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I did not play FF XI, but the Multiclassing I read about in FF14 interests me. Anyone ever play Horizons? That game had a robust multiclassing system and FF14 seems to have the same or better. I kind of like having multiple classes I can work onwhen I feel like it, and keep most of the abilities of the classes.
Maybe I should have been keeping a closer eye on FF 14!
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Short answer - Yes. Customizing your class will be an interesting aspect of FF14. Just ignore the inevitable min/maxers.
Search around the first few page of FF14 posts and you will see several topics on this.
You can play a Gladiator and basically create a Paladin through class skill choices. I wonder how long before someone discovers a Red Mage style class. Suppose some have already theory crafted it.
Played Horizons (Istaria) long ago.
Red Mage isn't hard to do. Just about every spell Red Mages had are mixed in among the classes.
Refresh being the only one not here but Thaumaturge can buff the party with shields that everytime they get hit, they regen mana for a nice tick. Plus everyone has a class MP regen spell of some type pretty much.
The enfeebs (which is what a RDM did mostly after refreshing) are widely available and also with the advance class skills that can be earned.
"TO MICHAEL!"
Speaking as a fellow who has taken all the jobs (or nearly so) to rank 7-10 during the open beta, I can say that the multiclassing is indeed fairly robust here. Of course, the skills are not quite as potent cross-class as they are same-class, but there's nonetheless significant advantage to be had in, for example:
Second Wind from the Puglist line allows me to convert TP into hitpoints periodically.
Rampart from the Gladiator line allows me to severely reduce the damage I take in emergencies.
Cure from Conjuror or Sacrifice from Thaumatage allow me to convert magic points into hitpoints peridocially.
Self-buffs such as Shock Spikes (which damage and stun targets that attack me in melee) can provide a great advantage to my melee characters.
Bloodbath from Marauder allows me to convert a powerful attack into hitpoints for me.
Of course, this is just a small sample of things to be found in the first 10 ranks of the game.
I'd like to say shadowbind from Archer may allow me to root targets, but actually it seems that anything that's an attack has a great tendency to miss or be evaded if equipped cross-class, and even if it does connect the damage isn't as good as a same-class attack, so the greater body of what you'll be doing are self or party enhancements.
The multiclassing sounds great to me; an improved version of what I liked in Horizons.
Now if crafted items are better than quest items, I will really be impressed
For the most part, in open beta at least, crafted items are pretty much all there is after you pick up an inferior weathered weapon at level 1. For the most part, this is a completely player-driven economy.
Actually, guildleves sometimes grant items, but in open beta all I've seen are basic (not of boosted quality) versions of the crafted items - not superior to crafted items, inferior to anything crafted at +1 or better.
Quests (different from Guildleves related to progressing hte story or your character's class) may grant items, but I suspect they'll be significantly more rare than you'd see elsewhere. Square-Enix deliberately held back on quests during hte open beta, preferring to test those in-house so as to not ruin any surpises.
Sounds like the right game for me. I am the type to have a hissy fit if I become a crafter and discover my work is inferior to easily aqquired items.
Even more remarkable would be if crafting makes you money, instead of costing you money.
Well, 2 out of 3 isn't bad. But I kid, even though crafting is very challenging to the point where you may break a few keyboards/gamepads out of frustration as stuff worth tens of thousands of gil evaporates on failed crafting, you can definately make a profit from crafting. Of course, it depends on whether or not somebody undersells you to the point of making it unprofitable... that's always the rub with a player-driven economy isn't it?
I did some crafting back in DAOC, where crafting cost a lot, but you could make money crafting high quality items.
I suspect that only so many people will actually craft if it costs time and money up front. That should allow the crafters to not outnumber the customers, and make a profit selling. One would hope
I mentioned it in other threads recently but you also have affinity traits. Meaning you could increase your affinity to Conjurer skills while you are playing a Gladiator. Resulting in increased Cure or Shell power.
I've grinded like crazy looking for loot drops and I've never seen anything other then money and crafting supplies. This certainly won't be a loot driven game for weapons and equipment. You either suck it up and make it yourself or you have someone do it for you. I'm going to make sure I get in a good guild with quality crafters available to feed my addicition to carnage.
"Shell Power" ? Is that 'final fantasy' secret code for 'Tank' ?
Yes, seems during OB Crafting, Guildleves are primary for gear.... but you also have the random treasure chest. Ok, so mostly its 100 gil or so. However, I got a nice (upgrade) pair of gauntlets once.
It's been said they are trying to foster a player generated economy. This means harder in the beginning and probably more costly in the end... I can see it now 3 years down and Hempen Gloves 4.7 Million Gil.
I suspect Guildleves will probably keep you baseline for level appropriate gear.
Player driven economy sounds great. So when is the game released? Ha Ha. Impatient.
err I meant the power of Cure or Shell increases as your affinity for the class that uses them increases.
Playing as a Conjurer might give you a 60 Conjurer Affinity and everything else a 30 Affinity. You can equip traits to increase affinity making your multiclass choices more effective. /numberspulledfromthesundon'tshine A little speculation on my part based on what is currently known about system.
Shell and Protect - Final Fantasy version of Melee and Magic damage reduction.
Is there a limit of the classes that you can level?
And is there already a list somewhere of the skills and spells of at least the lower levels, so that you globally know what classed you want to level up?
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
No, but there is a point limit on skills you can equip that rises as you level. At level 6 say you would have to forfeit a main class skill to equip another classes level 6 skill. I am not sure the total points at the end.
There are some lists out there. Check Eorzeapedia's wiki and pick the classes it has all skills.
http://ffxiv.yg.com/
Go there, select skills.
(DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)