Disciples of War

So Close, Yet So Far

The strategy of the lancers is to outrange and fluster opponents with their long, two-handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.

In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as throwing javelins.

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Role

By utilizing the long reach of their polearms, lancers are able to deal devastating damage from a position of relative safety.

The battle tactics of the lancers afford them numerous advantages, such as avoiding the ire of enemies and enhancing the attacks of companions.

Abilities

  • Comrade in Arms - Bolster morale, consuming TP to place an enfeebling effect on the target which grants attacking party members enhanced TP generation.
  • Ferocity - Trigger an adrenaline rush, consuming HP to increase the attack power of your next attack.
  • Invigorate - Channel your physical energies, consuming HP to gain TP.
  • Collusion - Employ deception, transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy.
  • Life Surge - Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the target's evasion.

Weapon Skills

  • Overrun - Close in on an enemy, increasing TP and dealing piercing damage. Can only be executed when the target is unaware of your presence.
  • Feint - Stab with precision and timing, ensuring the success of your next attack. Increases attack power and deals piercing damage. Can only be executed after evading an attack.
  • Leg Sweep - Strike low, dealing blunt damage to all enemies in a cone before you. Does not affect flying targets.
  • Moonrise - Frustrate an enemy's tactics, increasing attack power and dealing slashing damage. Inhibits TP generation of the target.
  • Skewer - Run your enemies through, increasing attack power and dealing piercing damage to all enemies between you and the target. Slows non-flying targets.

Arms

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From left to right:
Spear, Lance

In Action

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From top to bottom:
"That which cannot be hit cannot be fought."
"Two birds with one stone!"



PUGILIST
Disciples of War

Fisticuffs of Fury

The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.

Their preference for fighting at close-quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in for the kill.

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Role

Masters of offensive and defensive stances, pugilists continuously adapt their fighting style to best suit their companions as well as their enemies.

Pugilists compensate for a lack of reach and defense with high maneuverability and cunning techniques that fluster opponents.

Abilities

  • Mocking Provoke - Whistle tauntingly to increase enmity.
  • Blindside - Strike from an enemy's rear, increasing attack power by half of your dexterity.
  • Chakra - Channel your vital energies, consuming TP to restore HP.
  • Steal - Rifle through an enemy's belongings, stealing a random item. Chance of success increases with stealth.
  • Featherfoot - Tread lightly, increasing evasion. Effect fades after evading an attack.

Weapon Skills

  • Jarring Strike - Strike at an enemy's joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.
  • Victimize - Exploit an enemy's weaknesses, dealing slashing damage and increasing your critical hit rate for each enfeebling effect on the target.
  • Haymaker - Deliver a massive strike, increasing attack power and dealing blunt damage. Can only be executed after evading an attack.
  • Shoulder Tackle - Charge at an enemy with devastating force, dealing blunt damage.
  • Seismic Shock - Create powerful tremors, increasing attack power and dealing earth damage at range to all enemies between you and the target. Does not affect flying enemies.

Arms

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From left to right:
Panzerfauste, Fangs

In Action

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"Striking a balance!"

From left to right:
Offensive Stance - Emphasis on Attack
Defensive Stance - Emphasis on Evasion



MARAUDER
Disciples of War

Lust for Destruction

The marauder is a combat specialist whose weapon of choice is the greataxe—a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.

They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or to turn the tide of battle between warring nations. Throwing axes such as the francisca supplements the marauders' arsenal, making them fearsome adversaries even at range.

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Role

While stationary, marauders are able to generate a solid base from which they are able to carry out devastating attacks.

The strength of the marauders lies in their ability to control timing and distance to maximize the efficacy of their blows.

Abilities

  • Bloodbath - Revel in the blood of an enemy, converting a percentage of the damage dealt by your next successful attack into HP.
  • Murderous Intent - Throw yourself into your attacks, increasing critical hit rate and reducing TP generation.
  • Defender - Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while in steadfast stance.
  • Disorient - Flick dust, sand, or soil at an enemy, reducing the target's evasion. Effect may stack up to three times.
  • Enduring March - Take strong and sure steps, enabling movement at reduced speed while bound. While active, also maintains steadfast stance while moving.

Weapon Skills

  • Skull Sunder - Strike an enemy in the head, increasing attack power and dealing slashing damage. Deals further damage over time. Attacks enemies in a cone before you while in steadfast stance.
  • Trunksplitter - Deliver a strong chop, increasing attack power and dealing slashing damage. Attack power is increased further against Seedkin.
  • Brandish - Strike nearby enemies, increasing attack power and dealing slashing damage.
  • Iron Tempest - Spin your axe wildly, increasing attack power and dealing wind damage to nearby targets.

