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[FFXIV] Things are starting to shape up!

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  • ForceVoidForceVoid Registered User regular
    Battle
    [dev1033] A new job system has been introduced to enhance specialization within the main classes.

    <Purpose of the job system>
    In FINAL FANTASY XIV, the core of the growth system is the Armoury System. It is a broad ranging "horizontal" system in which players can develop other classes and thereby strengthen and grow in their main class. In contrast to this, the new job system focuses on growing and strengthening the main character class.

    The system starts at level 30 and features a sequence of special quests available at certain levels that unlock systems, abilities, and job-specific equipment. The series of job quests do not involve extremely difficult tasks such as fighting primals. Rather, they are new game elements intended to boost character growth and motivate players.

    <Acquiring a job>
    Patch 1.21 includes seven jobs with their own dedicated quests. To take on the special quests, player characters must have reached level 30 in any one class and level 15 for one other specified class. Class and level requirements for each series of job quests are shown in the table below:

    Job Name Conditions
    Paladin Gladiator, Level 30 & Conjurer, Level 15.
    Monk Pugilist, Level 30 & Lancer, Level 15.
    Warrior Marauder, Level 30 & Gladiator, Level 15.
    Dragoon Lancer, Level 30 & Pugilist, Level 15.
    Bard Archer, Level 30 & Conjurer, Level 15.
    White Mage Conjurer, Level 30 & Gladiator, Level 15.
    Black Mage Thaumaturge, Level 30 & Pugilist, Level 15.
    * See the Event section above for a list of the quests in each job's storyline

    <How to Switch Between Class and Job>
    Upon completing the initial quest, you will receive a "soul crystal" that enables you to switch jobs. To do so, simply open the Gear interface from the main menu and equip the soul crystal to the dedicated gear slot.




    * Soul crystals are classified as key items.
    * You can also change jobs with text commands.

    /job [subcommand] → Toggle the job associated with your current class.
     >> Subcommands:
     on – Activate the associated job.
     off - Deactivate the associated job.
     Toggle between on and off when no subcommand is specified.
    <Learning Job-specific Actions>
    In patch 1.21, five job-specific actions have been added for each job. See here for a list of the job-specific actions that have been added.




    The first job-specific action is learned when the character acquires the corresponding soul crystal. The other actions are learned as the player advances through the remaining job quests.
    * See the Event section above for details about the quests.

    Job-specific actions can only be used with the associated job, and are automatically set to the action bar when acquired.
    * With this change, the feature whereby action placement is saved has been expanded. Action bar slots have also been allocated for job-specific actions.
    * Job-specific actions that have already been learned are automatically set when the player switches to that job.

    <What Happens after a Job Change?>
    Job-specific actions
    Players are able to use job-specific actions.


    Using other class-specific actions (by class)
    When switched to a job, characters can still use the actions they learned for the base class. For example, when playing a paladin, gladiator actions are automatically equipped and available for use. For other class-specific actions, only actions from certain classes can be equipped by certain jobs, as per the table below.

    Job Conditions
    Paladin Marauder/Conjurer
    Monk Lancer/Archer
    Warrior Gladiator/Pugilist
    Dragoon Pugilist/Archer
    Bard Conjurer/Thaumaturge
    White Mage Gladiator/Pugilist
    Black Mage Pugilist/Archer

    Using other class-specific actions
    When players switch to a job, they can use a certain number of other class-specific actions, as per the table below.

    Level Number of Class-specific Actions
    Class Job
    30-34 6 → 3
    35-39 7 → 3
    40-44 8 → 4
    45-49 9 → 4
    50 10 → 5
    For example, a level 35 gladiator can normally equip seven class-specific actions from other classes, but a level 35 paladin can only equip three.


    Changes to base attributes
    When the player changes jobs, base attributes change automatically.
    * Attribute points that have been distributed to the main class are carried over to the associated job.


    Different rules for equipped gear
    When switched to a job, characters can equip job-specific gear. Existing gear that can be equipped by the base class can also be equipped by the associated job.
    * Class-specific gear, scheduled to be introduced in the future, cannot be equipped when playing as a job.


    Changes to automated action setting
    The automated setting of actions to the action bar, introduced in patch 1.20, has been expanded to accommodate job-specific actions.
    <Mutual Class/Job Elements>
    The level of a job and its EXP bar are shared with the base class. For example, if a gladiator switches to paladin, level and experience points are carried over. Likewise, experience points earned as a paladin are retained when the character switches back to gladiator.


    [dev1071] Crowd control (CC) tactics, used to gain an advantage over enemies, have been reformed.

    <Reform Objective>
    While crowd control tactics are central to efficient combat, their effectiveness is such that they potentially lead to one-dimensional battles. In order to discourage the spamming of CC tactics, reforms have been implemented with the following objectives in mind:
    Keeping battles challenging.
    Preventing enemies from spamming the same CC tactics against players.
    Minimizing the number of enemies with complete resistant against CC tactics.

    <Changes>
    CC tactics have been made subject to shortened effect duration for each time they are successfully used on a target. This trend continues until that target gains complete resistance against the tactic.
    * CC tactics regain their initial effectiveness after a certain period of time has elapsed.

    <The Cooldown System>
    CC tactics are divided into the categories listed below, each of which is subject to a cooldown period.

    CC category Cooldown Period (seconds)
    Heavy 180
    Slow 180
    Petrification 300
    Paralysis 180
    Silence 180
    Blind 180
    Pacification 300
    Amnesia 300
    Stun 30
    Bind 180
    Sleep 180

    Successful use of a CC tactic starts the corresponding timer.

    Using a CC tactic while its cooldown timer is still active will render its effect duration halved. Likewise, using a CC tactic when its effect duration is already halved will render it halved yet again (1/4 of the initial duration).

    A CC tactic whose effect duration is quartered will be completely resisted by the target the next time it is used. This resistance will remain in place until the cooldown timer falls to zero.
    Players are returned to step 1 above when the cooldown timer falls to zero.
    * Target resistance remains unchanged prior to step 3.


    [dev1302] Spellcasting specifications have been changed as follows:
    It is no longer possible to begin casting a spell while moving.
    Moving now interrupts spellcasting.
    * See here for details about the new spellcasting specifications.


    [dev1313] The following changes have been made to actions:

    Class Action Adjustment
    Pugilist Second Wind ・No longer consumes TP.
    Sucker Punch ・Equation used to calculate amount of MP adjusted.
    Gladiator Flat Blade ・Combo bonus now affected by player MND rating.
    ・Enmity incurred by combo bonus increased.
    Tempered Will ・Duration set to 20 seconds.
    ・Now grants immunity to knockback and draw-in effects.
    Marauder Bloodbath ・Absorb HP amount no longer affected by player VIT rating.
    Skull Sunder ・Enmity incurred by combo bonus decreased.
    Rampage ・Increases even more defense with each hit taken.
    ・Effect now fades over time and ends on reuse, and no longer resets upon moving.
    Enduring March ・Now prevents fading of Rampage effect.
    Godsbane ・Now resets Berserk effect when active to increase accuracy.
    Archer Raging Strike ・Now increases attack power with bows each time Light Shot hits while effect is active, up to a maximum of three stacks. Also increases enmity generated by attacks. Effect resets upon missing a bow attack and ends upon reuse.
    Quelling Strike ・Now ends Raging Strike effect if active to provide a further TP bonus.
    Swiftsong ・Casting time removed.
    Chameleon ・Effect now affected by player DEX rating.
    Lancer Feint ・TP cost lowered from 500 to 250.
    ・Accuracy significantly increased.
    Life Surge ・Recast time lowered from 30 to 15 seconds.
    ・TP cost lowered from 500 to 250.
    Full Thrust ・Accuracy significantly increased.
    ・Amount of TP earned when landing blow increased.
    ・Damage bonus based on player PIE rating added.
    Thaumaturge Sleep ・Recast time removed.
    Conjurer Repose ・Recast time removed.

