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FFXIV Classes (Jobs) and Information Revealed [Updated] Japanese Magazine

#61 User is offline   Gyli Icon

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Posted 21 August 2009 - 07:41 PM

View PostKylah, on 21 August 2009 - 09:37 PM, said:

Ok I am just a bit confused. Now from what I can see we only have 2 classes in each discipline. Nowhere in that did I see a healer or a bard of any kind. Now is a discipline a class as in a job we can play like red mage, white mage, bard etc, or is it a crafting ganre like alchemy, fishing, cooking etc. I really dont see myself getting into a game where you have to choose if you want to just craft or actually go out an dplay together with people.

Can someone explain this to me? So far I cant say I like that system if what is put there is true. Unless I am misunderstanding something.


There are no "jobs" in FFXIV there system is called class system. Each Disciple is a archetype container to say the least the disciple of War contains melee classes, Disciple of Magic is magic classes, Disciple of Land is gathering classes, and Disciple of Hand is crafting classes.

You able of switching between any of these in between battles as long as you have the necessary weapon and equipment though it's mainly the weapon.
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#62 User is offline   Kylah Icon

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Posted 21 August 2009 - 07:56 PM

View PostGyli, on 22 August 2009 - 01:41 AM, said:

There are no "jobs" in FFXIV there system is called class system. Each Disciple is a archetype container to say the least the disciple of War contains melee classes, Disciple of Magic is magic classes, Disciple of Land is gathering classes, and Disciple of Hand is crafting classes.

You able of switching between any of these in between battles as long as you have the necessary weapon and equipment though it's mainly the weapon.

Ok I dont see a healer anywhere in there? I mean I guess you could say I am a bit confused compared to what im used to in FFXI. I cant say I like being able to switch "classes" between battles too much. Can you explain to me a bit more what exactly will define each character? I know in FFXI if you were a WHM you were a healer and BLM you nuked. But how will this new "class" system set people apart if you do not have a defined label? I dont even understand what a "gatherer" would do. Or a "Fisherman" would you throw fish at the mobs? lol Im sorry if im a pain in the butt :P But it seems to me like they are mixing rafters and actual playable jobs (as far as what you are going to be fighting mobs with) in the same category. Is this true?
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#63 User is offline   Gyli Icon

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Posted 21 August 2009 - 08:11 PM

View PostKylah, on 21 August 2009 - 09:56 PM, said:

Ok I dont see a healer anywhere in there? I mean I guess you could say I am a bit confused compared to what im used to in FFXI. I cant say I like being able to switch "classes" between battles too much. Can you explain to me a bit more what exactly will define each character? I know in FFXI if you were a WHM you were a healer and BLM you nuked. But how will this new "class" system set people apart if you do not have a defined label? I dont even understand what a "gatherer" would do. Or a "Fisherman" would you throw fish at the mobs? lol Im sorry if im a pain in the butt :P But it seems to me like they are mixing rafters and actual playable jobs (as far as what you are going to be fighting mobs with) in the same category. Is this true?


The class you are is labeled by your weapon and the way of progression you are heading. They stated in the interview even though there will be no jobs if a player reaches a certain level on a skill or obtain a certain skill their custom title will change to something such as "Samurai" even though they are not officially a samurai job they have the skills and stats of one. They said it will be like the final fantasy tactics system, but at the same time not be.

Which means what defines a character is the weapon that you want to use, the skills you want to progress, and the skills you want to obtain. You can easily set your character up to be a a white mage without being labeled one which of course no doubt people will accomplish same goes for other previous jobs in Final Fantasy XI. As for the gatherer and crafter utility in battles we don't have information on it, but they stated you will be able to fight with them as well as accomplish fishing outside of battle as normal as a fisherman. Which means we don't know if they will use their fishing rod or buckets or throw fish at the moment.

And yes they are attempting to mix the crafting, and gathering activities that players did as a pass time in FFXI into playable classes in FFXIV to use to battle with as well as craft with for example.
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#64 User is offline   Vaos Icon

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Posted 21 August 2009 - 08:20 PM

View PostKylah, on 21 August 2009 - 06:37 PM, said:

Ok I am just a bit confused. Now from what I can see we only have 2 classes in each discipline. Nowhere in that did I see a healer or a bard of any kind. Now is a discipline a class as in a job we can play like red mage, white mage, bard etc, or is it a crafting ganre like alchemy, fishing, cooking etc. I really dont see myself getting into a game where you have to choose if you want to just craft or actually go out an dplay together with people.