Arms

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From left to right:
War Axe, Labrys

In Action

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"A single swing to turn the tide!"
"From great stillness... comes great strength!"



ARCHER
Disciples of War

Notch, Draw, Loose

The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it—the archers. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at great distances.

Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as the most skilled with a bow. The guild's teachings cover a variety of projectile weapons, down to the simplest throwing rock.

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Role

Archers possess a situational awareness in combat which allows them to assault enemies from great range while simultaneously providing support to their companions.

Though weak at close range limited by their quivers, an archer's expertise in positioning and arrow selection can easily determine the outcome of battle.

Abilities

  • Replenish - Invoke a blessing of renewal, consuming MP to replenish your projectiles to capacity.
  • Chameleon - Blend in with your surroundings, consuming TP to reduce enmity.
  • Quickstride - Quicken your strike, increasing movement speed by.
  • Retrieval - Search your surroundings, consuming HP to find and gather projectiles.
  • Hawk's Eye - Your eyes gain hawk-like precision, increasing the accuracy of your next attack.

Weapon Skills

  • Shadowbind - Fetter an enemy's shadow, rendering the target immobile.
  • Wide Volley - Launch a wide-ranged assault, increasing attack power and dealing damage to the target and nearby enemies.
  • Quick Nock - Nock and release with blinding speed, shooting multiple arrows at a time in a cone before you. Increases attack power and deals projectile damage.
  • Scouring Strike - Deliver a debilitating blow, increasing attack power and dealing projectile damage. Removes a single enhancement effect from your target.
  • Shrieker - Loose an attack with a terrifying sound, dealing projectile damage and causing the target to flee in terror.

Arms

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From left to right:
Long Bow, Composite Bow

In Action

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"Not at all arrows, or enemies, are created equal."

From top to bottom:
Iron Arrow (all-purpose), Mythril Arrow (effective against Ashkin), Obsidian Arrow (effective against magical barriers), Twintail Arrow (effective against large creatures), Poison Arrow (effective in extended battles), Trinity Arrow (effective against multiple enemies)



CONJURER
Disciples of Magic

In One's Element

Conjury calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.

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Role

Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells.

Attuned to the essence of all things around them, the conjurer's intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.

Abilities

  • Profundity - Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.
  • Trance Chant - Intensify your next cast, preventing it from being interrupted.
  • Spiritbind - Channel the elements, binding yourself and reducing MP consumption by half.
  • Roaming Soul - Hum your next spell, allowing movement while casting.
  • Purge - Alter an enemy's essence, rendering the target's elemental alignment neutral.

Spells

  • Fire - Deals fire damage to enemies within area of effect.
  • Cure - Restores HP of allies within area of effect.
  • Protect - Enhances defense of allies within area of effect.
  • Shock Spikes - Armors you with lightning spikes, stunning attacking enemies.
  • Frost - Deals ice damage over time to enemies within area of effect.

Arms

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From left to right:
Wand, Radical

In Action

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"The seventh element is you!"

From the top, clockwise:
Lightning, Fire, Earth, Ice, Water, Wind



THAUMATURGE
Disciples of Magic

Death is Only the Beginning

In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heat of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.

To then mold that aether into sorcery, the thaumaturge makes use of a secpter or staff, within which is housed a medium - a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed halls are said to reside powers of life, death, and the beyond.

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Role

Thaumaturges are unparalleled in their powers of destruction, eclipsing even the Disciples of War.

By enfeebling enemies and enhancing allies, thaumaturgy can prove to be an invaluable asset, particularly in battles of attrition.

Abilities

  • Blood Rite - Spill your own blood in a sacrificial rite, enhancing magic potency.
  • Punishing Barbs - Channel your pain to an enemy, redirecting a portion of damage dealt to you back to its source.
  • Dark Seal - Focus your mental energies, increasing the accuracy of your next cast.
  • Initiation - Bestow your strengths on another, granting certain of your enhancing effects to a target ally.
  • Paradigm Shift - Amplify your voice, increasing the scope and reducing the range of thamaturgic spells.