    [dev1314] The following two actions now deal damage to specific areas:

    Action Area
    Spirits Within Head
    Dragon Kick Feet

    [dev1315] Player motion for the following weaponskills have been changed:
    Goring Blade
    Aura Pulse
    Doomspike
    [dev1316] The method in which player attributes are calculated into weaponskill attack power has been changed, resulting in an increase in the maximum amount an attribute can affect damage.


    [dev1317] The accuracy bonus gained when using Comradery has been increased from 5 to 10 percent. The accuracy bonus gained when using Strength in Numbers has been increased from 10 to 20 percent.


    [dev1318] Icons indicating bonus conditions and execution conditions are now displayed with the action icons.

    Conditions for Bonus Conditions to Execute
    Front: Following a parry:
    Rear: Following a block:
    Flank: Following a miss:
    Targeted: Following evasion:

    [dev1344] A pop-up display will now appear when sustaining damage gradually via enfeebling effects such as poison.

    [dev1319] Several new enemies have been added.


    [dev1030] The territory for certain notorious monsters has been adjusted.


    [dev1320] The normal attack range for the following notorious monsters has been increased:
    Great Buffalo, Tarbh Uisge
    [dev1242][dev1244] Item drops for the following enemies have been changed:

    Dodore / floating eye / evil eye / ahriman / smolenkos / Haughtpox Bloatbelly / hippocerf / cloud hippocerf / giant gnat / pus gnat / gall gnat / buzzard / vulture / scout vulture / lammergeyer / condor / chasm condor / highland condor / cinderwing / nestling buzzard / Qiqirn egg hunter / Qiqirn eggnapper / Qiqirn poacher / Qiqirn scrambler / Qiqirn beater / Qiqirn mercenary / aplha gnat / territorial gnat / recluse hippogryph / sylph whisper / sylph echo / sylph susurrus / sylvan guardian / wild hog / truffle hog / Buata / territorial hog / antelope doe / migrating doe / antelope stag / snowbuck stag / young antelope stag / lone wolf / dreadwolf / feral watchdog / wild jackal / rabid jackal / raging jackal / jackal pup / watchwolf / scarred watchwolf / black wolf / war wolf / Deadeyes / territorial dreadwolf / bumble beetle / beady beetle / dodo / fat dodo / clever dodo / ruffled dodo / star marmot / thistletail marmot / tiny dormouse / dormouse / hispid dormouse / deadly dormouse / mickle mouse / young galago / canopy galago / opo-opo / lemur / ringtail / curious galago / Queen Gougou / cactuar / cochineal cactuar / forest funguar / fallgourd funguar / faerie funguar / mature funguar / shore slug / sand slug / ghost slug / sea hare / bloodsucker / spelaean slug / tree slug / imp / herald imp / devilet / dastardly devilet / alpha imp / kobold acolyte / kobold mendicant / kobold priest / kobold prelate / kobold almsman / kobold kirkman / kobold vestryman / kobold packman / kobold footman / kobold patrolman / kobold pickman / kobold pitman / kobold quarryman / kobold ascetic / U'Ghamaro gurneyman / U'Ghamaro underman / U'Ghamaro potman / Zu Ga's cup bearer / U'Ghamaro ashman / U'Ghamaro overman / Zu Ga's sword bearer / U'Ghamaro gateman / U'Ghamaro junkman / Zu Ga's pick bearer / Third Order Patriarch Zu Ga / kobold cragsman / kobold roundsman / kobold bedesman / gripper / Shearing Sheridan / wharf rat / plains rat / dire rat / arbor squirrel / aldgoat billy / ravenous billygoat / aldgoat nanny / ravenous nannygoat / elder mosshorn / Amalj'aa drubber / Amalj'aa pugilist / Amalj'aa grappler / Zahar'ak sniper / Burned Sister / Zahar'ak halberdier / Burned Brother / Zahar'ak drubber / Flamefist Ahlygg Roh / Zahar'ak feretrar / Zahar'ak chandler / Zahar'ak scriniary / Zahar'ak illuminator / Zahar'ak ostiary / Burned Scrivner / Amalj'aa pennoncier / Amalj'aa pennoncier captain / Amalj'aa high divinator / roseling / thorned roseling / flytrap / battrap / gnattrap / kedtrap / toadtrap / pruned roselet / sourleaf roselet / alpha roseling / deadly nightshade / territorial roselet / Mun--Tuy sapling / mitetrap / saltspray pteroc / pteroc matron / cellar puk / sordes / prison pteroc / goblin thug / goblin freesword / goblin bouncer / little apkallu / apkallu / king apkallu / emperor apkallu / lost lamb / lost ewe / wild ewe / brutal sheep / desert peiste / sandskin peiste / Sagolii serpent / sundrake / draught drake / flamedrake / inferno drake / battle drake / Ranig'oh / ashdrake / branded drake / Zanig'oh / lava drake / antling digger / antling forager / territorial digger / chigoe / carrion chigoe / jumping djigga / buzzing djigga / tainted louse / angler / land angler / reef angler / mad angler / orobon / bigmouth orobon / seagrot orobon / spawning orobon / remora / giant remora / deepsea angler / territorial angler / alpgrot orobon / yarzon scavenger / yarzon burrower / yarzon lurker / territorial scavenger / sewer mole / Moraby mole / Shroud shrew / Drybone shrew / redhorn ogre / spinesnap ogre / headrip ogre / errant soul / bogy / bloated bogy
    [dev1242][dev1244] The following items are now dropped by enemies:
    Vampire Plant / Matron's Mistletoe / Tarantula / Paprika / Midland Cabbage / Nopales / Millioncorn / Hi-potion / Raisins / Pixie Plums / Chamomile / Puk Egg / White Truffle / Scalekin Blood / Potion of Strength / Maiden Artichoke / Prickly Pineapple / Gil Bun / Desert Saffron / Black Pearl
    [dev1242][dev1244] The following items, phased out as enemy drops in patch 1.19, are now dropped again:
    Ogre Horn, Hyena Fang, Blue Yarzon Leg, Drake Skin, Black Scorpion
    [dev1242][dev1244] The following items are no longer dropped by enemies:
    Highland Parsely, Poisoning Potion, Jerked Beef, Potion, Ether

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  • ForceVoidForceVoid Registered User regular
    Items
    [dev1242] Culinarian recipes have been revamped. The changes are described below.
    * Learn more about the thinking behind the revamping of culinary recipes and food effects.
    Food items have been changed as follows:
    Food items now buff parameters not by fixed values, but by percentages. However, enhancements are capped at a maximum value. (Also, some items continue to provide a fixed-value boost.)

    (Example)
    When eating an Eft Steak (attack power +7%, maximum of 51)
    When attack power is 600: A 7% boost would be 42. Therefore, attack power is increased to 642.
    When attack power is 740: A 7% boost would be 54. This exceeds the maximum of 51. Therefore, attack power is increased by the maximum amount of 51, to 791.
    When making the calculation, equipped gear counts as part of the attack power value, but bonuses conferred by abilities and medicine do not.

    Percentage boost, fixed cap, and duration are increased for HQ food items.
    * There is no increase in the experience point bonus.
    All food items provide experience point bonuses.
    Neither elemental nor physical parameters have any impact on the effect bonuses provided by food.
    Eating ingredient items (such as raw meat and fish, fruits, and other unprocessed foods) only grants an experience point bonus.
    The log display when using items has been changed.
    The message ending "...and finds it to be divine" is used when the parameter is increased by the maximum fixed value.
    The message ending "...and finds it to be delicious" is used when the parameter is increased by 90% or more of the maximum fixed value.
    The message ending "...and finds it to be tasty" is used when the parameter is increased by 80% or more of the maximum fixed value.
    For other cases, the message is simply "(player) eats (food item)."
    When a food item boosts multiple parameters, only one of the parameter boosts is displayed in the log.

