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#302 Jul 05 2013 at 8:12 PM Rating: Good
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Fun times - fast track to Pld.
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#303 Jul 05 2013 at 9:12 PM Rating: Decent
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I played around for a bit on Marauder, it's got a little bit of a Dark Knight feel, so I might go with that for awhile, at least until they add a real Dark Knight job.
#304 Jul 05 2013 at 9:36 PM Rating: Good
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Turin wrote:
I played around for a bit on Marauder, it's got a little bit of a Dark Knight feel, so I might go with that for awhile, at least until they add a real Dark Knight job.


I'm imagining that if/whem they add a Dark Knight job, it will be a branch off from the Marauder. Maybe Marauder and Thaumaturge requirements? I think Paladin is Gladiator and Conjurer, right?
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#305 Jul 05 2013 at 10:00 PM Rating: Good
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TirithRR wrote:
Turin wrote:
I played around for a bit on Marauder, it's got a little bit of a Dark Knight feel, so I might go with that for awhile, at least until they add a real Dark Knight job.


I'm imagining that if/whem they add a Dark Knight job, it will be a branch off from the Marauder. Maybe Marauder and Thaumaturge requirements? I think Paladin is Gladiator and Conjurer, right?
GLA30/CON15, if I'm remembering right. I am hoping to hit that tomorrow maybe. Depends how busy work is. Smiley: lol
#306 Jul 06 2013 at 3:53 AM Rating: Good
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Ok Im officially addicted Went from 9-15 pug from 10pm -3am Im still a bit confused on the way sub jobs work but I cant get heal anyway because I started in the desert place and havent received an airship pass to get to the Conjurer guild(for cure). One thing thats bugging me though, how do you level your subjob? or can you just redo quests, If you have to grind that would suck.

Honestly though potions are 32% of max health healing (Cap 80) cost 28 gil so Im not to worried about a spell with my whole 55 mana.
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#307 Jul 06 2013 at 5:51 AM Rating: Good
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Well, each starting area has a ******** of lowbie quests. Additionally, each job has its own Hunting Log, which ends up being great EXP. I don't know if PUG gets decent MND or not, but using Cure on Marauder is pretty useless.

Subjobs work like this, from what I can tell:
You get slots for abilities from other jobs you have leveled, with access to abilities of levels up to half your current level. So right now, my Gladiator is 20 and my Conjurer is 12, so if I'm on GLA, I can pick abilities from up to CON level 10. At level 20, I have 4 subjob ability slots. It lets me pick from any of the other jobs I have levels in to fill these slots. So, I can take Cure and Protect from Conjurer. I can also take Foresight from Marauder, and an ability from another job if I want.

I don't know how this works with the advanced classes. It's a pretty versatile system. I'm sure there will end up being "best" combinations, but for solo play, there are a ton of combinations to choose from.
#308 Jul 06 2013 at 6:07 AM Rating: Good
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BeanX the Irrelevant wrote:
Ok Im officially addicted Went from 9-15 pug from 10pm -3am Im still a bit confused on the way sub jobs work but I cant get heal anyway because I started in the desert place and havent received an airship pass to get to the Conjurer guild(for cure). One thing thats bugging me though, how do you level your subjob? or can you just redo quests, If you have to grind that would suck.

Honestly though potions are 32% of max health healing (Cap 80) cost 28 gil so Im not to worried about a spell with my whole 55 mana.


If you started in Ul'dah, you can quickly and easily walk to Gridania to Unlock Conjurer.

Go to Eastern Thanalan (where Dry Bone camp is, North East of Black Bush).
Walk to the North East corner of Eastern Thanalan
Enter the South Black Shroud
Head North to Central Black Shroud
Head North to New Gridania.

You'll run into level 25-32 or so enemies at the highest (around the end of Eastern Thanalan and the Beginning of South Shroud). But many are not aggressive and they are easily avoidable. It's much easier than walking from any of the starting towns to Jueno in FFXI. Takes about 15-20 minutes.
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#309 Jul 06 2013 at 6:40 AM Rating: Good
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I don't think there is any subjob system for jobs right now. That's supposed to be part of the balance.

Classes let you create more flexible characters. Jobs let you specialize into something.

The idea seems to be that a Gladiator/Conjurer would be slightly worse at what a Paladin does than a Paladin (I'm going to guess they get weaker heals but stronger attacks). But the Gladiator can switch it up to grab some Marauder abilities, or some buffs from the Archer class, etc.
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#310 Jul 06 2013 at 6:49 AM Rating: Good
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Ya, if you go BLM from THM, you focus your strengths on Black Magic and become stronger, but then can't use CNJ skills that your THM could. So a BLM wouldn't be able to sub heal in the dungeons like a THM can (I always get stuck as a healer in my 3 city dungeon groups).
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#311 Jul 06 2013 at 6:51 AM Rating: Good
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Gladiator using a sub Cure is nice for soloing, but it does ******* in dungeons. Cast time is too long, and your healer is bombing you with Cures doing 3x as much healing. I assume Flash is more efficient as far as Enmity per unit Mana.
#312 Jul 06 2013 at 6:59 AM Rating: Good
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As a THM, my heals worked. I didn't have access to Protect or Mend at those levels, but I could spam Cure as fast as I could cast with Ice aspect giving me unlimited MP.

