FFXIVGuild Into the Aether 004: Geomancer & Chemist!

ffxiv arr weekly editorial banner into the aether 004
Welcome to the fourth issue of Into The Aether! This is the final post in a series where we are speculating the next possibly classes and jobs for FFXIV! Last week on Into the Aether, we revealed the Berserker, Fighter & Spellbow. We do apologize for the delay while we fixed up our bugged out menus but here it is! The last two jobs of our speculations: Geomancer and Chemist!

This weeks Reveal/s:

GEOMANCER (GEO)

Requirements: CNJ 30 THM 15

Conjurers have always been considered the masters of the worldly elements, taking control of earth, wind and water. Although they are mostly revered for their healing magic, some Conjurers have honed their control of the elements to become potent mages on the battlefield. These new Geomancers use their control of the aether of the environment to destroy their enemies using the very ground they stand on.

Core skills – what makes the GEO a Geomancer?

Geomancers Stance (Trait) – Changes Cleric Stance into Geomancers Stance. Increases elemental damage, increases INT, reduces healing. All elemental spells have a chance of reducing the resistance of its specific element for a short duration, stackable.

Stone III – Massive single target damage. When earth elemental resist debuff stacks reach 3, the next Stone III spell will become an AoE and consume the stacks.

Water Ball – Channeling single target water damage spell. Launches multiple water balls over the duration. If water resist debuff is at 3, the next Water Ball will also regain some mana per ball hit.

Aero III – Wind damage and Wind DoT. If Aero I, Aero II, and Aero III  are all applied on the target and the wind resist debuff stack is 3, they combine onto one DoT debuff called Tornado that also deals damage to all enemies around the target.

Whirlpool – Leaves an AoE that deals water damage while within it. Increased chance of placing a water elemental resist debuff per tick of damage. Also applies heavy.

Terra Break – Over a large area, applies max elemental debuff for all elements, Tornado on each target and a larger, more potent Whirlpool.

We wanted to keep the elemental theme taken from the CNJ into the GEO. We also thought about incorporating the constant Final Fantasy “Terrain” mechanic but we concluded that it would be hard to balance. This is because this would mean that you would only see a certain skill in certain encounters. At least with our current speculation, you still have that feeling of being able to adapt in the battlefield.

Geomancers in other FF’s: Geomancers are fairly prominent in the FF series and in all of their iterations they all have the same mechanic, Terrain. Their skills/spells would be based on the terrain that they, or their target, would be standing on.

 

CHEMIST (CHM)

Requirements: MSK 30 CNJ 15

Every Lominsan boat crew needs its own purveyor of potions and remedies. Having expertise with local flora and fauna, these Chemists brew their own home made potions, forgoing those made by local Alchemists deeming them too weak and ineffective. They help their shipmates through these potions that seem to make the men faster, stronger, smarter and last longer in the battlefield, making them almost essential in a fight.

Core skills – what makes the CHM a Chemist?

Healing Salve – Single target heal with a Regen that starts out stronger based on missing health and reduces in potency over time.

Healing Balm – AoE heal with a Regen that starts out stronger based on missing health and reduces in potency over time.

Disinfectant – Removes status effects on target and in a small radius around target. All players hit will be immune to other status ailments for a short duration.

Battle Tonic – increases attack and magic power for a short duration, only one buff may be active at one time per target

Stimulant – increases skill and spell speed for a short duration, only one buff may be active at one time per target

Anesthetic – increases magic and physical resistances for a short duration, only one buff may be active at one time per target

Unstable Mixture – massive single target heal with a long lasting Regen that gains in potency over time. Gives all buffs of Battle Tonic, Stimulant and Anesthetic at double strength but leaves the target exhausted after its duration. Exhaustion leaves the target unable to receive buffs from Chemists and has reduced offensive stats for the duration.

The CHM falls into this weird pesudo 4th role, support, just like the BRD. Although this time, its a healer support instead of a dps support role. Since only one buff may be active at one time per party member, a CHM needs to know when to juggle which buff on which person. Making sure everyone has offensive buffs on a DPS race or throwing that clutch defensive buff at a dying party member.

It would be nice to see this kind of active healing/supporting in FFXIV.