Can someone explain this to me? So far I cant say I like that system if what is put there is true. Unless I am misunderstanding something.


I recommend checking over the FAQ sections again, for more clarity, but it's basically like this:

-There will be more choices than what they have announced, they just haven't mentioned them yet and we don't know how they will be unlocked (or if they need to be at all).

-You character progresses based on what weapon/tool you equip and use whether it be a weapon like a sword, or a crafting tool like a smithing hammer. You can train the skills related to that "class" separately from the others. They don't call it "warrior", you just pick up a sword and start fighting. It may not be called a White Mage, but if you pick up a staff and make it through some battles, you'll start learning healing abilities, and so on.

-Since there are no levels in this game, and it is all skill-based (as far as we know), you don't really select a class like you do in other games. It's not something you choose one time at the character select screen and then are stuck with. That same character can switch on the fly to other disciplines whether they be combat or crafting, so you aren't limited to any particular role.

The idea behind this is that you can go out with your sword and party with friends, but when your group breaks up or you just feel like killing some time, you can equip your smithing hammer and work on your crafting. You can play however you want on the same character.

Hope that cleared things up a bit.
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#65 User is offline   Kylah Icon

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Posted 21 August 2009 - 08:37 PM

Yes that clears up a lot of things for me. Thank you all for responding. But I do have some concerns about this system. Call me picky, call me a brat w/e. But here they are lol

  • Having no "Pre-Defined" classes, how will you tell who is good at what as well as being able to find what your looking for in a group?
  • How will the mobs con to you? Since there are no lvls how are you going to know what you can or cant fight?
  • How will you request services from the population. Such as "xxx" amount of skill needed in thus and thus proffession? Seems kinda drawn out to me.
  • How will each character define themselves? If you can lvl based on your weapon but there are no actual "class names". How will you define what role you play in this game to others?
  • You could lvl crafts just fine in FFXI without mixing them in with the actual job system. What are the benefits to doing this? Seems almost like a burden to me.
  • How are we supposed to learn ability's if there are no lvls? If we learn that at a certain skill lvl, then technically that would be a lvl right?

Sorry for all the questions, and I know some of them might not be able to be answered ><.
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#66 User is offline   Vaos Icon

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Posted 21 August 2009 - 08:46 PM

View PostKylah, on 21 August 2009 - 07:37 PM, said:

Yes that clears up a lot of things for me. Thank you all for responding. But I do have some concerns about this system. Call me picky, call me a brat w/e. But here they are lol

  • Having no "Pre-Defined" classes, how will you tell who is good at what as well as being able to find what your looking for in a group?
  • How will the mobs con to you? Since there are no lvls how are you going to know what you can or cant fight?
  • How will you request services from the population. Such as "xxx" amount of skill needed in thus and thus proffession? Seems kinda drawn out to me.
  • How will each character define themselves? If you can lvl based on your weapon but there are no actual "class names". How will you define what role you play in this game to others?
  • You could lvl crafts just fine in FFXI without mixing them in with the actual job system. What are the benefits to doing this? Seems almost like a burden to me.
  • How are we supposed to learn ability's if there are no lvls? If we learn that at a certain skill lvl, then technically that would be a lvl right?

Sorry for all the questions, and I know some of them might not be able to be answered ><.


Lol, basically the answer to all those is "We don't know yet." The information we are giving you we just got ourselves within the last couple days lol. They need to release more info, but I'm sure they've considered all these factors.

All I can really give you is that there has been mention of unlockable titles, which may or may not be based on the weapons you develop your skills in, so it's possible that will be one method of distinguishing yourself (besides the weapon you choose to wield and skills you choose to use).

Wish I could tell ya more =/.
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#67 User is offline   Kylah Icon

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Posted 21 August 2009 - 08:55 PM

View PostVaos, on 22 August 2009 - 02:46 AM, said:

Lol, basically the answer to all those is "We don't know yet." The information we are giving you we just got ourselves within the last couple days lol. They need to release more info, but I'm sure they've considered all these factors.

All I can really give you is that there has been mention of unlockable titles, which may or may not be based on the weapons you develop your skills in, so it's possible that will be one method of distinguishing yourself (besides the weapon you choose to wield and skills you choose to use).

Wish I could tell ya more =/.

