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Speculation is the bread of MMO anticipation. (FF14 classes)

AericynAericyn Member UncommonPosts: 394

So just having some fun speculating.

http://www.ffxivcore.com/topic/17035-final-fantasy-xiv-pre-launch-event-coverage/

[ Ul’dah ]

The player is caught up in a terrible accident during a city-wide parade. One of the people who perish in this accident was carrying a terrible warning to Ul’dah. To learn of this warning, there are those who would seek forbidden magicks to allow them to speak with the dead...

Could this be a possible hint to Necromancer as a post launch class? I would love to see a Necromancer return to FF with abilties that reduce some kinds of damage at the cost of taking lots of damage from restoration magics. We have Thaumaturge which is certainly dabbling in the dark Umbral magics of the world. Mmm Doomsday and Hellwind, Dark Flare.

Hoping for FF Tactics like depth and class development, meaning requirements to unlock certain classes.

Comments

  • VikingGamerVikingGamer Member UncommonPosts: 1,350

    I think the thurgist is supposed to be the warlock/necromancer/black mage equivalent. Strong on debuffing and draining magics.

    Here is a link to a list of supposedly all the planned classes. No confirmation on legitimacy but it looks reasonable from a FF, SE does weird things anyway, kinda of view.

    http://www.ffxivcore.com/topic/10708-ffxiv-extra-jobs

    All die, so die well.

  • AIMonsterAIMonster Member UncommonPosts: 2,059

    The Ul'dah storyline specifically deals with this starting at level 10.  I won't reveal the details, but I will tell you it has nothing to do with necromancers, it's thaumaturges.  Thaumaturges also can revive the dead at level 38 (looking at their abilities) and have lots of drain and necromatic spells, so if you want to play a necromancer you can play them.

    Classes that have been confirmed in the .dat files and have been hinted at throughout the game:  Shepard (Discipline of Land), Arcanist (Magic), Mystic (Magic), Fencer (War), Musketeer (War), Enforcer (War).

    There are also a few other classes that are speculated to be added such as Assassin and Samurai.  Shepard is obviously going to be in the game at some point as talking to a merchant who sells Land gear in Limsa they specifically mention having Shepard supplies.  Arcanist and Musketeer guilds exist already in Limsa too.

  • VikingGamerVikingGamer Member UncommonPosts: 1,350

    They need to rename the assassins to ninjas and rename the fencers to pirates.

    Then we all choose sides, meet in a dark alley of Ul'dah and settle the question once and for all...

    All die, so die well.

  • geldonyetichgeldonyetich Member Posts: 1,340

    Originally posted by VikingGamer

    I think the thurgist is supposed to be the warlock/necromancer/black mage equivalent. Strong on debuffing and draining magics.

    Here is a link to a list of supposedly all the planned classes. No confirmation on legitimacy but it looks reasonable from a FF, SE does weird things anyway, kinda of view.

    http://www.ffxivcore.com/topic/10708-ffxiv-extra-jobs

    It seems likely to me that Arcanist and Musketeer are real because you can actually see their guilds in Limsa Lominisa.

    I see no Thurgist there.  If you mean Thaumaturgy, it's already in.

    The ones that are not in beta are (from the bottom) Herding, Musical, Arcanima, Mysticism, Whip, Dark Arts, Staff, Great Katana, Gunnery, Club, Fencing.  Could very well be that they'll never be in and this is just fan wishful-thinking or perhaps residual data in the client that Square-Enix decided against during development.  Who can say? 

    I, for one, would really like to be a Pugilist/Stavesman/Mystic /Alchemist hybrid, like some kind of Eastern-theme sage adventurer - that would be awesome.

  • VikingGamerVikingGamer Member UncommonPosts: 1,350

    Originally posted by geldonyetich

    It seems likely to me that Arcanist and Musketeer are real because you can actually see their guilds in Limsa Lominisa.

    I see no Thurgist there.  If you mean Thaumaturgy, it's already in.

    The ones that are not in beta are (from the bottom) Herding, Musical, Arcanima, Whip, Dark Arts, Staff, Great Katana, Gunnery, Club, Fencing.  Could very well be that they'll never be in and this is just fan wishful-thinking or perhaps residual data in the client that Square-Enix decided against during development.  Who can say?

    I was referring to the Thaumaturge, just getting terms mixed up from too many years of video and roleplaying games.

    As for the rest of the list. It looks like a rough draft outline to me. I bet we see the Arcanists, Musketeers and Shepherds added before the game goes to PS3 in march and we see a few others added over the course of the next two years but not the whole list. I think a couple will be permanently canned.

     

    I still want Pirates and Ninjas though. Given the time frame of this setting and its Japanese origin, I think this is the only game that could pull it off without it being stupid.

    And who doesn't want to see a war between Pirates and Ninjas?

    All die, so die well.

  • geldonyetichgeldonyetich Member Posts: 1,340

    Originally posted by VikingGamer

    I still want Pirates and Ninjas though. Given the time frame of this setting and its Japanese origin, I think this is the only game that could pull it off without it being stupid.

    And who doesn't want to see a war between Pirates and Ninjas?

    Could happen, really.  After all, we've already got Ninjas in Final Fantasy XI, and Limsa basically is a pirate haven. 

    Actually, we may already have pirates in the game.  They're just called Marauders here, and they tend to be signified by the use of an axe and lust for combat.  Perhaps a seabearing nation like Japan wouldn't just categorize them as pirates, there'd be whole categories of pirates, Marauders being one. ;)

  • VikingGamerVikingGamer Member UncommonPosts: 1,350

    I didn't even think of the mauraders. I don't think of pirates when I think of axes but then I am thinking in different cultural terms. That is a great point. Mauraders on a boat (regardless of weapon) would be pirates. Great. we are halfway home. Now they just need to add the assassins but make sure they look suspiciously like ninjas.

    Good deal. Looking forward to it.

    All die, so die well.

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