Chemists in other FF’s: Ofcourse, our first fond memory of a Chemist class is the one from Final Fantasy Tactics, which is kind of where we based our Chemist on. Chemists are found in quite a few FF’s but are also sometimes called Alchemists.

So here’s our final weekly tracker:

GLD – PLD DKN
MRD – WAR BSK
CNJ – WHM GEO
ACN – SCH SMN
THM – BLM AST
PGL – MNK FTR
LNC – DRG TMP
MSK – GNS CHM
ARC – BRD SPB

Gear Distribution

Fending – WAR PLD TMP FTR
Striking – MNK BSK
Maiming – DRG DKN
Aiming – BRD GNS
Healing – SCH WHM AST CHM
Casting – BLM SMN SPB GEO

That’s it for our job speculation series! Stay tuned next week for an all new themed Into The Aether!

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FFXIVGuild Into the Aether 003: Berserker, Fighter & Spellbow!

This week on Into the Aether will be our third speculation on the next/new classes of FFXIVARR. Berserker, Fighter and Spellbow!

ffxiv arr weekly editorial banner into the aether 003

Welcome to the third issue of Into The Aether! This is the third in a series where we are speculating the next possibly classes and jobs for FFXIV! Last week on Into the Aether, we revealed the Gunslinger, Templar and Astrologer!

This weeks Reveal/s:

BERSERKER (BSK)

Requirements: MRD 30 LNC 15

Seeking to refine their mastery of heavy weapons: the more “forward” members of the Marauders guild trained with the great spears of gridania. These axe-wielding madmen had seemingly lost their sense of self-preservation somewhere along the line. These “Weaponmasters” soon found a new unofficial, but more fitting, name amongst the people. The Berserkers.

Core skills – what makes the BSK a Berserker?

Bloodlust (Stance) – Every combo finish grants one stack of Unstoppable, each stack of Unstoppable grants 2% Damage Increase and a 5% chance to resist all forms of disable.

Bloodboil – Consumes all stacks of Bloodlust and decreases total enmity, Grants a 20% increase in Skill Speed for 20s for each stack consumed.

Hatred – For the next 20s, all enmity gained during this time is converted into damage. Enmity gained during this time is 0.

Wild Cleave – All basic attacks and weapon skills will now cleave during the duration. Consumes all stacks of Bloodlust and decreases total enmity. (Also changes animations of each skill)

Reckless Abandon – Gives full stacks of Unstoppable. During the duration, skills no longer require the previous skill to gain its additional combo effects but also increase damage taken by 15%.

Since enmity was such a big part of the Marauder package, we needed to think of some way to use that into a DPS class. Now, the Berserker can use this emnity as a damage source as well. He also needs to manage his enmity levels because of the default emnity gains on his highest damage combo skill.

Berserkers in other FF’s: FFV, FFX-2, FFTTA2, Berserkers were most memorable to me in FFV, where you couldn’t give them any commands! They just purely attacked any enemy target with a huge bonus to ATK power. While this would be stupid implemented in an MMO, you can learn more about the history of the Berserk Status.

berserker in FFV

I really hope they retain the look of wearing animal hides!

 

FIGHTER (FTR)

Requirements: PGL 30 MRD 15

Just like the Monks of old from the ruins of Ala Mhigo, Fighters were once thought of as a lost art of the Ala Mhigan army. After the defeat of the Garlean forces in Eorzea, lost tribes are now reappearing from the dunes, eager to join society once more. Unlike Monks who choose to train to destroy their enemy with pure combat mastery, Fighters train to use the enemies strength against themselves. From the harshness of the sand dunes, Fighters seem to have equal parts of finesse and fury when disposing of his enemies.

Core skills – what makes the FTR a Fighter?

Harsh Training (Trait) – Fist of Earth is now renamed to Fist of the Sands. All combo skills now generate increased enmity. Reduces damage dealt by 20%.

Fist of the Sands – Reduce damage taken by 10%, increase dodge by 15%.

Crippling Punch – Must be used in Raptor form. Gives enemies a debuff that has a 3% chance to miss attacks or skills. Stackable to 3. Changes form to Coeurl.

Debilitating Strike – Must be used in Coeurl form. Reduces enemy damage by 5%. Stackable to 2. Changes form to Opo-Opo

Ironwill Strike – Combo from Haymaker. Reduces enemy damage by 15%. Also applies paralyze.

