Forum Settings
       
1 2 Next »
Reply To Thread

Beastmaster?Follow

#27 Jul 25 2013 at 10:28 PM Rating: Good
*
68 posts
carmelita wrote:
DamienSScott wrote:
Hairspray wrote:
The only job more painful for me to level then BST in FFXI was BLU...

BST I must have died continuously trying to charm mobs until finally giving up around level 40...

BLU was just a major pain killing the same mob for hours to farm a spell... god that was mind-numbing.

Not to mention nobody would group with a BLU at the lower levels.


Haha, yes it was a pain to get all of those spells. Up until 65 or so I just HAD to have every possible spell I could before I would go out and party. After that the spells became much harder to obtain while solo and the only ones I didn't have were those gained in the later CoP areas. It always sucked being partied with another BLU that had the spells, but had poor gear/didn't play properly. They would still put out bigger numbers than me just spamming one or two moves.

When I think back to it, BLU was probably one of the most fun jobs to play in a typical party. We all know there will be some form of a Blue Mage in XIV, hopefully it will be as fun as it was in FFXI. I also hope that either they bring out jobs periodically in updates or add a ton of them in the first expansion. It would suck if they only added two or three per expansion, that would make a lot of us have to wait many years for our favorites.

Unfortunately, your wish is pretty much the "how to NOT" for an MMO with strong lore behind it. They will want to stagger out the release of the fan favourites, to keep people playing, hoping to see "their" class, being NIN/SAM/BLU/RDM/DRK etc., come out next.

But yes, it was one of my favourite classes to level (though I only hit 40 with it). Most classes only had 1 or 2 viable subs for a given level range. A smart,well-played BLU could switch spells, and be effective with 3/4/5 subs at any time.


Actuallly, I can't quote a source -right- this moment, but I recall reading that new Jobs/Classes will not be tied to expansions. We should expect to see them in regular content updates every few months.
#28 Jul 26 2013 at 8:35 AM Rating: Good
****
5,745 posts
DRGx wrote:
Actuallly, I can't quote a source -right- this moment, but I recall reading that new Jobs/Classes will not be tied to expansions. We should expect to see them in regular content updates every few months.

I'm going to interpret that to mean that regular content updates may occur every few months, and that new jobs and classes will be added through them periodically. But not that we should expect a new job or class every time that there's a content update.

There's something to be said for keeping the number of jobs and classes somewhat limited in number. Having too many classes and jobs would be like the selection of characters in Chrono Cross. There were so many characters that none of them really felt unique. Someone summed up my feelings on it when they said Chrono Cross really only had something like 6 "flavors" of characters. We probably don't want FFXIV to become a game where there's 6 flavors of jobs, just with a different name and different set of AF.
#29 Jul 26 2013 at 12:02 PM Rating: Good
*
68 posts
svlyons wrote:
DRGx wrote:
Actuallly, I can't quote a source -right- this moment, but I recall reading that new Jobs/Classes will not be tied to expansions. We should expect to see them in regular content updates every few months.

I'm going to interpret that to mean that regular content updates may occur every few months, and that new jobs and classes will be added through them periodically. But not that we should expect a new job or class every time that there's a content update.

There's something to be said for keeping the number of jobs and classes somewhat limited in number. Having too many classes and jobs would be like the selection of characters in Chrono Cross. There were so many characters that none of them really felt unique. Someone summed up my feelings on it when they said Chrono Cross really only had something like 6 "flavors" of characters. We probably don't want FFXIV to become a game where there's 6 flavors of jobs, just with a different name and different set of AF.


Correct. I'll try and dig up a source after work.
#30 Jul 26 2013 at 7:28 PM Rating: Good
*
197 posts
DRGx wrote:
svlyons wrote:
DRGx wrote:
Actuallly, I can't quote a source -right- this moment, but I recall reading that new Jobs/Classes will not be tied to expansions. We should expect to see them in regular content updates every few months.

I'm going to interpret that to mean that regular content updates may occur every few months, and that new jobs and classes will be added through them periodically. But not that we should expect a new job or class every time that there's a content update.

There's something to be said for keeping the number of jobs and classes somewhat limited in number. Having too many classes and jobs would be like the selection of characters in Chrono Cross. There were so many characters that none of them really felt unique. Someone summed up my feelings on it when they said Chrono Cross really only had something like 6 "flavors" of characters. We probably don't want FFXIV to become a game where there's 6 flavors of jobs, just with a different name and different set of AF.


Correct. I'll try and dig up a source after work.

Yeah, this is probably closer to what I mean originally - poor wording on my part. Content updates every 6 weeks/2 months, with (speculation here) a new job from an existing class every 3rd/4th update (so 4-6 months apart), and maybe 2/3 classes (from across all 4 discplines) each with 1 job (for DoW/DoM) in an expansion, opening the way for 2nd jobs later in that expansion content cycle as well.