    The item help for foods describes the effects of the food, duration, and recast time.


    Graphics have been added when using food items.



    [dev1242] Alchemy recipes have been revamped. The changes are described below.
    * Read about the thinking behind the revamping of alchemy recipes and medicine effects.
    Medicine items have been changed as follows:
    Medicine items now boost parameters not by fixed values, but by percentages.
    However, enhancements are capped at a maximum value.
    (Example)
    When drinking a Mega-potion (20% HP recovery, maximum 600)
    A character with maximum HP of 2,000 recovers 400 HP.
    Recovery items are no longer usable on other characters.
    The boosts provided by medicines that buff players' own parameters have been capped at a maximum value.
    (Example) When drinking a Mega-potion of strength (attack power +18%, maximum of 125)
    When attack power is 600: An 18% boost would be 108. Therefore, attack power is increased to 708.
    When attack power is 700: An 18% boost would be 126. This exceeds the maximum of 125. Therefore, attack power is increased by the maximum amount of 125, to 825.
    The effects of medicines that debuff foes have been tweaked.
    When using debuffing medicines against a foe, the odds of success are no longer affected by the player's status (magic accuracy, etc.).
    The item help for medicines describes the effect of the medicine, duration, and recast time.

    [dev1244] The accessory system has been revamped. View the reasoning behind these changes here.
    Slot cost has been abolished.
    In conjunction with the abolishment of slot cost, the following changes to gear slots have been made:

    Before After
    Right Ear Ears*1

    Left Ear
    Neck Neck

    Right Wrist Arms*2

    Left Wrist
    Right Index Finger Right Finger*3

    Right Ring Finger
    Left Index Finger Left Finger*3

    Left Ring Finger
    o*1 Earrings (other than the moonlet) now come in pairs.
    *2 Bracelets (other than the patriot’s bracelet) now come in pairs.
    *3 All rings implemented as of patch 1.21 are worn on the index finger. Rings worn on the ring finger will be added in the future.

    New recipes have been added for gear with optimal levels that better correspond with the levels at which the materials can be obtained.
    [dev1237] High-quality items (HQ items) have been revamped, and synthesis specifications changed.

    ≪Reason for the Change≫
    Previously, the conditions for producing HQ results during synthesis were not clear, and players found it difficult to make HQ items, even when using HQ ingredients. We have therefore reassessed the synthesis process to make it easier to judge the quality of finished items. We have also changed the specs for the following features: adjusting the Quality of a finished item, touching up, and displaying the HQ odds of a finished item. With this overhaul, it is easier than before to synthesize an HQ item when using HQ Materials. Furthermore, equipping HQ gear now boosts bonus parameters in addition to base parameters.

    ≪Changes to the Synthesis Process≫
    Quality and HQ odds have been changed as follows:
    During synthesis, HQ odds are displayed as a percentage.
    HQ odds change depending on Quality.
    When synthesis materials consist exclusively of normal items, the initial Quality is close to zero. If all materials are HQ items, the initial Quality is around 500.
    When beginning synthesis, durability will now always begin at 100, regardless of the Quality of the synthesis materials.
    The use of standard synthesis, rapid synthesis, or careful synthesis changes how quickly durability is consumed and how quickly progress and Quality increase.
    Standard synthesis increases progress and consumes more durability.
    Rapid synthesis does not increase Quality.
    Careful synthesis dramatically increases Quality.
    A set amount of durability is consumed regardless of whether or not the standard synthesis or careful synthesis succeeds.
    By checking the remaining durability, it is now easier to determine how many synthesis attempts remain. If rapid synthesis succeeds, durability is not consumed at all.
    Odds of elements becoming unstable or growing chaotic have been reduced.
    Even if elements grow chaotic, Quality is not reduced.
    Set abilities can always be used. If five or less abilities are set, all synthesis commands are displayed. If six or more abilities are set, five of them are randomly selected and displayed as synthesis commands.
    Time allowed for the input of synthesis commands has been increased from 10 seconds to 30 seconds.
    * This time limit is scheduled to be eliminated altogether in an upcoming patch.
    ≪Changes to Touching Up≫
    The process of touching up has been eliminated and replaced with the "Double Down" command.



    If the synthesis does not result in an HQ item after the HQ assessment is carried out, players may make one attempt to double down.
    On a Double Down attempt, the odds of successfully producing an HQ item are half of those on the initial attempt.
    If Double Down succeeds, the finished item becomes an HQ item.
    If Double Down fails, the finished item is lost.
    Should the player decide that the HQ odds are too low and there is little chance of success with Double Down, the process may be skipped to keep the finished item as-is.
    If the odds of successfully producing an HQ item with Double Down are zero, then the Double Down does not take place and the item is completed as normal.
    Double Down can be used with all recipes.
    ≪Changes to Experience Point Bonuses≫
    The experience point bonus that is given in proportion to the quality of finished items has been increased.

    ≪Changes to the Attributes of HQ Gear≫
    In addition to basic parameters (physical defense, damage, attack delay, etc.), HQ gear now also boosts bonus parameters (physical attack, magic attack, evasion, etc.)
    * For each equipped item, only certain bonus parameters are enhanced.
    * The change also applies to existing HQ gear (with certain exceptions).



    [dev1310] After repeatedly crafting the same recipe a set number of times, synthesis will be interrupted.


    [dev1321] Several new items have been added.
    View the details.

    * The Keeper’s Hymn, used to reset attribute point allotment, will be usable from patch 1.21a.


    [dev1076] Job-specific gear has been added.
    Requires: BRD (can only be equipped by bards)
    Requires: WAR (can only be equipped by warriors)
    Requires: MNK (can only be equipped by monks)
    Requires: WHM (can only be equipped by white mages)
    Requires: BLM (can only be equipped by black mages)
    Requires: DRG (can only be equipped by dragoons)
    Requires: PLD (can only be equipped by paladins)

    * Gear with class restrictions can also be equipped by the corresponding job.


    [dev1242][dev1244] Several new recipes have been added.


    [dev1242][dev1244] The quantity of items created in certain recipes have been adjusted.


    [dev1237] High quality versions of the following items can no longer be crafted using main-hand tools:

    Eye Drops, Throat Drops, Dawn Drops, Spine Drops, Blood Drops, Lung Drops, Heart Drops, Peach Confetti, Cherry Confetti
    Successful synthesis for these items is now measured by how many of the items are created with each attempt.


    [dev1322] The stack limit for several items has been increased from 12 to 99.
    Meat Dish / Egg Dish / Grain Dish / Vegetable Dish / Mushroom Dish / Sweet / Drink / Seafood Dish / Soup & Stew / Egg / Dairy Product / Vegetable / Grain / Spice / Fruit / Mushroom / Seasoning / Foodstuff / Freshwater Fare / Saltwater Fare / Meat / Potion / Remedy / Ether / Toxin / Panacea / Reagent / Dye / Paint / Oil
    [dev1323] The categories for the following two items have been changed:

    Item Before After
    Maddening Potion Toxins → Panaceas
    Nerve Drops Remedies → Panaceas

    [dev1324] The selling prices for several items have been adjusted.


    [dev1325] The buying prices for several items have been adjusted.


