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[Dev] Seekers of Adoulin (Mar 13)
Cerberus.Cruxus
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By Cerberus.Cruxus 2013-01-31 19:58:00
Lakshmi.Sparthosx said: »So I got to thinking, anyone wanna bet that there's gonna be a drop from each of those 7 Naarkuals for the next step on the MNK belt upgrade? Fun times to be had...lol.
While I'm not a huge mage fan by any means, geomancer is really starting to intrigue me...hope both jobs are A class from the get go and not in need of consistent updates to get them to a functioning "norm"...
The only expansion class that was released in near ideal condition was Corsair and even that class got a number of tweaks to bring it up to par. Basically, if RUN and GEO can avoid being PUP'd out of the gate they should be viable but viable depends on how harsh SE is on equipment choices, what the Adoulin endgame is going to look like and how potent the tools are.
Oh don't get me wrong, I understand that each job has gotten its needed adjustments to make it a more solid job in and of its own. But like you said, I really hope we don't see either being like PUP where it takes years to get it to a functioning position in a job line up. Love PUP, but took SE so long to get it in the current position where it doesn't feel slopped together (though they still insist on pushing the damn mage gear on PUP...)
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By Odin.Eikechi 2013-01-31 19:59:43
Mage gear has a use on pup, due to mage gear having int/mnd. Helps with ice/water overloads respectively. It's not so much a factor today with 3 (4 if you include mythic) pieces of overload- gear, but since it started with mage gear, why not keep that and just add it to melee sets too?
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By Lakshmi.Sparthosx 2013-01-31 20:00:49
It took SE years to get PUP off mage gear and onto melee gear is his point I think.
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By Odin.Eikechi 2013-01-31 20:01:59
Lakshmi.Sparthosx said: »It took SE years to get PUP off mage gear and onto melee gear is his point I think.
While it didn't have too many options, it WAS on usukane, which was basically top tier stuff anyways for the time period, as soon as salvage came out. I won't argue that they weren't shafted at lower levels, but usu more than made up for it.
Cerberus.Cruxus
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By Cerberus.Cruxus 2013-01-31 20:08:28
Yes it was Spar.
Looking @ gear outside of macro pieces for maneuvers, most pup's melee'd in AF until you hit assault gear (pahluwan or w/e)/relic gear or if you found yourself a good group for salvage. Then when a good mage gear that can be focused on melee comes round, pup isn't on it like Rubeus Spats.
That aside, I really hope that the jobs are as fun and as functional as possible.
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By Lakshmi.Sparthosx 2013-01-31 20:10:24
Lakshmi.Sparthosx said: »It took SE years to get PUP off mage gear and onto melee gear is his point I think.
While it didn't have too many options, it WAS on usukane, which was basically top tier stuff anyways for the time period, as soon as salvage came out. I won't argue that they weren't shafted at lower levels, but usu more than made up for it.
And that was precisely the problem.
You had a job that was supposed to be a melee that had access to no melee gear except one set that was obtainable by only the top 1% of FFXI players. It was basically shitty mage gear or one awesome set with no middle ground. Throw onto that the laughable C+ h2h skill PUP started out with, the flimsy pet, the 20:00 activate timer, the crappy options for weaponskills and it was the perfect storm of "what the *** is this ***?"
GEO seems to have a few issues at first glance that could be dealbreakers in the competitive world of serious business endgame but we don't know the potency of buffs and just exactly what you can do with luopan HP bars just yet.
I do wish they'd let us beta these jobs before they launch the expansion so things aren't really screwed up but I guess that would squash alot of the excitement? Nothing like the first 99 in 5hours saying that X, Y, Z happens.
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By Odin.Eikechi 2013-01-31 20:10:48
Yes it was Spar.
Looking @ gear outside of macro pieces for maneuvers, most pup's melee'd in AF until you hit assault gear (pahluwan or w/e)/relic gear or if you found yourself a good group for salvage. Then when a good mage gear that can be focused on melee comes round, pup isn't on it like Rubeus Spats.