Rush – Jumps to a target enemy and taunts them. Increases dodge by 10%. Must be 5 yards away to use.

Steel Body – Increases magic and physical damage resistance by 50%. Reduces skill speed and move speed by 50%.

Fighters in other FF’s: Hmmm… they’re usually associated with the Warrior Class. While we wanted to speculate the infinitely more popular “Samurai”, we tried to stick with the limitation that the advanced jobs will use the same weapon as the base class.

A “martial arts” tank isn’t really a popular theme in FF. Strangely, the Monk from FFTactics would be the most similar. Do you remember any “tanky” martial fighter from other FF’s? Please let us know!

SPELLBOW (SPB)

Requirements: ARC 30 ACN 15

Core skills – what makes the SPB a Spellbow?

Vengeful Aria – (Song) Increase unaspected Magic damage dealt by party members by 10%.

Forest Nocturne – (Song) Increase healing potency of party members by 10%.

Essence Break – combo from Bloodletter – A long duration DoT.

Poison Kiss – a “DoT” which gains potency if Windbite/Venombite/Essence Break are present on the target.

Bondfracture – Increase DoT damage taken by target by 20% for 15 seconds.

We wanted another Unaspected Magic Damage dealer to round things out! Similar to SMN, these guys are DoT based.

Spellbow in other FF’s: I really cannot think of a heavily spell based archer. The Sniper from FFTA2 comes to mind, however. This is more popular in the DnD world, Eldritch Archers / Arcane Archers are pretty commonplace in that lore!

So here’s our weekly tracker:

Plain Text = Already Known
Italicized = Our Speculation
Bold = To be revealed next week!

GLD – PLD DKN
MRD – WAR BSK
CNJ – WHM ???
ACN – SCH SMN
THM – BLM AST
PGL – MNK FTR
LNC – DRG TMP
MSK – GNS ???
ARC – BRD ELE

Gear Distribution

Fending – WAR PLD TMP FTR
Striking – MNK BSK
Maiming – DRG DKN
Aiming – BRD GNS
Healing – SCH WHM AST ???
Casting – BLM SMN ELE ???

What’s in store for next weeks Into the Aether? We will be revealing the last two of our speculated new jobs coming from Musketeer and Conjurer. Stay tuned!

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FFXIVGuild Into the Aether 002: Templar, Gunslinger, Astronomer!

What are the possible new / next jobs of FFXIV? We will be revealing three more of our speculations in this issue of Into the Aether!

ffxiv arr weekly editorial banner into the aether 002

Hi readers! Welcome to another installment of Into The Aether! With todays weekly editorial we have been doing a series which covers our theories into what the next possible classes & jobs are for FFXIV:ARR. Again I would like to remind you that these are all theories and speculations, nothing you see here has been confirmed.

This weeks Reveal/s:

ASTROLOGER (AST)

Requirements: THM 30, ACN 15

Thaumaturges in the Coerthas Observatorium have long looked to the stars for new discoveries. With the help of the Arcanists of the Observatorium, the guilds have discovered something new: the control and use of Aether from the heavens itself. These magick-users then found the guild of Astrologers.

Core skills – what makes the AST an Astrologer?

Stargazer (Trait) – Umbral Fire now also affects Heal the same way it does with Fire. Umbral Ice now also affects Heal the same way it does with Blizzard. Every tick of Thunder heals a random party member for it’s damage.

Stardust – Gives Astral Fire , single target heal, has a chance to proc Moonlight free and no cast time.

Moonlight – Gives Astral Fire, does an initial heal and a regen both based on missing health, more health missing the stronger the heal and regen.

Constellation: Azeyma – Gives Umbral Ice, AoE heal and grants a weaker Apocostasis for a few seconds.

Constellation: Nophica – Gives Umbral Ice, small initial heal and a barrier that greatly increases physical and magical defenses for a short time

Equinox – Expends all of your current mana to heal and give a shield for double the mana spent. Removes all Umbral Ice or Fire stacks. Instant Cast.

Basically, you use the constellations on Umbral Ice phase, and Stardust/Moonlight on Fire Phases. The total potency of their heal skills are FAR below WHM and SCH to balance their “infinite” mana pool.