    [dev1326] The stats for the following items have been adjusted:

    Item Name Before After
    Sorcerer's Robe Defense: 117
    MP: +40
    Magic Crit Evasion: +5
    Magic Crit Rate: +5
    Enmity: -5 → Defense: 117
    MP: +40
    Magic Crit Evasion: +5
    Magic Crit Rate: +35
    Enmity: -10
    Sorcerer's Ringband Defense: 49
    Magic Accuracy: +5
    Magic Crit Potency: +10
    MND: +3 → Defense: 49
    Magic Accuracy: +7
    Magic Crit Potency: +35
    MND: +3
    Sorcerer’s Tights Defense: 86
    Attack Magic Potency: +10
    INT: +5 VIT: +2 → Defense: 86
    Attack Magic Potency: +10
    INT: +7 VIT: +2
    Sorcerer’s Hat Defense: 60
    MP: +30 INT: +5
    Enmity: -5 → Defense: 60
    MP: +30 INT: +5
    Enmity: -20
    Sentinel's Cuirass Defense: 182
    HP: +50 VIT: +4
    MND: +4 → Defense: 182
    HP: +50 VIT: +4
    MND: +4 Block Rate: +5
    Mercenary's Slops Defense: 89
    Evasion: +10
    Attack Power: +10 → Defense: 89
    Evasion: +10
    Attack Power: +15
    Sipahi Sarouel Defense: 94
    Evasion: +15
    HP: +15 MP: +15 → Defense: 94
    Evasion: +25
    HP: +15 MP: +15
    Mercenary's Acton Defense: 146
    HP: +30 MP: +30
    STR: +9 → Defense: 146
    HP: +50 MP: +40
    STR: +9
    Sipahi Turban Defense: 65
    STR: +5 Enmity: -3
    Wind Resistance: +3 → Defense: 65
    STR: +7 Enmity: -7
    Wind Resistance: +3
    Sentinel’s Sabatons Defense: 70
    HP: +27 VIT: +3
    Enmity: +3 → Defense: 70
    HP: +27 VIT: +3
    Enmity: +9
    Sentinel's Plate Belt Defense: 29
    DEX: +2 VIT: +2
    Stun Resistance: +1 → Defense: 29
    DEX: +4 VIT: +4
    Stun Resistance: +1


    [dev1242][dev1244] Items obtainable from gathering points have been adjusted.

    In addition to the aforementioned changes, the following items also can now be obtained through gathering:
    Nopales, Almonds, Tinolqa Mistletoe, Chanterelles, Matron's Mistletoe, White Truffles, Black Truffles
    The following items can no longer be obtained through gathering:
    Million Corn, Buffalo Beans
    [dev1242][dev1244] Several items that were rendered obsolete due to their removal from recipes in patch 1.19 can now be used in recipes newly added in patch 1.21.



    [dev1327] Several additions/changes have been made to the list of items available for purchase with company seals.
    The following items have been added:

    ≪Materiel (All City-states)≫

    Item Description
    Dried Prunes Sweet Dried pixie plums, sweetened in the sun.
    Ginger Cookie Sweet A sweet and spicy cookie cut into the shape of a legendary black mage said to have recovered MP by eating the crispy treats.
    Hi-potion of Piety Panacea This concoction temporarily increases piety.
    Hi-potion of Vitality Panacea This concoction temporarily increases vitality.
    ≪Maelstrom – Storm Private First Class≫

    Item Description
    Lominsan Aetherpass Key Item A writ of permission issued by the Maelstrom, granting its bearer aetherial passage within Limsa Lominsa.
    ≪Maelstrom – Storm Sergeant Third Class≫

    Item Description
    Lominsan Half Barding Key Item A lightweight suit of Maelstrom-issue chocobo armor.
    Lominsan Barding Key Item A full plate suit of Maelstrom-issue chocobo armor.
    Lominsan Crested Barding Key Item An elaborately decorated suit of Maelstrom-issue chocobo armor.
    ≪Order of the Twin Adder – Serpent Private First Class≫

    Item Description
    Gridanian Aetherpass Key Item A writ of permission issued by the Order of the Twin Adder, granting its bearer aetherial passage within Gridania.
    ≪Order of the Twin Adder – Serpent Sergeant Third Class≫

    Item Description
    Gridanian Half Barding Key Item A lightweight suit of Twin Adder-issue chocobo armor.
    Gridanian Barding Key Item A full plate suit of Twin Adder-issue chocobo armor.
    Gridanian Crested Barding Key Item An elaborately decorated suit of Twin Adder-issue chocobo armor.
    ≪Immortal Flames – Flame Private First Class≫

    Item Description
    Ul’dahn Aetherpass Key Item A writ of permission issued by the Immortal Flames, granting its bearer aetherial passage within Ul'dah.
    ≪Immortal Flames – Flame Sergeant Third Class≫

    Item Description
    Ul'dahn Half Barding Key Item A lightweight suit of Immortal Flame-issue chocobo armor.
    Ul'dahn Barding Key Item A full plate suit of Immortal Flame-issue chocobo armor.
    Ul'dahn Crested Barding Key Item An elaborately decorated suit of Immortal Flame-issue chocobo armor.

    The following items have been replaced:

    ≪Maelstrom≫

    Before After
    Dated Silver Ring → Silver Ring
    Dated Pearl Ring → Pearl Ring
    Dated Silver Choker → Sunstone Choker
    Dated Electrum Choker → Mythril Gorget
    ≪Order of the Twin Adder≫

    Before After
    Dated Silver Ring → Silver Ring
    Dated Pearl Ring → Pearl Ring
    Dated Silver Choker → Malachite Choker
    Dated Electrum Choker → Mythril Gorget
    ≪Immortal Flames≫

    Before After
    Dated Silver Ring → Silver Ring
    Dated Pearl Ring → Pearl Ring
    Dated Silver Choker → Fluorite Choker
    Dated Electrum Choker → Mythril Gorget

    Quantities and prices of the following items have been adjusted:

    Item Before After
    Qty. Seals Qty. Seals
    Dusken Draught (Maelstrom) 1 5 → 1 50
    Kiss of the Morning Meadow
    (Order of the Twin Adder) 1 5 → 1 50
    Onyx Tears (Immortal Flames) 1 5 → 1 50
    Blood Drops 12 10 → 20 10
    Throat Drops 12 10 → 5 60
    Dawn Drops 12 10 → 10 15
    Spine Drops 12 10 → 5 100
    Grade 5 Dark Matter 20 225 → 20 150

    The following items are no longer available for purchase:
    Jerked Beef, Stone Soup, Ironhide Unguent, Ironwill Unguent

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  • ForceVoidForceVoid Registered User regular
    System
    [dev1328] It is now possible to Teleport, Return, or log out while incurring enmity. However, the player must avoid being attacked for 15 seconds (shown via a timer gauge) before the command is executed.
    * Teleport offers cannot be accepted.


    [dev1329] New achievements have been added.


    [dev1330] New achievement categories have been added.

    Category NPC Location
    Currency Orrick Ul’dah Merchant Strip (5,3)
    Grand Company Storm Private Rhof Maelstrom Command (1,1)
    Serpent Private Larke Adders’ Nest (1,1)
    Flame Private Nonoku Noku Hall of Flames (1,1)
    * Available only to those officially enlisted in a Grand Company. To unlock this category, please speak to the NPC representing your organization.


    [dev1229] The following information has been added to the Attributes interface:
    Current job.
    Acquired jobs.
    [dev1244] The following changes have been made to the Gear interface.
    The Soul Crystal slot will now appear for those who have unlocked at least one job.
    Slot cost has been phased out for accessories.
    Accessory slots have been consolidated as follows:
    Ears / Neck /Wrists / Right Finger/ Left Finger



    [dev1229] The following information has been added to the Actions & Traits interface:
    Current job.
    Acquired actions.
    [dev1229] A filter for job quests has been added to the Journal interface.


    [dev1331] The following changes have been made to the Achievements interface:
    Each achievement now displays detailed conditions and a progress gauge.
    Each achievement category now displays the name and location of the associated NPC.