That aside, I really hope that the jobs are as fun and as functional as possible.
Pup gets gear far better than Rub Spats now.. Sorry I'll stop derailing this. Does anybody know if they confirmed if Rnf will use shields? I see no pictures of them using shields or any mention of it. I think they are gonna Gsword it up, or just have to use swords in the same manner as blu. Just kinda melee and hope for the best (though I'm sure they'll get PDT runes or something).
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By Lakshmi.Sparthosx 2013-01-31 20:14:47
Pup gets gear far better than Rub Spats now.. Sorry I'll stop derailing this. Does anybody know if they confirmed if Rnf will use shields? I see no pictures of them using shields or any mention of it. I think they are gonna Gsword it up, or just have to use swords in the same manner as blu. Just kinda melee and hope for the best (though I'm sure they'll get PDT runes or something).
From what SE has said, the job mains GSWD and might have 1H sword options since its called 'Rune Fencer'.
No pictures that have shown shields which makes sense when we have a tank class with a shield already called Paladin.
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By Odin.Eikechi 2013-01-31 20:16:18
Lakshmi.Sparthosx said: »Pup gets gear far better than Rub Spats now.. Sorry I'll stop derailing this. Does anybody know if they confirmed if Rnf will use shields? I see no pictures of them using shields or any mention of it. I think they are gonna Gsword it up, or just have to use swords in the same manner as blu. Just kinda melee and hope for the best (though I'm sure they'll get PDT runes or something).
From what SE has said, the job mains GSWD and might have 1H sword options since its called 'Rune Fencer'.
No pictures that have shown shields which makes sense when we have a tank class with a shield already called Paladin.
Just because a job specializes in shield/PDT doesn't mean others can't use shields though. It's main specialization is magic mitigation, but it's gonna get face rolled if it doesn't have more than just pro5 to get it through mobs melee attacks. Put we'll see.
By Enuyasha 2013-01-31 20:18:11
The "Greatsword with a shield" thing was for "If" RNF gets an ability like Monkey Grip and its below level 49 so that PLD could main a GS with Monkey Grip and then equip a shield.
It would be cool if they did do it....cause shields have some pretty nice defensive buffs...and greatsword is a powerhouse of damage...
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By Odin.Eikechi 2013-01-31 20:18:54
I wasn't quite referring to that Enu (if your comment was directed at me).
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By Valefor.Prothescar 2013-01-31 20:19:02
Alls I know is, I call dibs on writing the RNF guide
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By Lakshmi.Sparthosx 2013-01-31 20:20:13
We don't know what the Runes do yet, a shield might be unnecessary if the job has runes to mitigate damage somehow.
Either way, RUN won't be getting the gamechanger shields in Aegis or Ochain so even if it does get shields its likely ending up where BLU and WAR are on the shield totem pole.
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By Asura.Loneshadow 2013-01-31 20:21:39
Valefor.Prothescar said: »Alls I know is, I call dibs on writing the RNF guide inb4; Don't main tank mode. Surviving to do more damage isn't worth it if you do 300dmg WS!
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By Odin.Eikechi 2013-01-31 20:21:57
Lakshmi.Sparthosx said: »We don't know what the Runes do yet, a shield might be unnecessary if the job has runes to mitigate damage somehow.
Well unless SE does something nuts like make runes break the gear cap of -50 pdt, it's just gonna be a drk with magic resistance and enhancing magic. I hope I'm really off base with that assumption, but that's what it's sounding like.
Cerberus.Cruxus
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By Cerberus.Cruxus 2013-01-31 20:22:10
I haven't seen much on shields for RNF, though I can see a possibility. Hopefully we'll know more in the next week or two, an update to the site with more info into the job like what they did with GEO.
(Bit off topic, wasn't saying Spats were all that great just an example of mage gear that pup isn't on that has melee and mage stats is all.)
By Enuyasha 2013-01-31 20:25:03
I wasn't quite referring to that Enu (if your comment was directed at me). It wasnt, darn typing slow made me respond after you did D:
Lakshmi.Sparthosx said: »We don't know what the Runes do yet, a shield might be unnecessary if the job has runes to mitigate damage somehow.
