An Insight Into RUN/GEO

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An insight into RUN/GEO
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 Lakshmi.Sparthosx
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By Lakshmi.Sparthosx 2013-02-21 12:09:35
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http://massively.joystiq.com/2013/02/21/massively-exclusive-an-in-depth-look-at-final-fantasy-xis-new/

Heres some details on RUN that we haven't had before.

Quote:
Rune Fencer

FFXI has two tank classes in the game at the moment: the Paladin, which shines against targets that hit quickly and weakly, and the Ninja, which shines against big slow hits. (Then you have classes like Warrior and Dancer, which shine at tanking when you need a tank and you have no other options.) The Rune Fencer is meant to complete the trifecta by bringing something new to the table. Rather than focusing on physical damage, the Rune Fencer is at its best against magical attacks, stopping casters dead and slicing through elemental strengths and weaknesses like butter.

Some of this is evident immediately when you look at the basics of the class. Rune Fencers do not have a shield skill; Great Swords are their primary weapons. They learn several white magic spells, including Stoneskin, Aquaveil, and Shell up to V (compared to their highest Protect spell at Protect IV). They also gain access to the various black magic spikes as well as Flash, Phalanx, Regen, Refresh, and Blink.

All of these spells create the image of a union between a Paladin and a Red Mage, an image further supported by the Rune Enchantment ability that serves as the central class mechanic. When the ability is used, the Fencer builds up a rune, each of which acts as an elemental weapon spell while granting the opposite elemental resistance. So Lightning runes give your weapon additional Lightning damage per hit while boosting your Water resistance, Fire runes add Fire damage and boosts Ice resistance, and so on.

Rune Enchantment has a five-second cooldown and can stack several times, which gives the class some of the flavor of the Dancer when you consider that you can consume your stacked runes for an overall effect. Two abilities allow you to consume your stacked runes for larger effects. Ward allows you to convert your runes into defense by giving you an absorbing shield against the relevant element (allowing you to place a shield on an ally) or increasing your resistance to the element. Effusion allows you to either consume your runes for a large burst of elemental damage or debuff the enemy with lowered resistance against the element in question.

You can start to see the flow right away. An enemy weak to Wind can be made even weaker, or you can shield yourself against the target's attacks. It's a flexible system that gives players plenty of ways to stack runes and make use of them whether fighting as a tank or DPS.

Fencers have a few other abilities as well; their one-hour ability functions like Invincible for magic spells, allowing them to laugh off the many bosses that use Chainspell. You also gain a group ability that enhances non-physical evade, an ability that shortens the duration of your next enhancing spell but increases potency, and a self-buff that increases your accuracy and evasion until you take a hit.

The field of classes that hit something with a weapon is pretty crowded in FFXI, but even without the tanking side of things, Rune Fencers bring new goodies to the table. The fact that they can also take hits for the rest of the group just makes them even better.

So many aspects of RDM/NIN return with RUN with tools to mitigate magical damage, absorb damage, use enspells (melee RDMs can finally shut the fk up), lower elemental resistance further or cause elemental damage.

Quote:
Geomancer

While Rune Fencers are new to the franchise, Geomancers have a long and storied history of sucking. The only game in which they've actually been useful was Final Fantasy Tactics, and even that was debatable. Despite this fact, the new version of Geomancer looks as if it's going to be quite good, working as a sort of fusion of Bard and Black Mage.

Geomancers are very much focused on positioning rather than terrain in FFXI, with their core class trait changing the effects of elemental spells based on the player's direction relative to the target. The Geomancer naturally learns some black magic, including elemental spells up to level IV and the -ra line of spells. However, most of the class abilities are focused upon the Indicolure and Geocolure mechanics.

This sounds more complex than it really is. Indicolure spells give the character a buff that extends out around the player, affecting all enemies or allies within the area of effect. Geocolure spells work exactly the same way, except that they summon a luopan when cast. The luopan is a physical object that does not move and can be hit with AoE attacks but is otherwise purely passive, its health slowly decreasing to serve as a timer. One spell of each type can be running at any given time.

In this, the Geomancer can work akin to a Bard, splitting effects between casters and melee characters as necessary. You could easily drop a debuffing luopan among the melee characters and then cast an AoE Refresh on yourself while among the mages. Or you could give yourself a debuffing field and run into range of the enemy while using a luopan in the area to buff the front line. The class winds up playing out in a very technical fashion, especially when you get to the class abilities.