    [dev1332] The following changes have been made to the Search interface:
    The option to search by job has been added.
    Multiple preferred classes can now be specified.
    [dev1302] The Action Subtargets option has been added to the Configuration menu, under Target Settings. Toggling off disables the selection of alternate targets for actions executed directly from the action bar; actions will instead be performed on the current target.
    * Setting can also be toggled via a text command.
    /subtarget(/st) [subcommand]
     >> Subcommands:
     on - Enable Action Subtargets
     off - Disable Action Subtargets
     Toggle between on and off when no subcommand is specified.
     * Enabled by default.
    [dev1302] The Face Target command has been changed.
    The action is no longer accompanied by a motion; characters will now instantly face the target, and those in motion will come to an immediate halt.


    [dev1333] The text command /search (/who) has been added for performing player searches.
    For example, the following command line performs a search for pugilists between levels 10 and 20, whose status is Online.
    /search online pgl 10-20
    The following conditions can be specified:
    * All conditions are selected when none are designated.
    Player Status
    ONLINE (logged in) / INVITE (seeking invite) / PARTY (currently in party)
    Ex.) /search invite
    Class
    DOW (Disciples of War) / PGL (pugilist) / GLA (gladiator) / MRD (marauder) / ARC (archer) / LNC (lancer) / DOM (Disciples of Magic) / THM (thaumaturge) / CNJ (conjurer) / DOH (Disciples of the Hand) / WDK (woodworker) / BSM (blacksmith) / ARM (armorer) / GSM (goldsmith) / LTW (leatherworker) / WVR (weaver) / ALC (alchemist) / CUL (culinarian) / DOL (Disciples of the Land) / MIN (miner) / BTN (botanist) / FSH (fisher)
    Ex.) /search con
    Job
    Search for only those players who have obtained the jobs affiliated with the designated class.
    Ex.) /search job
    Level
    XX: Search for exact match.
    XX-YY or XX
    Ex.) /search 45-50
    * Omitting a value will result in a search for players within 5 levels of your own.


    Grand Company Affiliation
    GCL (Maelstrom) / GCU (Immortal Flames) / GCG (Order of the Twin Adder) / GCN (no affiliation)
    * All conditions are selected when none are designated.
    Ex.) /search gcg
    Area
    Search for players in the designated area.
    Ex.) /search [South Shroud]
    *As is the case with all subcommands, place names with more than one word need to be in brackets.

    Language
    EN (English) / JA (Japanese) / FR (French) / DE (German)
    Ex.) /search en
    If the Search interface is open when /search is executed, the conditions on the intertace will change to reflect those specified in the text command.


    [dev1244] The /equip text command now accommodates the consolidated accessory slots (ears, wrists, L.finger, R.finger). Subcommands specifying former slots can still be used, but will instead equip to the following slots:
    R.ear → Ears
    L.ear → Ears
    R.wrist → Wrists
    L.wrist → Wrists
    R.index → R.finger
    L.index → L.finger
    R.ring → R.finger
    L.ring → L.finger
    In accordance with these changes, the following Auto-translation Dictionary terms have been revised:
    R.ear → Ear
    R.wrist → Wrist
    R.index → R.finger
    L.index → L.finger
    * These changes will also be reflected in character portraits on the Lodestone.


    [dev1229] Character profiles viewed via the Check command now include the target’s current job.


    [dev1334] New pop-up help messages have been added.


    [dev1335] The following information has been added to the experience bar:
    Current job.
    Rested bonus (when accumulated).
    [dev1336] An icon indicating movement speed has been added to player unit frames.





    [dev1337] When targeting objects such as aetherytes, aetherial gates, or aetherial nodes, the name of the target will now appear on its unit frame.


    [dev1343] The following terms have been added to the Auto-translation Dictionary:

    Category Term
    Crafter Actions Throwing
    Gatherer Actions Throwing

    [dev1338] The following emotes have been added:
    /airquotes
    /blowkiss (formerly exclusive to Valentione’s Day)



    [dev1339] Selecting a target while performing an emote now causes the character to look towards the target.


    [dev1340] The behavior of the guildleve issuance menu has been adjusted for actions such as cancelling.


    [dev1341] In the Lancers’ Guild in Gridania, characters can now enter the training area without having to walk around to the steps.


    [dev1342] New background music has been added.

    Bug Fixes
    The following issues have been resolved:
    An issue wherein the accuracy bonus received while partying was not functioning as intended.
    An issue wherein help text for the statuses Gear Damage and Heavy Gear Damage was incorrect.
    An issue wherein help text was incorrect for certain abilities.
    An issue wherein food effects boosting Craftsmanship, Magic Craftsmanship, Control, Gathering, Output, and Perception were not being reflected in the Attributes interface.
    An issue wherein the level requirements for certain quests (such as seasonal events) erroneously included the shield skill.
    An issue with the Auto-translation Dictionary wherein the list of synthesis items was fixed to certain items.
    * Based on this revision, items possessed by the player are now given priority.
    An issue with the Inventory interface wherein sorting Materials First would send materia to the top of the list.
    An issue wherein the log message pertaining to gear condition was not being displayed when players equip damaged gear.
    An issue wherein, under certain circumstances, the maximum HP and MP of Disciples of the Hand did not increase upon leveling up.
    An issue wherein executing the Face Target command while seated would cause the character to rotate unnaturally.
    An issue wherein players could not target certain other party members when in a party comprising three or more characters.
    An issue wherein consecrated chocolates could be used on certain NPCs.
    An issue wherein switching targets in Thornmarch produced the wrong sound effect.
    An issue wherein items could incorrectly be used on enemies appearing in Thornmarch and Dzemael Darkhold.
    An issue wherein the Guard ability used by enemies did not reduce damage as intended.
    An issue with the marauder class wherein the graphic accompanying the ability Provoke was not displaying correctly.
    An issue wherein the effect of Chameleon was not working as intended.
    An issue wherein Feint could be used even when activation requirements were not met.
    An issue wherein casting the spells Cure and Cura on targets with full HP would incur enmity.
    An issue wherein an incorrect log message was shown when HP is restored via the effect of Necrogenesis.
    An issue wherein the effect of reduced TP generation was not working as intended.
    An issue wherein the effect of Rampage would fade even when stationary.
    An issue with the archer class wherein performing a normal shot attack in the middle of a combo would interrupt that combo.
    An issue wherein the effects of Blindside, Bloodbath, and Blood for Blood could be triggered via shot and throw attacks.
    An issue with the archer class wherein the Enhanced Hawk's Eye trait reduced the effect duration of Hawk’s Eye.
    An issue with the pugilist class wherein the attack motion would not be shown if the second strike (right hand) of a normal attack misses the target.
    An issue wherein performing an action in the middle of spellcasting would cause the casting bar to disappear, rendering it impossible to cancel spellcasting.
    An issue wherein the amount of HP recovered was incorrectly displayed when a Cure spell is cast on a target with full HP.
    An issue wherein the action icon would light up even if combo requirements have not been met.
    An issue wherein Throw could not be set via the /equipaction text command.
    An issue wherein journal entries were not being updated for certain sidequests, and an exclamation point did not appear above NPCs.
    An issue wherein the graphics for certain NPCs were incorrect.
    An issue wherein the graphics for certain characters were incorrect.
    An issue wherein certain NPC messages were incorrect.
    An issue wherein certain journal entries were incorrectly displayed.
    An issue wherein the instructions for certain levequests were incorrect.
    An issue wherein help text for certain actions were incorrect.
    An issue wherein help text for certain items were incorrect.



    An issue wherein function keys could not be used to target KO'd players and NPCs.
    An issue with item search wherein item quantity was not displaying as intended.
    An issue with item search wherein setting screen resolution to 1024x768 would cause item information to display incorrectly.
    An issue with item search wherein the icon for HQ and materia-enhanced items was not being displayed on the direct purchase screen.
    An issue wherein changing text color would cause the color of log messages to change.
    An issue wherein the /assist text command allowed players to temporarily lock on to targets that are beyond range.
    An issue wherein the effect of Brink of Death was not functioning as intended.