Either way, RUN won't be getting the gamechanger shields in Aegis or Ochain so even if it does get shields its likely ending up where BLU and WAR are on the shield totem pole. Shields grant further mitigation and possibly more TP from a blocked hit (with shield mastery). So wanting to have an extra defensive advantage while having your own damage mitigation buffs isnt that bad,remember that PLD has Phalanx,Sentinel,Protect V,and many other ways to mitigate damage but also uses a shield for partially the same purpose.
Lakshmi.Sparthosx said: »We don't know what the Runes do yet, a shield might be unnecessary if the job has runes to mitigate damage somehow.
Well unless SE does something nuts like make runes break the gear cap of -50 pdt, it's just gonna be a drk with magic resistance and enhancing magic. I hope I'm really off base with that assumption, but that's what it's sounding like. I'd love this if it was subable :< But yea, tankDRK is what it appears to be leaning towards...but i still wanna play the job
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By Odin.Eikechi 2013-01-31 20:27:53
Yeah, I'm a little confused at SE saying RNF is the "magic tank" to begin with anyways. I mean, is Aegis not good enough for that role? I know Ochain is certainly the best for physical situations. But breaking the cap by 50 MDT isn't good enough? I'm guessing RNF is gonna be magic immune 24/7? lol
Ragnarok.Garota
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By Ragnarok.Garota 2013-01-31 20:28:07
I thought this was a close up of a Minecraft Creeper.
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By Lakshmi.Sparthosx 2013-01-31 20:35:30
Yeah, I'm a little confused at SE saying RNF is the "magic tank" to begin with anyways. I mean, is Aegis not good enough for that role? I know Ochain is certainly the best for physical situations. But breaking the cap by 50 MDT isn't good enough? I'm guessing RNF is gonna be magic immune 24/7? lol
Well unless SE does something nuts like make runes break the gear cap of -50 pdt, it's just gonna be a drk with magic resistance and enhancing magic. I hope I'm really off base with that assumption, but that's what it's sounding like.
Maybe I'm just reading a bit too much into SEs concept of RUN but the goal of the job seems to be a tank class that focuses more on party support/offensive tank which is different from what PLD currently does which is turtle well.
PLD is great for keeping itself alive while all the DD get vaporized because the only thing a PLD can do is toss some cures out or hope the monsters attention turns its way. The job has never really excelled at keeping others alive through its native tools unless you want to talk about Cover or the odd Rampart.
The way they talked about runes you'd be popping them for enmity, elemental resistances and enspell style offense that would help keep the party alive and buffed while holding attention through damage. Fighting something that throws out fire damage? Pop some fire resistance, everyone around the RUN gets the defenses while you use other tools to mitigate down that elemental damage while dealing superior damage to keep the pressure on the target rather than trying to simply outlast the enemy.
Now of course how this translates to reality is another thing entirely. RUN wont have any direct heals from what little we know so it seems the job will be dependent on a healer but if its enmity tools are good and the runes provide variety it would have the potential to be very competitive with PLD on encounters that aren't solely about eating physical damage which is where I intentionally think SE wants the job to be weak.
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By Odin.Eikechi 2013-01-31 20:38:02
Lakshmi.Sparthosx said: »Maybe I'm just reading a bit too much into SEs concept of RUN but the goal of the job seems to be a tank class that focuses more on party support/offensive tank.
The way they talked about runes you'd be popping them for enmity, elemental resistances and enspell style offense that would help keep the party alive and buffed while holding attention through damage. Fighting something that throws out fire damage? Pop some fire resistance, everyone around the RUN gets the defenses while you use other tools to mitigate down that elemental damage while dealing superior damage to keep the pressure on the target rather than trying to simply outlast the enemy.
I think you might be confusing Rnf with Geo, maybe? I didn't see anything around Rnf that said their runes were party buffs (though Geo is all about AoE buff/debuffs). Can you cite that? I took the runes as being self buff only. They said at the unveiling, at Vanafest, it was the "magic damage tank".