For example, if you need to change your luopan effect before the item ticks down, you can use Full Circle to wipe it away. Or you can use Lasting Emanation to keep it in place longer. Ecliptic gives your next cast a shorter duration but a larger effect, while Life Cycle allows you to sacrifice your own health and heal your luopan proportionally. Dematerialize lets you briefly shield your luopan from any damage, and Concentric Pulse lets you detonate the luopan for an AoE damage effect while giving you the chance to put down a replacement.

Geomancers are obviously not meant as a melee class, focusing instead on their bells (akin to bardic instruments), but they can use clubs and shields for added durability. If you enjoy classes like Bard, Corsair, or Red Mage, it seems that the Geomancer will be just the job for you.

So more details on GEO such as a confirmed -ra line, spirit link for your luopan pet, an ability to shield it from damage, the ability to deal damage by blowing it up, AoE freshga as an incloture spell and an ability to increase sphere range at the cost of duration.

Pretty cool stuff. Both jobs at the least look fun to play which is more than I can say for my Bard!
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 Valefor.Prothescar
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By Valefor.Prothescar 2013-02-21 12:14:33
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Wow SE confirming that they see NIN as a tank in actual words


lol @ Rune Fencer's magic arsenal. They're really trying to take everything away from RDM aren't they


Rune system sounds badass, not far from what I expected at all
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 Lakshmi.Sparthosx
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By Lakshmi.Sparthosx 2013-02-21 12:17:06
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RDM has been dead forever.

The RDM melee crowd that didn't realize BLU was what they should have been playing now have an entire job revolving around meleeRDM, now with Greatsword pew pew pew Resolution action!
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 Siren.Kalilla
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By Siren.Kalilla 2013-02-21 12:17:26
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They already said NIN was a tank at vanafest, it's in my RUN notes.

Quote:
Their exceptional magic defense and elemental resistance put them squarely in the tank category, along with paladins and ninjas.
 Lakshmi.Sparthosx
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By Lakshmi.Sparthosx 2013-02-21 12:18:14
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NINs been a recognized tank for a while. At least since somewhere in TOAU where they realized that throwing billions of gil in shurikens didn't catch on.
 Valefor.Sehachan
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By Valefor.Sehachan 2013-02-21 12:19:02
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So excited.
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By volkom 2013-02-21 12:24:40
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Lakshmi.Sparthosx said: »
RDM has been dead forever.

The RDM melee crowd that didn't realize BLU was what they should have been playing now have an entire job revolving around meleeRDM, now with Greatsword pew pew pew Resolution action!

level rdm just for a support job!
 Lakshmi.Aelius
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By Lakshmi.Aelius 2013-02-21 12:32:07
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Geomancer looks alright but I don't think that type of gameplay will satisfy me. Rune Fencer on the other hand looks very cool and might be something needed in VW fights in the future. Perhaps it'll make things easier if some of those magical buffs can be transferred to the party as well.
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 Cerberus.Pleebo
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By Cerberus.Pleebo 2013-02-21 12:38:18
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VW was over with the release of Provenance. But yeah, I hope RUN buffs/debuffs are a useful addition to any new fights otherwise they could end up getting sidelined by the many Aegises floating around already. The party shield buffs sound interesting in particular.
 Leviathan.Arasuta
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By Leviathan.Arasuta 2013-02-21 12:38:21
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Paladin Aegis will out shine what they are saying about rune imo.
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 Bismarck.Bloodrose
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By Bismarck.Bloodrose 2013-02-21 12:42:33
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The party buffs do indeed sound interesting, but what caught my eye, was the ability to weaken mobs further to their elemental weakness, the ability to give themselves an Elemental weapon spell enhancement, while at the same time increasing the opposing resistances.

Not to mention they get to brandish a greatsword.
 Bismarck.Kelhor
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By Bismarck.Kelhor 2013-02-21 12:50:49
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I love me some tank jobs, but three big concerns about RUN:

1) As many have pointed out, the whole "how is this better than Aegis PLD" question

2) What are they going to wear? They're usually shown in light armor, which doesn't seem to help either the magic aspect or the "hitting things with a greatsword" aspect. Hope the AF/Relic/Emp is good.

3) What are they going to wield? SE already said they aren't getting Relic or Empyrean weapons. As the Caladbolg path shares a base weapon with most of the magian paths, that leaves the TP bonus path, and... what? Borealis?
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 Ragnarok.Martel
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By Ragnarok.Martel 2013-02-21 12:51:27
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Leviathan.Arasuta said: »
Paladin Aegis will out shine what they are saying about rune imo.
The advantage of resistance rather than MDT, is that depending on the potency of resistances from runes it may become possible to flat out resist many debilitating status effects outright. Like Amnesia, or Encumbrance.