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  • ForceVoidForceVoid Registered User regular
    Job-Specific Actions
    Paladin

    Level Issue Name Description Requirements
    for Equipping
    30 Action Cover Redirects a melee attack against target party member to you.
    Target must be within 8 yalms.
    Recast Time: 180 sec. Exclusive
    35 Action Divine Veil Cure and Cura spells cast on you by other players grant a healing over time effect to all party members within range.
    Recast Time: 120 sec. Exclusive
    40 Action Holy Succor Restores HP of target. When cast on another player, you also heal 50% of the amount restored.
    Recast Time: 10 sec. Exclusive
    45 Action Spirits Within Delivers a melee attack at close range.
    Combo Action: Phalanx
    Increased damage with greater current HP.
    TP: 3000 / Recast Time: 10 sec. Exclusive
    50 Action Hallowed Ground Renders you impervious to physical attacks.
    Recast Time: 900 sec. Exclusive
    Monk

    Level Issue Name Description Requirements
    for Equipping
    30 Action Shoulder Tackle Delivers a charging attack. Chance to inflict Stun when target has no enmity towards you.
    Recast Time: 60 sec. Exclusive
    35 Action Spinning Heel Adds kick to auto-attacks. Damage of auto-attacks is reduced.
    Cannot be used simultaneously with Hundred Fists.
    Recast Time: 120 sec. Exclusive
    40 Action Fists of Wind Converts your attacks into wind attacks and grants a bonus to movement speed and weaponskill recast times. Effect ends upon reuse. MP is consumed while effect is active. Cannot be used simultaneously with Fists of Earth or Fists of Fire.
    Recast Time: 10 sec. Exclusive
    45 Action Dragon Kick Delivers a twofold melee attack.
    Combo Action: Sucker Punch
    Combo Bonus: Chance to render target unable to use weaponskills.
    TP: 2000 / Recast Time: 60 sec. Exclusive
    50 Action Hundred Fists Temporarily increases auto-attack speed. Cannot be used simultaneously with Spinning Heel.
    Recast Time: 900 sec. Exclusive
    Warrior

    Level Issue Name Description Requirements
    for Equipping
    30 Action Vengeance Redirects a portion of physical damage sustained while active back to its source.
    Recast Time: 150 sec. Exclusive
    35 Action Antagonize Increases enmity generated by all actions.
    Recast Time: 120 sec. Exclusive
    40 Action Collusion Redirects enmity generated by target party member's next attack to you. Target must be within 8 yalms.
    Recast Time: 90 sec. Exclusive
    45 Action Steel Cyclone Delivers a melee attack to enemies in range. Resets Rampage effect when active to increase damage. Chance to inflict Stun when target is attacking you.
    Combo Action: Skull Sunder
    Combo Bonus: Increased critical hit rate.
    TP: 2000 / Recast Time: 30 sec. Exclusive
    50 Action Mighty Strikes Guarantees all attacks made with axes will be critical hits.
    Recast Time: 900 sec. Exclusive
    Dragoon

    Level Issue Name Description Requirements
    for Equipping
    30 Action Jump Delivers a jumping attack, returning you to your original position after the attack is made.
    Recast Time: 60 sec. Exclusive
    35 Action Disembowel Delivers a melee attack. Chance to inflict Paralysis.
    Combo Action: Feint
    Combo Bonus: Increased Paralysis duration.
    TP: 750 / Recast Time: 30 sec. Exclusive
    40 Action Elusive Jump Jumps to a location far behind you. Reduces enmity.
    Recast Time: 180 sec. Exclusive
    45 Action Ring of Talons Delivers a melee attack to enemies in range.
    Combo Action: Impulse Drive
    Combo Bonus: Increased critical hit rate.
    TP: 2000 / Recast Time: 60 sec. Exclusive
    50 Action Dragonfire Dive Delivers a jumping fire attack to target and enemies near it.
    Recast Time: 900 sec. Exclusive
    Bard

    Level Issue Name Description Requirements
    for Equipping
    30 Action Ballad of Magi Gradually restores MP of all party members within range.
    Recast Time: 10 sec. Exclusive
    35 Action Minuet of Rigor Increases physical and magic accuracy of all party members within range.
    Recast Time: 10 sec. Exclusive
    40 Action Paeon of War Consumes your TP to gradually increase TP of all party members within range.
    TP: 1000 / Recast Time: 10 sec. Exclusive
    45 Action Rain of Death Delivers a ranged attack to target and enemies near it.
    Combo Action: Quick Nock
    Combo Bonus: Chance to inflict Stun.
    TP: 3000 / Recast Time: 30 sec. Exclusive
    50 Action Battle Voice Increases maximum HP of all party members within range and enhances effect of all songs sung while active.
    Recast Time: 900 sec. Exclusive
    White Mage

    Level Issue Name Description Requirements
    for Equipping
    30 Action Presence of Mind Removes cast time and recast time of next spell.
    Recast Time: 300 sec. Exclusive
    35 Action Regen Grants healing over time effect to target.
    Recast Time: 5 sec. Exclusive
    40 Action Esuna Removes all enfeebling effects from target.
    Recast Time: 10 sec. Exclusive
    45 Action Holy Consumes all MP to deal damage to enemies in range. Chance to inflict Bind.
    Recast Time: 300 sec. Exclusive
    50 Action Benediction Restores HP of all party members within range.
    Recast Time: 900 sec. Exclusive
    Black Mage

    Level Issue Name Description Requirements
    for Equipping
    30 Action Convert Switches current HP and MP values.
    Recast Time: 450 sec. Exclusive
    35 Action Freeze Deals ice damage. Reduces enmity.
    Recast Time: 120 sec. Exclusive
    40 Action Flare Deals fire damage to enemies in range. Damage dealt increases with proximity. Chance to inflict damage over time effect.
    Recast Time: 120 sec. Exclusive
    45 Action Sleepga Puts target and enemies near it to sleep. Exclusive
    50 Action Burst Deals lightning damage.
    Combo Action: Thundara
    Combo Bonus: Increased damage with lesser current HP.
    Recast Time: 900 sec. Exclusive

    Other changes include gathering table alterations, buying and selling price changes, stuff you can buy for guild marks (materia).

    Huge patch notes-ga!

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  • ForceVoidForceVoid Registered User regular
    New changes to spell targetting (not having to reselect the target after hitting the button) makes soloing a caster way easier. One issue though, while self buffs work fine in a fight, casting Cure while the monster is selected will fail...

    Need to make a macro for that.

    Also, getting your inn room, in Ul'dah at least, takes about 5 minutes if you wanna log in and start accumulating rested xp.

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  • chocoboliciouschocobolicious Registered User regular
    So if you don't specifically choose to be moved to a different server, do you just get moved to whatever the merge server is?

    Or do I need to start poking around to find out where most people are moving to? That's the only thing I never quite got around to finding out.

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  • Greg USNGreg USN Registered User regular
    I'm letting wutai merge take me to the designated spot. Anyone do any of the job/af quests yet? I can get all of them (50 all combat classes) but I'm not convinced I want to pay yet.

    FFXIV Petra Ironheart
    Infinity Mog 21 and over Free Company Sargatanas Server. Recruitment currently closed.
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  • Professor SnugglesworthProfessor Snugglesworth Registered User regular
    So in light of the new patch, have there been any improvements on the performance side of things? Does it run better, less crashes, etc?

  • jdmichaljdmichal Registered User regular
    edited March 2012
    Is this combination class / job system something that is slotted for 2.0? It seems... weird. Much more complicated than simply making everything the same thing, and having some of them inaccessible until such time as you unlock them, ala FFXI.

