Beyond Vana'diel: How many classes should we expect at release? - Beyond Vana'diel

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How many classes should we expect at release?

#1 User is offline   Hugbees 

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Posted Mar 11, 2010 - 6:58 AM

Looking at the official website, there are 5 classes for both Disciple of War and Disciple of Hand, which would sound reasonable to have that be the cap for release.

I'd like to see more than 5, but I can think of a reason of why it may only be 5:

Disciple of War has a Tank, Damage, and Hybrid Tank/Damage classes, pretty much the essentials of melee classes in MMOs.

Disciple of Hand has Blacksmith, Tanner, and Weaver which can make Light, Medium, and Heavy armors (presumably) as well as Culinarian and Alchemist which provide buffs and such, which are the essentials of crafting in MMOs.

Currently there are 2 known classes for Disciple of Magic, and 1 confirmed class for Disciple of Land, the Miner. (The leaked info post mentioned Horticulturalist but the official info doesn't mention it at all)

So that's 3 more classes remaining from Disciple of Magic, and 4 for the Disciple of Land. So what do you think we'll be seeing?

Personally, Disciple of Magic has me a little thrown off. Conjurer looks like it can attack and heal (or maybe one or the other at any given time) and the Thaumaturge seems to be mostly status inflicting. I was expecting a pure damage and pure healing class but they seemed to have combined them into one. So this opens up more room for other classes. So perhaps we'll see the opposite of a Thaumaturge, which is pure buffing.

Seeing as how Disciple of Land has Miner which will compliment Blacksmith, I'm sure there will be one for Tanner as well. Probably a "Hunter" type class that skins enemies with a knife and can track certain enemies. Perhaps he can help find rare spawns in missions? But what about the other 3 Disciple of Land classes? Generally in MMO there is no gathering counterpart to Tailors (Weavers in this case) as cloth generally drops from enemies, and we're not sure what kind of materials an Alchemist or Culinarian would need (Herbs, and meat but from where? Maybe the Hunter can help in gathering meat too?)

So what of the other Disciple of Land classes? Perhaps there will be a few that can function on their own? If the Horticulturalist ends up being a real class maybe he can grow plants for Culinarian/Alchemist to use.

Tons of possibilities. 5 Classes per discipline seem like too few, but 20 classes total is quite a bit, and if they can interact with each other fairly easily it will end up being loads of fun.

EDIT: I forgot the main website talks about a Fisherman class, perhaps that is what the worms the Miner can dig up are for.

This post has been edited by Hugbees: Mar 11, 2010 - 8:03 AM


#2 User is offline   bd4 

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Posted Mar 11, 2010 - 11:00 PM

as for magic i agree the Conjurer is a little of everything hopefully its as some expect is the red mage group
leaving a pure damage and pure healer to be shown. i also think that the Thaumaturge will have a counter part as well such as the bard.

for land a hunter makes sense it can track and skin. then we have a herbalist for the alchemist potions and the miner for the blacksmith so that leave only one perhapist something related more to magic like the structures seen here

http://www.beyondvan...c-23/big/26.jpg
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#3 User is offline   Momotaru 

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Posted Mar 12, 2010 - 1:17 AM

5 per Discipline has been my favorite theory, and with Miner announced and Horticulturalist rumored, I'm sure that's exactly how it is.

.. And yet, I'm wondering what other magic classes could be involved.. Perhaps they'll be less like mages and more like, as Eorzea considered, Bards and Dancers. Gaining powers and inflicting status via song and dance is legitimately magical, I'd say.. I can see this as a reality.
:onion27:

Anyway, we're 5 on War, 5 on Hand, 2 on Magic, and officially 2(?) on Land..

But here's everything we've heard up until now:
Miner, Fisherman, Horticulturalist, Gatherer (I recall this being mentioned quite a long time ago.. it could have been considered a feature of any 'Land' discipline, though....

.. What could be left...

-Sheperd?
-Woodsman?
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#4 User is offline   Hugbees 

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Posted Mar 12, 2010 - 7:33 AM

I'd like to see a Mystic Knight class similar to FF5. They go into melee combat but can enchant their swords to do elemental damage of their choosing. I think it'd be interesting to see Thaumaturges and Conjurers to be able to enchant a Mystic Knight's weapon for him as well.

Perhaps a Mystic Knight has a limited MP pool, and his enchants cost around 25 MP out of his measly 125 however a Conjurer and put the same effect on for him for only 10 MP out of his 500. That way it'd be helpful to have other magic classes with you, but definitely not required.

#5 User is offline   bd4 

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Posted Mar 12, 2010 - 10:50 AM

View PostHugbees, on Mar 12, 2010 - 7:33 AM, said:

I'd like to see a Mystic Knight class similar to FF5. They go into melee combat but can enchant their swords to do elemental damage of their choosing. I think it'd be interesting to see Thaumaturges and Conjurers to be able to enchant a Mystic Knight's weapon for him as well.

Perhaps a Mystic Knight has a limited MP pool, and his enchants cost around 25 MP out of his measly 125 however a Conjurer and put the same effect on for him for only 10 MP out of his 500. That way it'd be helpful to have other magic classes with you, but definitely not required.

interesting idea but dont forget that mp doesnt refresh normally in ffxiv so a combat caster will be vary limited in this game i think what ffxiv is trying to do is split the work between melee and casters so no one get limited. example lets go with what you said conjurer has 500 mp and the spell cost 10 mp to put on one person. in a group of 6 lets say there are 3 melee players it will cost 30 mp for the conjurer to cast it on all of them or he can cast the aoe version for 25 saving 5 mp and in the long run with recast and battle every point of mp matters.
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