

Tags : ffxiv news, final fantasy xiv, ff14 news, ff14 update
Welcome back Blog-goers and FFXIVcore members! I wanna take this time to  State my thanks for the comments to the First part of my own personal  views on the update thus far, and thanks for coming back. I'm here  today, a week before I turn 21, to give you the (highly?) Anticipated  part two! Before I was somewhat straightforward.. Today, I have a lot of  things to throw at you to think about. Get ready... part two's coming  at you hard!
As with before, enough nonsense, more information! And bare with me..  This is going to be long.
Archer: Fire and Forget... Or not...:
Archer archer archer. Where to begin. First of all just to get it off my  chest right now... NO CROWSBOWS? Either a really big mistake... or a  really smart idea for making a whole other and yet revealed class for  them.
This is a complete twist on the way people think of Archers and i bet a  lot of people will be complaining. Archers are hands down still going  to be powerhouses. AoE powerhouses, though. Single target will still be  good, but I am guessing they will go into battle (depending on  skill/gear, in that order) as a must have class in most AoE  raids/battles. Imagine Using quick nock/replenish and firing 10 Arrows  at one enemy. Hello Barrage, hello hate! Maybe even hello floor, you  taste nice. Archers are going to be battle changers. Waiting for the  right time to unleash their wrath of arrows is going to be a particular  skill this time around, for archers who unleash to early will eat the  ground. Guaranteed. SE has mentioned they have to wait for the right  time to strike, and that is my take on what they say. Also.. Archers  will be farthest from the party, quote on quote "alone" and that just  seals the deal. I think SE is going to punish The elitist Archers of  FFXI by saying, "Yeah, go ahead and pull... if you don't kill it..  you're dead. /evilpanda." Somethings to think about... Seems as though  from the Cutscene description I read.. Elemental arrows can be placed on  arrows by The other mage classes.. So will archers always team up best  with a mage? And what will the price be to both classes if this indeed  is the case? And can we get arrows that are enchanted by normality if we  can't team up with a mage? And with the Different type of Arrows listed  in the update... will archers have to micromanage arrows to maximize  their DPS potential? Nice questions to ask yourself.
Notable Moves: 
Wide volley: Make it rain arrows (Rain arrows upon one enemy and all the  enemies within a certain distance of him)
Quick nock: Fire a number of arrows in quick succession (Fire a number  of arrows at all enemies in a cone-shaped area ahead of you)
Replenish: Nock as many arrows as you can hold (Fire many arrows at  once)
On to My Favorite parts of the Update, the mage classes. (AKA RAGING  CLUE)
Thaumaturge: Working Wonders by Means of Magic:
For those of you who don't know what thaumaturge means or haven't looked  it up, the title of this section explains it all. It's a Greek word oft  translated in English to "Wonderworker". What does that leave you to  think about this class now?
Exactly what it says. This Class is your Black Mage. If you like  powerful, destructive magic, this is your calling. Thaumaturges will  boast the highest Magical Attack. But they have a lot of conal attacks?  My mind was almost puzzled. Until I came up with this. Thaumaturges Are  going to be a mage class to define mage classes we've seen in any MMO.  The ability to pull in is what will set them apart. No more running from  your enemies... casting gravity.. I PITY the foo! This time, our new  and revamped BLM is bloodthirsty. I assume we will see Thaumaturges pull  in mobs, then charge up a supremely efficient Conal AOE and obliterate  things. The Ability to share your own buffs with another party member is  enticing, especially since aside from having the best magical attack, I  am also going to guess that they will have class specific buffs (maybe  En-spells, Bar-spells, etc) that will be useful to share with a tank or  healer. With an option to heal other party members at a drop in thier  own health seems almost like a last resort, or a form of Drain Healing.  AKA Cast Sacrifice, Drain HP back, rinse, repeat. The Thaumaturge seems  like your Super power red mage currently, Having the best magical attack  from BLM and getting what I think will be the best buff/debuff spells  around in Red Mage. It will take skill and timing to know what to cast  when to maximize the DPS they will do, and it will be interesting to see  how aggro is manage against these fearsome casters. It seems it will be  even more prevalent in 14 to Debuff enemies upon them buffing  themselves or pay a high toll for disregarding it. I know we're all  excited about the thought of Blowing things to smithereens but, In this  case, the end doesn't justify the means. Yes, I am hinting at MP.