    (Also, I can revive hope for a Geomancer class!)

    jdmichal on
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    SC2: KillerCodeMk | LoL: KillerCodeMonky | FFXIV: Shea Demvas (Sargantas)
    Ghost in the Linkshell Item Requisitioning
    Let me know you are from PA, otherwise I will likely ignore you.
  • chocoboliciouschocobolicious Registered User regular
    I'm not even sure how its complicated.

    You go do some quests, get a crystal, equip it and get additional skills.

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  • ForceVoidForceVoid Registered User regular
    Actually, it's better because you can do it without going back to town.
    jdmichal wrote:
    Is this combination class / job system something that is slotted for 2.0? It seems... weird. Much more complicated than simply making everything the same thing, and having some of them inaccessible until such time as you unlock them, ala FFXI.

    (Also, I can revive hope for a Geomancer class!)

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  • jdmichaljdmichal Registered User regular
    I'm not even sure how its complicated.

    You go do some quests, get a crystal, equip it and get additional skills.

    It's not just getting additional skills. It's stat changes. It's stricter limitations on cross-class skills. It's tied back to the "primary" class for experience. Oh, and it ties into the equipment system too.

    If it were just "additional skills", then the quests could just give you the skills and be done with it. In reality, it's a completely separate system barely bolted onto the existing class system, and using the existing inventory system as its vehicle of choice implementation.

    It's ugly, and I don't understand why anyone would design such an ugly thing from scratch. Hence my query of whether it was something they planned to maintain into 2.0, or if they were just using the period leading up to 2.0 to play around with new ideas.

    XBox Live: KillerCodeMonky | Steam: KillerCodeMonky
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  • chocoboliciouschocobolicious Registered User regular
    jdmichal wrote: »
    I'm not even sure how its complicated.

    You go do some quests, get a crystal, equip it and get additional skills.

    It's not just getting additional skills. It's stat changes. It's stricter limitations on cross-class skills. It's tied back to the "primary" class for experience. Oh, and it ties into the equipment system too.

    If it were just "additional skills", then the quests could just give you the skills and be done with it. In reality, it's a completely separate system barely bolted onto the existing class system, and using the existing inventory system as its vehicle of choice implementation.

    It's ugly, and I don't understand why anyone would design such an ugly thing from scratch. Hence my query of whether it was something they planned to maintain into 2.0, or if they were just using the period leading up to 2.0 to play around with new ideas.

    I actually rather think its well implemented. So I guess this is where opinions differ. Your stats merely go up a little more in conjunction with whatever the main job already is. Yes, you can equip like.. 3 less cross class skills, because you gain some odd 6 new job skills from the crystal. The jobs can equip all the stuff their base primary class can, they just have some extra equipment that is job x only. Such as AF.

    I'm sorry you find it ugly, but its actually a nice way to put in advanced jobs for people who want something to aim for while leveling their classes up, while bringing back the linchpin names and job identities from the series. It's simply another way to specialize if you feel compelled to do as such.

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  • ForceVoidForceVoid Registered User regular
    It is an interesting twist on the classic specialization required for group play. When soloing, you want a wide range of abilities to cover yourself:
    Weak heal for downtime
    Some light CC
    No need for anti/plus-aggro mechanics
    In a group, though, that weak heal would be wasted, and aggro management becomes important.
    It seems like this system is an elegant answer. You basically equip an adv. Job to maximize your grouping powet.

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  • QuintessinQuintessin Registered User regular
    So, is there a free trial of some kind for this game? Looks like it might be worth playing now, but still not really digging paying for it without trying it.

  • ForceVoidForceVoid Registered User regular
    Nope, no trial at the moment.

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  • draw4wilddraw4wild Registered User regular
    Seeing all the new pics of the AF armor almost makes me want to come back, however this game was not able to capture that magic that FFXI had for me. The lack of any guild probably contributed a lot to that tho. I'm definitely going to resub when it releases on the ps3 tho. The first few months of an MMO are always my favorite and if they're gonna open new servers I wanna get in on the ground floor

  • HaleskarthHaleskarth Registered User regular
    edited March 2012
    Right, so after a long hiatus I've decided to retry to game. Is there an LS for PA peeps, or at least a recommended server?

    or does anyone have an ls on a decent server that wants a newb? :P

    Haleskarth on
  • draw4wilddraw4wild Registered User regular
    Haleskarth wrote: »
    Right, so after a long hiatus I've decided to retry to game. Is there an LS for PA peeps, or at least a recommended server?

    or does anyone have an ls on a decent server that wants a newb? :P

    This, I'm strongly considering resubbing but not to just putz around solo again. I would need to know of a ls on Wutai with some friendly people before I'd resub.

    Also I still have my buddy pass from CE so if anyone really wants a trial just shoot me a pm and I could dig it out

  • harvestharvest By birthright, a stupendous badass.Registered User regular
    If people want a decent guild on Wutai Masamune you could do much worse than Pandemonium. They literally picked my newb ass up off the street and have been super helpful and supportive. We recently set up a real website which you can see here: http://pandemoniumls.enjin.com/home

    There's an application page but you might also get good results by going to chat and if you see anyone there ask about joining.

    In-game I'm Passive Fist, see you around.

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  • draw4wilddraw4wild Registered User regular
    So I think I'm going to resub this weekend. I was really supposed to wait until 2.0 but seeing all the AF armor has really given me the itch again. The plan is to just be super casual and get a few 50s with AF before 2.0 but I always say that then wind up playing for hours a night. I already have a 50thm and 44 cnj so I'm hoping for archer and lancer to join that mix. With no more guardian favor and the addition of inns, it seems the leveling time is gonna be crazy fast, and it only took me like 4 weeks the first time to get a 50

    Just a couple questions, how much did the last few patches change the game, besides jobs that is. Last time I played I used to just do leves with THM or CNJ and just AE everything down. Was the change to all the class skills well received?

  • ForceVoidForceVoid Registered User regular
    draw4wild wrote: »
    Just a couple questions, how much did the last few patches change the game, besides jobs that is. Last time I played I used to just do leves with THM or CNJ and just AE everything down. Was the change to all the class skills well received?

    The combo system and the buffs that change your spells a bit (THM) make things more interesting, and the passives were a nice touch. Of course, the ability to remove secondary targetting is civilization for the primary magical classes.

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  • PookiepooPookiepoo Registered User regular
    So apparently since I resubscribed last night and not the night before, my character is in some limbo until mid to late april and I will be unable to play, yet was billed.. It is very nice of them to send out the notice on this matter two days after it is relevant.. SE really tests my loyalty at time..

    Love,

    | Steam: Pookie | DOTA 2 Pookie |
  • ForceVoidForceVoid Registered User regular
    edited March 2012
    How does that work? I mean, with SE, I get that you might get billed now and at the end of the month or something, but why can't you play?

    Is this for XIV or XI?

    EDIT: Love your AV, btw ;-)

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  • PookiepooPookiepoo Registered User regular
    ForceVoid wrote: »
    How does that work? I mean, with SE, I get that you might get billed now and at the end of the month or something, but why can't you play?

    Is this for XIV or XI?

    EDIT: Love your AV, btw ;-)

    Haha thanks. This is for XIV.

    Here is the notice from SE that came out today, March 28th:
    The World merge was performed on March 27, 2012. In this merger, all characters will be transferred from their old Worlds to the new ones. However, because this would dramatically increase the volume of characters, we only transferred characters within a service account that had the “Subscribed” status as of both March 26 and March 27, 2012.

    The transfer was not performed on characters that did not have the “Subscribed” status on either March 26 or March 27, 2012, or on both days. Transfer of these characters will be performed gradually at a later time. Once the transfer is complete, players will be able to play on their characters in the new World if they have completed the steps to resume their automatic recurring service options.