Spells

  • Drain - Transfers HP from enemies within area of effect to you.
  • Gravity - Reduces the movement speed of enemies within area of effect.
  • Sacrifice - Consumes HP to restore a portion of the target's HP.
  • Siphon TP - Transfers TP from the target to you.
  • Absorb ACC - Transfers a portion of the target's accuracy to you.

Arms

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From left to right:
Scepter, Staff

In Action

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"Invite the enemy near, and then cast them out!"



MINER
Disciples of the Land

Probing the Depths

The Miners' Guild is responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the realm's blacksmiths and goldsmiths.

To fully master the advanced techniques developed by the great mining nation of Ul'dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large-scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks for their patron deity Oschon, the Wanderer. The primary tool of the miner is the pickaxe.

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Role

In addition to their unexcelled prowess at throwing rocks, miners also use their skills to debilitate enemies with mineral compositions.

Throughout their travels, miners are always able to put their skills to use in the field or in dungeons to earn some gil.

Gatherable Items

  • Copper Ore - A decent-sized piece of rock containing the metal copper.
  • Silver Ore - A decent-sized piece of rock containing the semi-precious metal silver.
  • Saltpeter - A translucent crystalline substance often used in making glass, firesand, and dyes.
  • Silex - A pure-white sand made up of a finely ground silica.
  • Little Worm - A common worm that lives in the soil.


Tools

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From left to right:
Pickaxe, Knapping Hammer

In Action

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"Scan the land, work the mines, know the market, trust the Twelve."

From the top, left side:
Silver Ore, Saltpeter, Copper Ore
From the top, right side:
Silex, Little Worm



BLACKSMITH
Disciples of the Land

Metallurgical Artistry

It is in the fires and on the anvils of Eorzea's blacksmiths that weapons and tools of metal are crafted. Their work is in demand at all times in nearly every locations, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp.

The tradition itself stretches back to the realm's Age of Bronze, though the advanced metallurgical techniques passed on from master to apprentice today bear little resemblance to the simple practices of ancient times. The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious members of the guild. The primary tool of the blacksmith is the cross-pein hammer.

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Role

Blacksmithing techniques are capable of weakening enemies constructed of metal, as well as discovering loot that would otherwise be overlooked by the untrained eye.

Blacksmiths provide an edge to themselves and others by ensuring that weapons are always kept in optimal condition.

Craftable Items

  • Crossguard - An iron bar used as the crossguard of a sword. / Base Material: Iron Ingot
  • Spatha - A standard cavalry sword made of bronze. / Base Materials: Spatha Blade, Swordgrip, Crossguard, Pommel
  • Pickaxe - A standard miner's pickaxe outfitted with a bronze head. / Base Materials: Pickaxe Head, Pickaxe Shaft, Grip Wrapping
  • Spiked Labrys - A labrys with an extended blade and spiked shaft. / Base Materials: Labrys, Bronze Ingot
  • Halberd - A standard halberd made of iron. / Base Materials: Halberd Head, Spear Shaft, Halberd Butt, Spear Clasp, Grip Wrapping

Tools

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From left to right:
Cross-pein Hammer, File

In Action

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"Strike while the iron is hot... and sell when the gil is good."

From left to right:
Spiked Labrys, Spatha, Pickaxe, Iron Ingot, Crossguard



BATTLE DIAGRAM

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CINEMATICS / GAMEPLAY

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#2 User is offline   Hydaelyn 

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Posted Mar 11, 2010 - 3:58 AM

These images are wonderful! Thanks for the update.

I'm really digging the battle diagrams... especially this one...

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...it really gives us an idea of how we will be expected to position ourselves during battle.

#3 User is offline   Eorzea 

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Posted Mar 11, 2010 - 4:37 AM

:excl:

The official Japanese site has been updated.
http://jp.finalfantasyxiv.com/

The new piece of music is available to download and/or stream in our Music section.

Or you can download this post's attachment if you'd prefer.

Attached File  official-site-music-4-128kbps.mp3 (2.88MB)
Number of downloads: 1
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#4 User is offline   klenza 

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Posted Mar 11, 2010 - 5:40 AM

Not sure if anyone noticed this or if I wasn't paying attention. 7 people in this battle diagram. Does that mean that thier is no 5-6 person limit on parties? So making alliances of two or more parties to increase the size won't be needed?

#5 User is offline   Eorzea 

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Posted Mar 11, 2010 - 6:05 AM

In the "leaked" information yesterday it was mentioned that parties generally consist of six to eight people, but that forming alliances is possible. I don't have the magazine(s) in front of me yet, so I can't confirm nor deny this statement. Hopefully I'll be able to pick them up tomorrow.