MP does not regenerate by resting. So what then, will helping the now  nomadic party healers and casters save and restore MP? I have Multiple  Theories.
1: The Use of item, such as drinks, food, to replenish mana between  battles. Only seems logical, right?
2: Aetherytes(SP), Which will have an option to replenish MP and HP  Completely upon usage.
3: You may get a percentage of MP Back based on what you used during a  set fight back upon killing the mob/mobs involved.
4: Some form of Camping/tenting, going back to older FF's and using  tents on the field?
5: Each Class will get a Special ability, or lastly..
6: Be able to enchant MP/TP/HP Drain on weapons.
As long as thaumaturges can manage their MP, however SE allows them to,  expect to be a high damage class, at a very high risk to your own  personal safety.
Notable Moves:
Drain: Absorb HP from enemies in range
Sacrifice: Heal others at the cost of your own HP
Syphomage: Take MP from defeated enemies 
Absorb-accuracy: Take your enemy’s accuracy and make it your own
Last but not least, My most anticipated part of the update(for  me)(Another SUPER RAGING CLUE)
Conjurer: When one is not enough!
This class just emanates one word to me, and one word only: Scholar. I'm  sure you can see the excitement on my face in your mind as you read  this, for I am, after all, SCHOLARSERA.
Eight time out of ten, Conjurer is going to be your "main" healer. The  have Final Fantasy Staple cure spells, and Protect.. it'd be stupid to  say otherwise. But Scho... sorry, Conjurer's, can put out the Damage  too. Conjurer is going to be The brand new scholar, with less focus of  Grimoire and more on accessibility. After laying down the cures and  protects on people, expect them to be able to light up the sky, and keep  up with even the meanest Thaumaturge. They will also be the master of  beneficial buffs for the party, including protect, shell, haste, veil  and maybe even erase and esuna. What else they could possibly do for a  party in terms of buffs is only speculation.. But I imagine we will see  old FF series buffs come back into play.
In terms of the Magical attack portion of Conjurer, Expect it to be a  bit like SCH. The abilities they have are already reminiscent of the  Grimoire abilities of their older counterpart, one to increase magical  attack, one to decrease casting time, one to make a spell AoE.. and this  doesn't just go for the Damage spells, but for all of them. How  Exciting is that? The most exciting abilities to me right now are the  ability to cast spells and move, and the ability to Equalize enemies  Elemental attribute. Of the former, an awesome Ability for a critical  moment where your party is moving on to the next camp with a mob or  group of mobs almost dead, and your tank is still taking hits. pop this  ability to move with him, and heal him as you go! No worries. The  latter, a much more interesting Idea... It has been noted that conjurers  need to keep in mind the elemental properties of everything around  them. This is why. By Aligning enemies and allies alike to the same  element, A party can exploit a weakness in the enemies with en-spells  and black magic alike, and also make an enemies elemental attacks less  damaging. Conjurers are an essential ally for fight dealing with strong  elementally outfitted baddies just because of this particular spell.  Enemies base elemental property and allies too will all play a role in  Conjurer and how to be most efficient in casting the best buffs, heals,  and offense magic. No more sitting back and hitting Alt+5 Healers! Plus,  the most unspoken of issues: The ability to heal specific parts of the  body by aiming the cure? What role will that play in all of this? Only  time will tell.
Notable Moves:
Trance chant: Chant spells with fervor (Nothing can interrupt casting)
Purge: Can see all elements infinitely and clearly (Equalize the  elements of enemies and allies)
Roaming soul: Cast spells by humming (Can cast spells while walking)
The possibilities are endless. This blog, despite your belief and  probably sore eyes, isn't. This wraps up Part 2. Stick around for Part  3, Pugilist, Miner, Blacksmith, and Part 4, Beta Screenshot and my  person opinions! Thanks again for reading! Comment as you see fit.
This is just my speculation.. From a Scholar's Eyes. Till next time!
By ScholarSera
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