Lakshmi.Tanama
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By Lakshmi.Tanama 2013-01-31 21:02:30
Bismarck.Moonlightespada said: »that armor kinda looks like the nuevo coseleteThat's because it was made by the same character/armor designer: Akihiko Yoshida.
These hats look familiar to don't they?
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A lot of people were confused by the initial Rune Fencer artwork because it showed the characters holding their great sword with one hand while they were using a rune on their other hand. Some people even thought the great swords were bigger than average long swords.
_____________________________________________
Here is Rune Fencer through out the years. It was originally named Mystic Knight and in FFXI, will still use it's core, original concept: Magic defense and elemental magic casted on their weapon for extra damage.
FinalFantasy V (Mystic Knight)
Final Fantasy Tactics A2 (Spellblade)
Final Fantasy: The 4 Heroes of Light (Spell Fencer)
Bravely Default: Flying Fairy (Magic Swordsman)
Brave Default is a spin-off sequel to Final Fantasy: The 4 Heroes of Light.
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By Odin.Eikechi 2013-01-31 21:13:22
Mystic knight in 5, only had "enspells" though, didn't they? Red mage already has that, so I'm not quite sure that's the particular origin, is it? But again, since SE dubbed them the "magical damage tank", they are evolving the role anyways, so we're not sure what we're gonna get, based on past games.
By Enuyasha 2013-01-31 21:18:42
BLU should be the only turban wearing swordsman in this game anyway...unless they make Assassin....then i'd be all for it!
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By Lakshmi.Sparthosx 2013-01-31 21:22:08
I think you might be confusing Rnf with Geo, maybe? I didn't see anything around Rnf that said their runes were party buffs (though Geo is all about AoE buff/debuffs). Can you cite that? I took the runes as being self buff only. They said at the unveiling, at Vanafest, it was the "magic damage tank".
Yeah I looked back at the notes given and basically you can choose between offensive runes for damage or defensive runes to enhance your defenses but they don't really go into what the defenses are or if they extend beyond solely magic defense.
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By Lakshmi.Sparthosx 2013-01-31 21:34:54
BLU should be the only turban wearing swordsman in this game anyway...unless they make Assassin....then i'd be all for it!
Which is funny because the spiritual predecessor to FFXI had Blue Mages looking more like superheroes than the turban wearing, kilij wielding science experiments gone horribly wrong.
By Lye 2013-01-31 21:41:41
New customizable UI where are you?!?!?!?!
Bahamut.Ofdensen
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By Bahamut.Ofdensen 2013-01-31 21:43:53
Well cool, now that Seekers is coming out soon, all I have to do is...
-Rise of the Zilart (like the whole second half)
-CoP (final missions)
-WotG (everything)
-ToAU (everything)
-Abyssea (some odds and ends including you guessed it - storyline)
-Dynamis Xarcabard
...and I should be caught up enough to consider myself an actual FFXI player and participate in the new content rofl >_<
(Secret P.S............... I'm gunnah play the new expansion anyway, to hell with the old stuff)
Lakshmi.Tanama
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By Lakshmi.Tanama 2013-01-31 21:47:22
Mystic knight in 5, only had "enspells" though, didn't they? Red mage already has that, so I'm not quite sure that's the particular origin, is it? But again, since SE dubbed them the "magical damage tank", they are evolving the role anyways, so we're not sure what we're gonna get, based on past games. EDIT:
No,they also had the Magic Shell ability.
(I shouldn't respond to threads before being fully awake @_@)
By Blkninja 2013-01-31 21:47:50
Will there be a graphics update?
Seekers of Adoulin Prologue
As the eight century came to a close, so did
the islands' old regime. The royal family,
in partnership with the eleven knightly orders, agreed to abolish
imperial rule...from which arose the Sacred City of Adoulin.
The rate at which it developed astounded all.
In the blink of an eye, Adoulin had become a maritime metropolis,
its mercantile prowess rivaling even Jeuno's.