On a side note, I am not updating my original post with the translated information that's circling the web at the moment because an official site update is imminent. At that time this article will be updated further. Interviews within the magazines will also be added.
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#6 User is offline   Kain 

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Posted Mar 11, 2010 - 6:14 AM

Nice to see some new information though I am sad that it doesnt look like the lancer has a jump ability :blink:
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#7 User is offline   TempestKin 

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Posted Mar 11, 2010 - 6:42 AM

Wow... this really changes some things. It seems a lot of the Thief skills from FFXI, have been spread out over most of the melee classes. The thing that seems interesting, is the weapons skills that rely on parrying a mob, or not being noticed by a mob, so on and so forth. It seems be on your game, and paying attention to party dynamic's will really play a big role in this game more then, it was in FFXI.

This is gonna be an interesting class. Seems we have a RDM, and BLM so far.

Anyone else notice the amount of AoE stuff? Especially with the cure and protect spells. Maybe we'll definitely more events against multiple mobs.

Edit : After looking at the pictures, anyone notice the pugilist fighting the two dragon like creatures, and having a last name? If she can hold up against two rather fun looking beasts this game is shaping up to be fun.

This post has been edited by TempestKin: Mar 11, 2010 - 6:43 AM

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#8 User is offline   Eorzea 

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Posted Mar 11, 2010 - 6:55 AM

It's possible her comrades are behind her as per the diagram above and supporting her efforts.

Your position in relation to where monsters are facing and your distance from said monsters will play a big role in the flow of battle. So, as illustrated by the diagram, each discipline will have a position in battle that is best suited for them. Enemies will also have "disciplines"/specializations, of course, so fighting to obtain the best position in battle will likely play an important role in the outcome.
A lot more exciting than just standing in one place and hacking away at an enemy, don't you think?

I really like the direction Squenix is taking things with Final Fantasy XIV.
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#9 User is offline   Hugbees 

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Posted Mar 11, 2010 - 7:03 AM

I'm hoping it won't be too hard to master though, I can see many parties falling flat on their face in the early levels because they had a hard time adjusting their positions.

#10 User is offline   Nestorm 

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Posted Mar 11, 2010 - 11:04 AM

wow, thats a LOT of info, thanks eorzea for keeping us updated!!
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#11 User is offline   Momotaru 

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Posted Mar 11, 2010 - 12:14 PM

View PostEorzea, on Mar 11, 2010 - 6:55 AM, said:

It's possible her comrades are behind her as per the diagram above and supporting her efforts.



In this case, I think she's out there on her own!
Check the mini-map in the top right. If she's the arrow in the center, then the closest player to her is probably that green dot some 30 meters away.

By the way, look at all those enemies on radar! I'm going to guess the groups of 3 or 4 are perhaps dodos and the groups of two are the vicious beauties we see here. Yikes!!
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#12 User is offline   CrystalZodiac 

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Posted Mar 11, 2010 - 12:52 PM

Thanks Eorzea, Been a good day for info :D Keep up the good work

Definitely loving the direction they're taking with each class, developing all the classic FF elements into something more customizable (I mean a mage that can specialize in a partiuclar element??, should lead to interesting variety!)

On a personal note: Blacksmith keeps impressing me every time they reveal more about it. Nice to know, I could be responsible for weapon and armour creation just beyond repairing the already established :P

#13 User is offline   FR8TRAIN7070 

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Posted Mar 11, 2010 - 2:51 PM

not sure how i like the two magic classes. a closer AOE class and a blm/whm class! they can be dmg and heal. Not sure but i am sure things will change before the actuall release date. TY Eorza! btw if i could read JAP lang. i would help :)
Violence is not the ONLY solution, but it is a solution!

#14 User is offline   Hugbees 

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Posted Mar 11, 2010 - 3:23 PM

Thaumaturge seems to be more disabling with damage over times and status effects, while Conjurer seems to be all around healing and damage.

Maybe we'll see one that focuses more so on healing and one for damage?

This post has been edited by Hugbees: Mar 11, 2010 - 3:23 PM


#15 User is offline   Eorzea 

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Posted Mar 11, 2010 - 4:08 PM

Just an update on the magazines:

I saw Weekly Famitsu on the shelf this morning on my way to work, so I intend to pick up a copy on my way home this evening and scan everything for you. I'm not sure about Dengeki PlayStation yet.
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