So, let's assume a new job every 6 months, a new expac every 2 years. 3 new jobs are introduced "standalone" within an expac cycle, onto existing classes. New classes (maybe 1 DoW, 1 DoM, 1 DoH/DoL) in an expac. That could easily grow into 6-8 years of content, at least in my view.
#31 Jul 27 2013 at 12:05 AM Rating: Excellent
*
194 posts
I can see Beastmaster and Blue Mage branching off of the same base class. Weapon would be an axe and Beastmaster charms creatures while Blue Mage learns their abilities.
#32 Jul 27 2013 at 12:23 AM Rating: Excellent
*
197 posts
Obakemono wrote:
I can see Beastmaster and Blue Mage branching off of the same base class. Weapon would be an axe and Beastmaster charms creatures while Blue Mage learns their abilities.

Was thinking this the other day. Class is Animist - mimicing the monster abilities. BST job focused on synergy with the animal spirit, as kindred. Requires ACH sub (wildeness ranger-type aspect, I guess). Gets charm (short-term effect, but doesn't turn mob hostile when it ends), tame (beast cc), and maybe 3 different pets that can be "called" - tank, DPS & healing -> support/DPS role, filling gaps as needed. BLU job is about forcibly taking an animal's "soul," sort of a light/dark duality of the animal focus. Requires THM sub (more magey, plus darker focus). Abilities are tougher to fit into 5 slots, though. Only way I can see it working is each ability quest leads you to defeat a certain instanced "NM," but one that can be soloed. You have a technique to steal it's soul upon death, learning an ability (kinda similar to the Sith Inquisitor Chapter 2 storyline for SWtOR), giving you 5 BLU spells @ 50.

The only issue I can see, especially if you level BST to 50 (giving you an instant BLU 50), is that how do you explain how you came to learn these abilities? I guess we'll find out with SCH/SMN, but it may be that if you level SCH to 50, you have a SMN 50 BUT you still have to go through the 5 job quests to learn the SMN abilities. Makes sense, at least from a thematic perspective. Plus it gives you a chance to get a grip on the job-specific abilities too.
#33 Jul 27 2013 at 12:33 AM Rating: Good
***
1,004 posts
if they do beastmaster, i hope they make it in such a way that it will be usefull and desired for content. I don't think i saw a BST in any of my parties for anything, not even missions (although i will admit there were some fights that BST excelled at like hakutaku).

I wanted to lvl BST, but i was really discouraged that all the end game zones didn't have charmable pets. Jug pets were alright, but the core of that job was charm and the utility that gave you. FF11 always seemed to have 17 jobs, because it was rare to encounter a beastmaster.
#34 Jul 27 2013 at 9:13 AM Rating: Decent
Before I go any further, I have to say I'm an old school BST who soloed to lv75 and my first lv99 job was BST. I love the job and would like to see it in FFXIV. However, this is where the problems begin from the way I see them. SMN is basically the same because they can summon a pet and it will stay with them. BST is dependent on natural pets or juggies. Sure they give you random pets to call like they did in old FF games, but that wasn't as good as charming and having more control. Another factor is BST is known to use axes, not Great axes. I'd be pissed as hell if they just forced Marauder on us like that was close enough. Essentially BST without a pet was always a gimped WAR anyway. If BST is designed like most BST's want the job, I see an unbalanced job. They have never been able to fully fix BST in FFXI either. SE appears to be keeping jobs held back as to not have the broken issues of FFXI like the RNG or BLM domination.
#35 Jul 27 2013 at 9:36 AM Rating: Good
****
5,745 posts
I played BST in FFXI and loved it. But I hope that a BST in FFXIV doesn't have Charm. It's not that I don't like the Charm mechanic or the unique challenges it can overcome. It's just that I have no desire to be in a situation again where I'm in direct competition with other players over mobs. Non-BSTs would complain that BSTs were tying up spawns. BSTs would complain that other players were killing potential pets.

Maybe instead of taking a spawned mob to use as a pet, BST could have an ability that summons a pet that is the same type as a free roaming mob nearby. For example, you could summon an Orobon type of pet in Western Thanalan, provided that you can target one of them. But you wouldn't be able to do the same in the Central Shroud, since there aren't any Orobon there.
#36 Jul 27 2013 at 9:40 AM Rating: Good
svlyons wrote:


Maybe instead of taking a spawned mob to use as a pet, BST could have an ability that summons a pet that is the same type as a free roaming mob nearby. For example, you could summon an Orobon type of pet in Western Thanalan, provided that you can target one of them. But you wouldn't be able to do the same in the Central Shroud, since there aren't any Orobon there.


I agree, BST should take the Geomancer approach. If you're in an area that has resources such as a certain pet, you get access to it. It would be cool though for BST's Limit Break to include a powerful pet summon /attack.
#37 Jul 31 2013 at 9:11 AM Rating: Decent
***
2,550 posts
Some of my best FFXI memories are as blu adventuring out into the wilderness with a higher level friend so I could get that next spell. I never had too big of a problem getting the spells (guess I was lucky), but since I started on XBOX after everyone else and blu was my first main job the bigger pain for me was getting people to run the Promyvions to get me sea access (took me 6 months to find a party) o.O
1 2 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 162 All times are in CST
Anonymous Guests (162)