The hustle and bustle of the commoners' district in the west--Adoulin's
center of trade and pioneering hub--serves as a stark
contrast to the refined, stoic castle in the east.
It is upon the urban landscape that adventurers will first
leave their mark...in the next chapter of the Vana'diel's history.
The Varied Personages in "Seekers of Adoulin"
Swordmaiden
These feisty damsel may sport a shortsword with a sheath as dark as the abyss, but rest assured, she has a heart of pure gold. Her emerald green eyes and shimmering silver hair tucked neatly under an elegant bonnet belie her altruistic nature, and are some of the first sights adventurers will see when they run across her at the Ceizak Battlegrounds.
Title |
FINAL FANTASY® XI: Seekers of Adoulin™ |
FINAL FANTASY® XI Ultimate Collection Seekers Edition |
Platforms |
Windows® PC (Digital Download), Xbox 360® |
Release Date |
Software to be Released on March 26th, 2013
Servers to be Launched on March 27th, 2013 (Time TBA) |
Price |
Windows® PC (Digital Download) |
$29.99 |
Windows® PC (Digital Download) |
$39.99 |
Xbox 360® |
$29.99 |
Xbox 360® |
$39.99 |
Notes |
FINAL FANTASY XI Seekers of Adoulin is not a stand-alone game. The FINAL FANTASY XI game must be installed beforehand. |
The FINAL FANTASY XI Ultimate Collection Seekers Edition features FINAL FANTASY XI, Seekers of Adoulin, and all previously released expansion and add-on packs including Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, Wings of the Goddess, A Crystalline Prophecy, A Moogle Kupo d’Etat, A Shantotto Ascension, Vision of Abyssea, Scars of Abyssea, and Heroes of Abyssea. |
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Areas
Western Adoulin
Western Adoulin serves as the home base for the Sacred City of Adoulin's pioneering plans and, as the entranceway to the city, is also a hub for adventurers who were afforded safe passage to assist in the city's long-term settlement project. More than just a mere facade, this section of the city is brimming with activity, from townsfolk going about their daily sundries to a variety of facilities specially tailored for would-be pioneers.
Rala Waterways
The Rala Waterways are a gigantic expanse of interconnected underground straits spanning from east to west by means of the Big Bridge. Always a popular subject of gossip amongst the citizenry, the two-hundred-year-old Waterways are not only a source of water for Adoulin; they're also regarded as a place of wonder and--according to rumor--a home to all manner of unfriendly creatures. As such, they are not open to the general public.
Yahse Hunting Grounds
The Hunting Grounds are a second expanse of jungle located adjacent to the Ceizak Battlegrounds, and can be accessed via boat from Eastern Adoulin. Perhaps in part due to the similar topography, flora, and fauna, many pioneers have lost their way when traversing between the two. Enormous trees dominate the landscape, their twisted roots serving as a grim reminder that humanity is not welcome within. Opening up this land for population is one of the primary goals of the pioneering project.
Ceizak Battlegrounds
Beyond the guarding gaze of Jorius Yett lie the Ceizak Battlegrounds, a dense stretch of jungle serving as the symbol of Western Adoulin. Species of vermin never before seen in the Middle Lands call the Battlegrounds home and, together with enormous trees impeding any sense of progress, pose an obstacle for intrepid pioneers to overcome. No colonization effort has any hope of succeeding without first breaking the land free from the stranglehold of its twisted grasp.
Foret de Hennetiel
The Foret--the lowest-lying area in all of Eastern Ulbuka--is known throughout all Adoulin as a harsh, punishing environment where neither people nor animals had been able to tread for hundreds of years due to the contamination of the Zoldeff River that flows through it. Yet nature herself eventually reclaims all that has been sullied, and recent years have seen a blossoming of all manner of fascinating plant life hitherto unseen. Settling this wilderness poses yet another issue the Adoulinians must overcome.