Ok thanks :] if they had unlockable titles that would solve a lot of the questions I posed as a potential threat to the game. I for one am definitely going the "mithra' race version :/ im not good with their name syet. But I bet you people will still call them hume,mithra,tarutaru,galka,elv XD
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#68 User is online   Mooga Icon

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Posted 23 August 2009 - 02:19 PM

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How are we supposed to learn ability's if there are no lvls? If we learn that at a certain skill lvl, then technically that would be a lvl right?


What they said was that the more time you use the weapon the stronger it gets, and also it has durability on it! XD
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#69 User is offline   masterpoe Icon

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Posted 24 August 2009 - 11:52 AM

I'll probly start as a Hyuran Gladiator from limsa lomisaor or mabye gridania.most likely the first one. But who knows what my main will be. Oh and thx for the info.
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#70 User is offline   Nikki Icon

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Posted 24 August 2009 - 11:59 AM

View PostKylah, on 22 August 2009 - 02:37 AM, said:

  • Having no "Pre-Defined" classes, how will you tell who is good at what as well as being able to find what your looking for in a group?
  • How will the mobs con to you? Since there are no lvls how are you going to know what you can or cant fight?
  • How will you request services from the population. Such as "xxx" amount of skill needed in thus and thus proffession? Seems kinda drawn out to me.
  • How will each character define themselves? If you can lvl based on your weapon but there are no actual "class names". How will you define what role you play in this game to others?
  • You could lvl crafts just fine in FFXI without mixing them in with the actual job system. What are the benefits to doing this? Seems almost like a burden to me.
  • How are we supposed to learn ability's if there are no lvls? If we learn that at a certain skill lvl, then technically that would be a lvl right?


Those are the questions I would like answered too at the moment. Mainly the how do you tell the level of a mob and how do others tell which 'class' you are that bother me most right now. :th_019_: I'm sure Squeenix has an answer tho...just have to wait. Gah. :th_058_:
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#71 User is offline   Kylah Icon

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Posted 24 August 2009 - 12:09 PM

View Postmasterpoe, on 24 August 2009 - 05:52 PM, said:

I'll probly start as a Hyuran Gladiator from limsa lomisaor or mabye gridania.most likely the first one. But who knows what my main will be. Oh and thx for the info.

I am def gonna be a Mithra :] and I think I will have her come from the City by the sea :D dont remember what its called but I think it would wonderful.
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#72 User is offline   Aaleck Icon

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Posted 24 August 2009 - 12:21 PM

View PostNikki, on 24 August 2009 - 12:59 PM, said:

Those are the questions I would like answered too at the moment. Mainly the how do you tell the level of a mob and how do others tell which 'class' you are that bother me most right now. :th_019_: I'm sure Squeenix has an answer tho...just have to wait. Gah. :th_058_:


Yeah SE has the answer and it's all probably simple... =P I wish we had more information though, rather than just things from interviews... There are a few things that i get mixed answers on... like the whole auto-attack thing.
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#73 User is offline   Gyli Icon

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Posted 24 August 2009 - 12:40 PM

View PostKylah, on 21 August 2009 - 10:37 PM, said:

Yes that clears up a lot of things for me. Thank you all for responding. But I do have some concerns about this system. Call me picky, call me a brat w/e. But here they are lol

  • Having no "Pre-Defined" classes, how will you tell who is good at what as well as being able to find what your looking for in a group?
  • How will the mobs con to you? Since there are no lvls how are you going to know what you can or cant fight?
  • How will you request services from the population. Such as "xxx" amount of skill needed in thus and thus proffession? Seems kinda drawn out to me.
  • How will each character define themselves? If you can lvl based on your weapon but there are no actual "class names". How will you define what role you play in this game to others?
  • You could lvl crafts just fine in FFXI without mixing them in with the actual job system. What are the benefits to doing this? Seems almost like a burden to me.
  • How are we supposed to learn ability's if there are no lvls? If we learn that at a certain skill lvl, then technically that would be a lvl right?


Sorry for all the questions, and I know some of them might not be able to be answered ><.


1. You'll be able to base your choices off the general set of skills a player can obtain. A player who masters Cure, Cure II, and Cure III will be acting a white mage, while a player who picks Provoke, Sentinel, and Enmity + will act as a tank. Those abilities that offer damage will be a damage dealer. The main benefit of not having a predefined class is that players can design a class for themselves to a certain extent for example maybe a player design a magic tank of some sort where he has increased enmity from magic and quick casting magic with high defense.