Encumbrance turns an Aegis PLD into a sitting duck. No shield blocks, no Aegis MDT... no normal MDT(cept shell).. No PDT. If Rune fencer can resist that, or even better, grant the party said resistance, it'll definitely have a place. And PLD can't Block AoE spells for the party. Or for anyone else at all. Sad that cover can't block AoEs for the coveree.

And for PLDs, we may gain the option to PLD/RUN, assuming runes are usable subbed.
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 Leviathan.Arasuta
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By Leviathan.Arasuta 2013-02-21 12:51:52
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i was tempted to buy Borealis cells to see what happens but idk haha
 Valefor.Sehachan
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By Valefor.Sehachan 2013-02-21 12:52:05
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I think they'll be like drg armour-wise.
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 Bismarck.Kelhor
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By Bismarck.Kelhor 2013-02-21 12:55:27
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Ragnarok.Martel said: »
Sad that cover can't <insert a lot of things here>

Cover always made me sad with how under-utilizied it was. Making it a trait, or at least stronger/longer lasting would have done a lot to make a signature ability actually useful.
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 Ragnarok.Sekundes
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By Ragnarok.Sekundes 2013-02-21 13:42:15
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Darn, I was really hoping their 1hr would be runic from FF6.
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 Ragnarok.Xenetex
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By Ragnarok.Xenetex 2013-02-21 14:00:22
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Valefor.Prothescar said: »
They're really trying to take everything away from RDM aren't they


I dunno. Sounds to me like they gave RDM GS skill and changed it's name to RUN. I hope they remember to put RUN on all the stoneskin gear. I'll definitely be playing it after reading the OP.

EDIT:
Also, not being on ele belts/gorgets would hurt resolution pretty bad. I hope they're not planning on leaving them off.
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By Bismarck.Kelhor 2013-02-21 14:13:58
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Ragnarok.Xenetex said: »
Also, not being on ele belts/gorgets would hurt resolution pretty bad. I hope they're not planning on leaving them off.

They're listed as "All Jobs", whereas there's at least a few items that just have the current twenty listed, so I would say they are safe there.
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 Valefor.Sehachan
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By Valefor.Sehachan 2013-02-21 14:14:20
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Why wouldn't they be on them? They're all jobs items.
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By kenshynofshiva 2013-02-21 14:15:14
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Now will they give RUN and ability that will not require them to sub war??? Geo/sch now looks fun but needs a travel agent lol....
 Bismarck.Kelhor
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By Bismarck.Kelhor 2013-02-21 14:17:07
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kenshynofshiva said: »
Now will they give RUN and ability that will not require them to sub war???

They get Flash, at a minimum.
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By Cerberus.Kvazz 2013-02-21 14:17:41
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If they do that atk\def change, BLU might be a good sub basicly just because of the massive defence boost?
I'd way rather do that, than sub WAR and use defender and get less attack.
Gonna be a fun job to try out atleast!
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By kenshynofshiva 2013-02-21 14:19:35
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Wish they gave them an ability above 50 akin to provoke and not as broken as the DNC version lol...
 Valefor.Sehachan
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By Valefor.Sehachan 2013-02-21 14:20:20
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kenshynofshiva said: »
Now will they give RUN and ability that will not require them to sub war??? Geo/sch now looks fun but needs a travel agent lol....
/war isn't really for voke even, rather attack bonus which you pretty much need and DA.
Although it may be depending on situation, who knows run/pld might actually even make sense!
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By Shiva.Paulu 2013-02-21 14:24:58
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Ragnarok.Sekundes said: »
Darn, I was really hoping their 1hr would be runic from FF6.
Whatever they name it that is what I'm gonna call it now, Thanks!

P.S. Kaustra is still MERTON!
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 Sylph.Mesheef
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By Sylph.Mesheef 2013-02-21 14:34:16
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anyone else read it as the final death to pld and rdm?
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By kenshynofshiva 2013-02-21 14:35:02
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Not for PLD rdm has been rip for years now tho....
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By Shiva.Viciousss 2013-02-21 14:36:00
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Sylph.Mesheef said: »
anyone else read it as the final death to pld and rdm?

I think we read it as that 6 months ago.
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By Sylph.Mesheef 2013-02-21 14:40:15
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no, I still enjoy rdm, I do my job on it but with run its completey dead
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