Sih Gates
The Gates are famous as home to all types of grisly foes around its large rocks and within its limestone caves. The roots of the gigantic arbors found in the hunting and battlegrounds protrude from the rocks, choking what remains of the treaded paths and preventing easy passage. Many species of fungi line the walls and floor of the caves, but they are not fit for consumption, and as such can provide little succor. The population of the vile Acuex within has been multiplying, and with pioneers forced to fight in such close quarters, antitoxins are a must for survival.
Moh Gates
The Moh Gates are a dungeon connecting Ceizak Battlegrounds with Morimar Basalt Fields. Serving as a stark contrast to the frigid fields, waves of red-hot magma churn in the depths below--a chilling testament to the destructive force that nature can be. In some places, sizzling hot springs bubble just above the surface, to which many pioneers pay regular visits to recover from their weary days. Yet with the vicious matamata laying in wait just along the outskirts, any respite is short-lived.
Adversaries
Velkk
These notoriously ruthless savages have set up their base of operations in the west of Eastern Ulbuka. According to records of old, they once lived throughout the various islands that constitute the Adoulinian archipelago, but were forced further and further west as the First King's influence grew.
Velkk fighters can be classified into two broad types: bellicose warriors who desire only to massacre their foes in the most bloody way imaginable, and devoted practitioners of the black arts who delight in using their spells to gain the upper hand in battle.
Twitherym
Don't be deceived by the majestic hue and intricate choreographic magic these butterflies exhibit--their bite certainly matches their beauty. They mainly live outdoors, but specific strains have been known to inhabit dungeons throughout Ulbuka in addition to their purple brethren.
Chapuli
This particular species of vermin makes its home in the Yahse Hunting Grounds and Ceizak Battlegrounds. Pay close attention to the horns protruding from their heads, for they can cut through foes cleaner than a Far Eastern katana. Their towering leaps and breakneck speed can leave even the most adroit of adventurers befuddled.
Matamata
Thickly wooded groves and tropical regions play host to these reptilian monstrosities, whose quaint moniker extenuates their ponderous size. They may seem like slow-moving creatures, but try telling that to the few pioneers who've survived the rapid succession of lashings dealt to them by a matamata tail. That's hardly their only weapon, however, as they can also expel internally boiled water at unbelievable velocities.
Heartwing
Scattered reports of heartwing sightings have come in from all corners of Eastern Ulbuka, and those who've seen these affable spirits in person note that they enjoy drifting about harmlessly and trailing after pioneers.
It may be difficult to discern any logical behavioral patterns from these enigmatic creatures, but almost all their witnesses agree that there's nothing cuter on the whole continent than a fluttering heartwing. However, what follows after espying a heartwing usually sends chills down one's spine rather than inflaming one's passions...
Craklaw
Aquans through and through, craklaws make their homes in the rivers and deltas of Eastern Ulbuka. Their gigantic claws can slice boulders in half like knives through Selbina butter, and their massive stony shells spurn even the most carefully crafted weapons without suffering a scratch. It would require no stretch of the imagination to label them as moving underwater fortresses.
Acuex
Acuexes have spread throughout Eastern Ulbuka's underground regions, and many a witness has come forth to attest to the acridness of the poisonous gas they spout. Little is known about these miniscule monsters, except that they multiply rapidly and gather in the nooks and crannies of caves as well as their walls. Scientists have tried proving that the miasma acuexes spout is related to the spores of mushrooms, but so far have met only with failure.
Umbril
As their name suggests, umbrils skulk amongst the shadows, shrouded in mysteries as opaque as their natural habitat. Records from ancient scrolls confirm their existence in Eastern Ulbuka since long ago, yet details regarding their behavior are few and far between--the most terrifying of which is that they can glide through earth and walls with nary a thought. No wonder they're most widely known only as the "Jungle's Curse."
New Jobs
Geomancer
Harnessing the elemental energies that course through Vana'diels veins in ways that no sorcerer can, geomancers both aid their comrades-in-arms and teach their foes how deadly the forces of nature can be.
Rune Fencer
Quick with a blade as well as an incantation, these versatile duelists employ the power of arcane runes to sway the tide of battle both offensively and defensively.
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