Edit:
I'm sure the idea being that THM/CNJ/GLA/ETC all still have a use beyond unlocking the next level jobs.

Edited, Jul 6th 2013 9:20am by TirithRR
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#313 Jul 06 2013 at 7:48 AM Rating: Good
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Has anyone looked into the conjurer mnd/int swapping skill? Worth noting, because it would ensure /conj skills still get solid mind when you're a thaumaturge, and thaumaturge skills were still useful when you're a conjurer.

Also because it gives the opportunity for slightly stronger heals, if you're a class with a high base int and want stronger sub heals.
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#314 Jul 06 2013 at 8:10 AM Rating: Good
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One thing I don't really like is that hotbar setups are apparently stored client side. So, when I play on my PC at home, and then play on my laptop at work, it doesn't retain any changes I made to my hotbar. It's a minor inconvenience.

Also, I've noticed on Conjurer, when I'm chaincasting Stone, if I weave a Cure in there, the cast bar will still show it as me casting Stone. The correct spell fires off, but it's a little annoying. I can tell by the green swirly **** that I'm casting Cure, but it has made me double-take a couple times because I thought maybe I spammed my Stone button too fast and missed my Cure button.
#315 Jul 06 2013 at 8:13 AM Rating: Good
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I really love the way the Elvaan (or whatever) Conjurers cast...
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#316 Jul 06 2013 at 9:35 AM Rating: Decent
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Quote:
Subjobs work like this, from what I can tell:
You get slots for abilities from other jobs you have leveled, with access to abilities of levels up to half your current level. So right now, my Gladiator is 20 and my Conjurer is 12, so if I'm on GLA, I can pick abilities from up to CON level 10. At level 20, I have 4 subjob ability slots. It lets me pick from any of the other jobs I have levels in to fill these slots. So, I can take Cure and Protect from Conjurer. I can also take Foresight from Marauder, and an ability from another job if I want.


I can equip lvl 9 thunder on my lvl 1 CNJ.
#317 Jul 06 2013 at 9:37 AM Rating: Good
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I'm inclined to say that HAS to be a bug. Does the ability scale backwards down to your level, or is it overpowered compared to your other abilities?
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#318 Jul 06 2013 at 9:40 AM Rating: Good
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Thunder is level 6, not 9. And yes you can equip it on your low level CNJ, but it's not any stronger than Aero.

Thunder is also the first THM spell that is usable by CNJ, the other 3 spells are THM/BLM only.
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#319 Jul 06 2013 at 9:56 AM Rating: Good
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Oh, right.

I have a feeling that they're going to ease up on those restrictions over time. Safer to give access as you go, then to take it.
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#320 Jul 06 2013 at 10:03 AM Rating: Decent
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Thunder is level 6, not 9. And yes you can equip it on your low level CNJ, but it's not any stronger than Aero.

Thunder is also the first THM spell that is usable by CNJ, the other 3 spells are THM/BLM only.



6 or 9 is beside the point. You can equip extra ability at lvl 1 so the "abilities up to half your lvl" isn't true.

#321 Jul 06 2013 at 10:07 AM Rating: Good
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Do abilities scale in FFXIV? I know there are ranks, but I'm wondering if it goes beyond the effect of the base stat. Because it's possible they'll just scale up to half your main level.
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IDrownFish wrote:
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lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#322 Jul 06 2013 at 10:09 AM Rating: Good
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The masked mage fight as a level 16 Glad was super easy. I had CNJ just in case, but beyond just the Protect buff at the start, I didn't use it. One antidote, and the thing could barely touch me.
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#323 Jul 06 2013 at 10:21 AM Rating: Decent
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Do abilities scale in FFXIV? I know there are ranks, but I'm wondering if it goes beyond the effect of the base stat. Because it's possible they'll just scale up to half your main level.


To be honest I didn't do any number crunching, I just know you can equip thunder on a lvl 1 CNJ. I'm guessing there's some scaling involved but I don't think it's half your level. I'll get back to you on that after a bit more testing.
#324 Jul 06 2013 at 10:25 AM Rating: Good
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One complaint I've heard so far is that, because your starting class decides your starting city, Ul'dah and LL are both feeling the lack of healing available.

I didn't really add much credence to it. Simply because, outside of the very, very beginning of launch, it shouldn't ever be a real issue due to the ability to throw cure on your second+ class. Also, phase 4 will mitigate that with all the early levelers.
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IDrownFish wrote:
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lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#325 Jul 06 2013 at 10:29 AM Rating: Good
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idiggory, King of Bards wrote:
One complaint I've heard so far is that, because your starting class decides your starting city, Ul'dah and LL are both feeling the lack of healing available.

I didn't really add much credence to it. Simply because, outside of the very, very beginning of launch, it shouldn't ever be a real issue due to the ability to throw cure on your second+ class. Also, phase 4 will mitigate that with all the early levelers.


It's more of a superficial complaint though, because everything pre-airship is designed to be solo and balanced around that lack of healing. Once you require healing (dungeons, group leves, free companies, etc) everyone is free to roam the world through teleports, airships, and chocobos. And you join Grand Companies of any city you wish. Conjurers can become members of LL's Grand Company and that city is now their main.
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#326 Jul 06 2013 at 10:30 AM Rating: Decent
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Ok so for the extra abilities, I'm pretty sure they are based on your stats since your stats changes with your current lvl.
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