Astrologers in other FF’s

As far as we know, there is only one other Astronomer in the FF series. Olan from FF Tactics. He’s the one that spams the fearsome “Galaxy Stop”. Another note of trivia, when you fight Olan in the lions war, his main weapon equipped (book) is called the Omnilex! Hmm…

 

GUNSLINGER (GNS)

Requirements: MSK 30, ARC 15

The sailors from Limsa Lominsa are no strangers to firearms. Some members of the Marauders guild have dedicated themselves to the mastery of guns. With help from the Woodwailers in Gridania, this once crude weapon has become an example of precision and accuracy in Eorzea. These Gunslingers, masters of pistols, are now a mainstay in any ship leaving the ports of Limsa Lominsa. They are often seen carrying more than two sets of pistols on them and are the envy of many because of their speed, accuracy and their spirit of exploration.

Core skills – what makes the GNS a Gunslinger?

Maelstrom Gunslinger (Stance) – With a maximum of 24 Bullet Stacks, the Gunslinger can expend these stacks to cast certain skills. Combo skills now deal additional bleed damage but use 1 Bullet stack.  You can regain bullet stacks by using certain abilities or the main Gunslinger mechanic: Reload.

Reload – Gain 6 Bullet stacks.

Speed Reload – Gain 24 bullet stacks. Long cooldown.

Pistol Shot – 2 Bullet Stacks. Combos from a basic skill. Increases damage taken from any damage over time source.

Double Tap – 12 Bullet stacks. Deal massive damage to a target, critical hits have a chance to deal extra damage. Also has a chance to refund the Bullet stacks spent.

Volley – 18 bullet Stacks. Channeling. Deal AoE damage in an area that also slows movement.

Rapid Fire – Channeling. 6 Bullet stacks per second. Deals damage and leaves a DoT based on how long the channeling was active.

Gunslingers in other FF’s

There are various Gun-type jobs found in FF. FFTA’s Gunners, FFX-2’s Gunmage and a whole host of others.

As for main characters many were known to have guns. In FFXIV alone, Merlwyb (Admiral of the Maelstrom). Vincent Valentine (FFVII), Irvine Kinneas (FFVIII) and Sazh Katzroy (FFXIII).

TEMPLAR (TMP)

Requirements: LNC 30, GLD 15

With increasing threat on the nation the Gridanian Wood Wailers, Discovering the lack of a true front-line, decided to train a new kind of fighter. Emissaries from the esteemed lancers guild traveled to Ul’dah to train with the gladiators. Eschewing the use of the shield, these heavy knights favored heavy armor and a deadly halberd. They decided to honor the Temple Guardians of old, and named their new-found fighting style the art of Templars.

Core skills – what makes the TMP a Templar?

Art of The Templars (Stance) – Removes the need for positioning on skills and all combos now also generate increased emnity. This also increases magic and physical defense but decreases damage dealt.

Combat Preparation – The Templar readies himself, giving him increased defenses and resistances

Ring of Fire – Combo from Ring of Thorns, leaves a ground effect that deals damage over time. Has emnity generation.

Head Stab – Silences an enemy and leaves him vulnerable to attacks for a short period of time. Also increases the Templar’s resistances and defenses.

Defender – The Templar plants himself firmly on the ground. During the duration he takes 50% reduced damage and has reduced movement speed (Heavy). He cannot be disabled,  slowed or knocked back during the duration.

Templars in other FF’s

Strictly speaking, Templars only ever appeared in the FFTA series. Are they other Templar-like people from FF’s? (Heavily armored spear-users). Although a lot of “dragoon” like characters come to mind… (Freya, Kimahri, Cid…)

The first thing that comes to mind is Odin! While he’s been known to have a sword these days, there are times he’s depicted with his spear Gungnir!

So here’s our weekly tracker:

Plain Text = Already Known
Italicized = Our Speculation
Bold = To be revealed next week!

GLD – PLD DKN
MRD – WAR ???
CNJ – WHM ???
ACN – SCH SMN
THM – BLM AST
PGL – MNK ???
LNC – DRG TMP
MSK – GNS ???
ARC – BRD ???

Gear Distribution

Fending – WAR PLD TMP ???
Striking – MNK DKN
Maiming – DRG ???
Aiming – BRD GNS
Healing – SCH WHM AST ???
Casting – BLM SMN ??? ???