    Priority for the character transfer will be given to players who resume their automatic recurring service option before the transfer process is completed. However, please note that it will take several days after a player resumes their automatic recurring service option for the completed transfer to take effect.

    * Transfer of all characters is scheduled to be completed between mid to late April.

    We deeply apologize for the belated announcement and for any inconvenience this may cause.

    So because I resubscribed on the 27th, but not the 26th, my character is in limbo for an unknown amount of time. They had no problem billing right away, of course. :p

    Love,

    | Steam: Pookie | DOTA 2 Pookie |
  • draw4wilddraw4wild Registered User regular
    I guess I will not be resubbing this weekend as planned. That's hilarious that the announcement came out the day after tho

  • PookiepooPookiepoo Registered User regular
    draw4wild wrote: »
    I guess I will not be resubbing this weekend as planned. That's hilarious that the announcement came out the day after tho

    It was dissappointing for sure but it has been rectified now. My character was transferred last night and I was able to play. I'd try to get in touch with support before resubbing this weekend just to make sure your character would be available.

    Love,

    | Steam: Pookie | DOTA 2 Pookie |
  • draw4wilddraw4wild Registered User regular
    So I'm resubbed and on masamune, I should have 99 leves to play with so I know what my weekend looks like. Hopefully new combat mechanics don't take too long to get used to.

    Also im not sure How inns work? I understand rested xp from every other mmo, but since I can change quickly from a class that has 7k needed to lvl to a class that has 70k needed to level it seems it's always better to use rested bonus on a higher lvl class if it's percentage based. I would rather 35k xp bonus vs 3.5k xp.

  • DeusfauxDeusfaux Registered User regular
    Does anyone have their Square Enix Members code/pin still unused from this game?

    I have a couple other unused game codes that I can't register because they're doubles of titles I've already registered. I'll give you one back so you still get 50 points to register, but I specifically need FFXIV as I've exhausted pretty much every other possible title. (unless someone has FFXIII-2 for 360, or any other PC SE title)

    I even have my own copy of this game, but forgot to register the pin before I put it in storage in another city. And the deadline is March 31 for registering games this year

  • PookiepooPookiepoo Registered User regular
    draw4wild wrote: »
    So I'm resubbed and on masamune, I should have 99 leves to play with so I know what my weekend looks like. Hopefully new combat mechanics don't take too long to get used to.

    Also im not sure How inns work? I understand rested xp from every other mmo, but since I can change quickly from a class that has 7k needed to lvl to a class that has 70k needed to level it seems it's always better to use rested bonus on a higher lvl class if it's percentage based. I would rather 35k xp bonus vs 3.5k xp.

    What is your character name? I got transferred to Masamune as well.

    Love,

    | Steam: Pookie | DOTA 2 Pookie |
  • draw4wilddraw4wild Registered User regular
    Sells Semidey. I was able to get CNJ from 44 to 50 in 2 days. I can't believe how easy leveling completely solo was. It's about 8-12k xp for the lvl 40 leves and you only need 100k for last level and most leves you can finish within 5 min. I had 99 stored leves and now have 63 stored. Too bad I don't have Gld or pug at 15 yet so I can't comment on any job quests.

    I need to do some ls research now, I got a lot of whispers for xp parties but since all I know how to do on CNJ at the moment is solo guild leves I'm not sure how good of a healer I make yet and I haven't played THM in 4 months

  • RizziRizzi Registered User regular
    I have a question.
    I was always sorta interested in FF XI but I didn't quite dig the idea of needing a gamepad to play it.
    This game isn't like that, right? Also would like to know if the game has any horrible performance issues. I can get the game for like, $15 and I figure it would be better to ask before I grabbed it.

  • PookiepooPookiepoo Registered User regular
    edited April 2012
    Rizzi wrote: »
    I have a question.
    I was always sorta interested in FF XI but I didn't quite dig the idea of needing a gamepad to play it.
    This game isn't like that, right? Also would like to know if the game has any horrible performance issues. I can get the game for like, $15 and I figure it would be better to ask before I grabbed it.

    My friends and I played FFXI for years without a gamepad so I was unaware that a gamepad was necessary. The scheme was a bit odd in retrospect (num pad movement?!) but it certainly worked and was comfortable. Some people prefer one method of control over another but it is all personal preference. FFXIV controls much like any modern MMO, WASD with abilities on 1-9. You can make macros and assign them to CTRL 1-9 or ALT 1-9 as well.

    As for performance issues... the game is not coded efficiently. Up until the Nvidia 680 came out a month ago, I had the best computer you could make within reason, yet I can't max everything. If I am in a very crowded area, I get frame rate drops. Maybe I need to install the game on my SSD instead of my standard hard drive, but regardless, the game doesn't run as well as it should on most rigs. It can be absolutely gorgeous but will run less well or look less amazing than other things your rig can run, i.e. skyrim, BF3.

    If you do choose to give it a shot, which I would recommend because I really enjoy the game, come prepared to deal with flaws, treating the game like a beta. In my mind, I am playing an early access beta version of FFXIV where I get to keep my character at the end. Each patch brings all kinds of fixes, content, and new goodies. If these patches are any indication, FFXIV 2.0 is going to be a great game.

    Pookiepoo on
    Love,

    | Steam: Pookie | DOTA 2 Pookie |
  • RizziRizzi Registered User regular
    edited April 2012
    Getting framerate drops in very crowded areas is kinda normal for an MMO though.
    I ran the benchmark program, and it ran nicely. So hopefully it runs similar. :p

    Rizzi on
  • RizziRizzi Registered User regular
    I feel a little bad. I just bought the game for $9.
    How do I ensure I play on the US servers? I don't want to lock myself on to the EU servers or something.

  • RizziRizzi Registered User regular
    edited April 2012
    I don't understand the billing. I have to pay per character?
    Whaaaaat?
    Okay, I made my character. He's a Lalafell Gladiator. He's so god damned adorable. <3
    I'm slowly figuring out how the game works. The game runs pretty decently. Bit stuttery, but nothing too terrible.
    How many leves can I do? I think I saw something about a limit? What do I do once I hit the limit, just grind?

    Rizzi on
  • draw4wilddraw4wild Registered User regular
    edited April 2012
    You start with 20 then get 8 leves every 24 hours. the allowances will stack up to 99 so if you don't play for a day you'll come back to 16 leves. As long as you have allowances you can do as many leves as you want. You can only get 4 at a time per camp tho so you have to run back to the city to get 4 more. I wouldn't do leves till you get to at least the lvl 10 ones tho, it's not worth wasting the allowances on the lvl 1 camp ones

    Also make sure to do the inn quest, logging out in an inn is the only way to get rested xp and the quests take about 30 seconds each city. You can't rest in uldah at the moment tho so you'll have to log out in limsa lominsa or gridinia for the time being

    draw4wild on
  • RizziRizzi Registered User regular
    I'm not really sure what I should be doing. I managed to figure out some of the crafting by myself, and I worked my way up to making a nice bronze armoursmith hammer. No clue how to actually make armour since they haven't given me any actual plans.
    I got armoursmith and blacksmithing up to level 8, and gladiator up to level 7. I found a treasure chest that had a bronze gladius in it which was kinda nice.
    And now I can't find any quests.

  • draw4wilddraw4wild Registered User regular
    Your main source of leveling is really going to be leves and grinding. Quests are in the game more to flesh out the story than anything else. So while there are a few quests that offer a nice chunk of xp, especially the main story quests, they are not going to be a main source of xp

    The chests randomly appear while you are on leves

  • DarkewolfeDarkewolfe Registered User regular
    It's sort of been too long since anyone came in and talked about how incredibly bad this game is. The only people posting are the positive posters, and it's potentially luring people in unwittingly.

    "Well, look at this. Appears we got here just in the nick of time. What's that make us?"
    "Big Damn Heroes, Sir."
    "Ain't we just."
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