2. The monsters will be at a preset difficulty as stated in a interview, but we don't have the answer to how we will be able to con them to our characters.

3. That's probably the way it will be players will shout for example someone might shout "Need players with mastered magic: Cure to Cure III." another might shout "Need player with who mastered provoke and has high defense stat."

4. You'll define which role you play by which skills you learn and which weapon you progress. Remember even though there are no class names there are custom titles a player will earn based on your skills and stats as stated in a interview a player might have the title "Samurai" even though they are not officially a Samurai. This will help players determine the role a player is aiming for with the current weapon they are progressing in. The type of skills you master and the stats you earn help define your role as well. If someone has a high magic stat they are a caster for example.

5. Well, by mixing crafts with actual jobs you add a interesting way to progress in it. For example I plan to exclusively play the disciple of hand (crafts) by allowing players to progress in the game even as this disciple the players are not left behind. Besides we aren't certain about the abilities these disciples will learn for all we know the crafting disciple can be great buffers for example the chef will have an ability called Full stomach which increases target player's health and the Blacksmith might have reinforce armor to increase defense.

6. You learn abilities by progressing through a weapon. A axe might contain the ability "Smash Axe" upon completing the weapon's progression bar the player will master "Smash Axe" which allows them to use it even without that weapon as long as they have an axe equipped. I can't recall, but I also believe players can learn abilities through armor or at least stats.
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#74 User is offline   Sander Icon

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Posted 24 August 2009 - 01:49 PM

The new system seems intresting even with small info thats been shared by SE. Looking forward to something new. You will be viewed by people as having skills in certain weapons when you "look for group" i assume.
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#75 User is offline   Strov Icon

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Posted 26 August 2009 - 01:36 PM

View PostXenetos, on 10 August 2009 - 08:41 PM, said:

they need to put in a Macro system like FFXI so switching jobs can be done in the click of a button, Lets just say i want to inflick Bind on a target, i would then equip my staff and all my MND and enfeebling armour to make my Bind spell more potent. Also they better give us lots of room to put all our weapons and armour, so i don't have to switch to my mules all day.


Just thought I would point out that u can not switch between jobs/aka weapons during fights.
It would be pretty shitty system if you could do that. Then everyone can be everything in any fight.
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#76 User is offline   Taige Icon

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Posted 08 September 2009 - 03:17 PM

I read somewhere that there is only 10 action keys. Is that per hand or both hands counted together. I remember reading that each hand with have its own set of commands. I am hoping that the 10 action commands are for alpha only just to show off the game and not in the final cut of the game. If so it hurts hybrid classes very much. With only 10 action commands RDM will have to choose skills very carefully. I can't wait for more information on some of the classes and their roles and what types of spells/skills will be available.


Also to change jobs on the fly you will need to carry a lot of equipment, I wonder if a chocobo will hold you equipment for you and follow you around on the field.

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#77 User is offline   ChromaticSky Icon

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Posted 08 September 2009 - 03:24 PM

View PostTaige, on 08 September 2009 - 04:17 PM, said:

I read somewhere that there is only 10 action keys. Is that per hand or both hands counted together. I remember reading that each hand with have its own set of commands. I am hoping that the 10 action commands are for alpha only just to show off the game and not in the final cut of the game. If so it hurts hybrid classes very much. With only 10 action commands RDM will have to choose skills very carefully. I can't wait for more information on some of the classes and their roles and what types of spells/skills will be available.


Also to change jobs on the fly you will need to carry a lot of equipment, I wonder if a chocobo will hold you equipment for you and follow you around on the field.

Taige


I'm hoping that the 10 action bar abilities are the only ones you see on screen, however, you can set multiple bars with alt+1, Shift+1, ctrl+1 etc

Only have 10 abilites, while making you think about what you really need, just seems so limiting.
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#78 User is offline   monkeyodoom Icon

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Posted 08 September 2009 - 06:15 PM

View PostChromaticSky, on 08 September 2009 - 03:24 PM, said:

I'm hoping that the 10 action bar abilities are the only ones you see on screen, however, you can set multiple bars with alt+1, Shift+1, ctrl+1 etc

Only have 10 abilites, while making you think about what you really need, just seems so limiting.


I'm thinking they mentioned that you could change the abilities on the bar. but not sure if they specified that you could change it in battle or if it was limited outside of battle like changing weapons.

This post has been edited by monkeyodoom: 08 September 2009 - 06:15 PM

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