What’s in store for next weeks Into the Aether? We will be revealing THREE MORE  of our speculated new jobs from the base class Pugilist, Marauder and Archer! 

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FFXIVGuild: Into the Aether 001 “New classes & Jobs!?”

Welcome to the first issue of “Into the Aether”! For this week and the next issues, we will be discussing the possible next/new jobs and classes!

ffxiv arr weekly editorial banner into the aether 001

Into the Aether is one of our weekly editorials where we discuss and share our thoughts about what could be in store for FFXIV:ARR in the near future. These posts are purely our speculations and should not be considered as official announcements. We’re just letting our imagination run wild!

One of the most exciting things to wait for in FFXIV:ARR is the release of more classes and jobs. Over the course of the next few weeks, “Into the Aether” will reveal to you our predictions and discussions on what are the possible upcoming jobs and classes. Note that we are in no way “serious” or telling you that “We bet our souls it’s gonna be this!”. This is purely an exercise in fun!

First off, we decided that no one class can have two jobs of the same role type or have two of the important roles (healer & tank). There is however ONE exception which you will find out in the weeks to come!

We also took into heavy consideration the Gear Distribution and Role Distribution. We are also considering MUSKETEER as an existing base class because of the existing guild emblem in Limsa Lominsa.

 

So here’s going to be our weekly tracker:

Plain Text = Already Known
Italicized = Our Speculation
Bold = To be revealed this/next week!

GLD – PLD ???
MRD – WAR ???
CNJ – WHM ???
ACN – SCH SMN
THM – BLM ???
PGL – MNK ???
LNC – DRG ???
MSK – ??? ???
ARC – BRD ???

Gear Distribution

Fending – WAR PLD ??? ???
Striking – MNK ???
Maiming – DRG ???
Aiming – BRD ???
Healing – SCH WHM ??? ???
Casting – BLM SMN ??? ???

This weeks Reveal:

DARK KNIGHT (DKN)

ffxiv dark knight speculation

Requirements: GLD 30, THM 15

With advancements by the thaumaturges guild, control of the aether has been deemed safe for others to use. Because of this, Gladiators looking for a new style of fighting have come to learn channel the aether into their attacks. These new “Aether Knights” have been affectionately called, Dark Knights by the Coliseum fans. Although considered heretics by the Paladin Order, Dark Knights have been welcomed into Ul’Dah society by the populace. Are they trust worthy enough with their manipulation of the aether?

Core skills – what makes the DKN a Dark Knight?

Dark Oath – Converts all damage to Unaspected Magical Damage. All weaponskills use  Magic Damage Potency to determine damage. This also reduces emnity generation. All skills that increase defenses increases Magic Potency instead. All combos from GLD skills, adds one stack of Void Aether. Void Aether increases HP regeneration and life steal % per stack.

Corrupt – Consumes one stack of Void Aether to deal a DoT. Uses MP.

Shadowbite – Combo from Fast Blade. Deals Damage and consumes any remaining duration of Corrupt to deal extra damage. Consumes one stack of Void Aether. Uses MP.

Bloodsword – Combo from Riot Blade. Consumes all Void Aether to deal massive damage and at the cost of your own HP. The more Void Aether stacks consumed, the stronger the damage.

Void Surge – Instantly doubles current Void Aether stacks and can go over the maximum. Lasts for 15 seconds.

Drawing from Gladiator skills ,we had to find a way to change up the “tanky” nature of their skills. As a Dark Knight, choosing when to consume your Void Aether stacks will be vital. Do you keep your stacks for sustainability? Or burst your target down with Void Surge and Bloodsword?

Dark Knight in other FF’s

There are quite a few Dark Knights in other Final Fantasy titles. Names like Gafgarion from FF Tactics and of course, Cecil from FFIV. Dark Knights are also found in Final Fantasy XI as a playable class. (Yes, we’re aware some sources say Goffard Gafgarion was a “Fell Knight”.

What’s in store for next weeks Into the Aether? We will be revealing three of our speculated new jobs. Stay tuned! These jobs will be coming from Thaumaturge, Lancer and Musketeer!

This page will of course be updated as the game progresses and patches, and more gear will be introduced into the game.

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