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Final Fantasy XI Discussion BoardDiscussion Boards -> General

News Item: New Expansion Info!

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From: Cuer
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Posted: 2006-01-12 06:59:16
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PlayOnline: New Information on "Treasures of Aht Urhgan"!

From the Official FFXI Site (December 20):

New Information on Treasures of Aht Urhgan!

The Treasures of Aht Urhgan website has been updated with new information on the upcoming expansion pack. Now you can check the site to learn about Mamook, where the Mamool Ja reside, and Arrapago Reef, home to the Lamiae and their malevolent swarms of undead.

Click here to find out more!
From: Beastrader
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Posted: 2006-01-12 12:11:56
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I am trying to speculate on jobs base on Beastmans again. We had a previous discussion that Lamiae are like Necromancers, and Beastman and PLayers usually have the same jobs. So we said some form of Necromancy earlier. Now the new beastman Moomja:


"the inhabitants of the Savagelands are organized into four biologically different classes that consist of warriors, aquatics, sages, and knights."

War - we have already
Aquatics - what the heck is this?
Sage - Was this in FF Tactic Advance?
Knights - Armor break? weapon break? FF Tactics (PS2)

I know, the key word they used were "biologically different classes". But if you think about the Yagudo Theomilitants; they are also "born" into their job class as well.

What do you guys think of the speculations? I think we may get Sage, Knight, and maybe a very original job called Aquatics (shame on all ur pirates, its not happening. Pirates kinda lame idea anyways, but hey maybe a totally new job brough to u by the water-filled Aht Urghen)
From: Selenta
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Posted: 2006-01-12 15:27:20
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Well I for one doubt we will be getting all those jobs, knights sounds suspiciously like paladin for one ¬_¬;

Plus, "sage" could mean anything though it sounds most like blue mage to me (since sages are most known for being "wise" and a class that learns everything they know from they enemy can probably be called "wise" at the very least ^_~)

Aquatics is also VERY ambigious.... but I really doubt they would make a player class based on water, after all, how many places can you go swimming in FF?
From: Hyjynx
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Posted: 2006-01-12 15:49:24
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Quote from: Beastrader
I am trying to speculate on jobs base on Beastmans again. We had a previous discussion that Lamiae are like Necromancers, and Beastman and PLayers usually have the same jobs. So we said some form of Necromancy earlier. Now the new beastman Moomja:


"the inhabitants of the Savagelands are organized into four biologically different classes that consist of warriors, aquatics, sages, and knights."

War - we have already
Aquatics - what the heck is this?
Sage - Was this in FF Tactic Advance?
Knights - Armor break? weapon break? FF Tactics (PS2)

I know, the key word they used were "biologically different classes". But if you think about the Yagudo Theomilitants; they are also "born" into their job class as well.


What do you guys think of the speculations? I think we may get Sage, Knight, and maybe a very original job called Aquatics (shame on all ur pirates, its not happening. Pirates kinda lame idea anyways, but hey maybe a totally new job brough to u by the water-filled Aht Urghen)


I knew someone would do this the second they read that line...

Yagudo Theomilitants are born into their role in society but they arent nessisarily biologically different.

Those classifications arent a prelude to any new jobs >_>
Paladins and, as far as Sandoria is concerened, Dragoons are Knights....

Anyone who equips a Great Axe can use weaponskills called "whatever -break" So another no on that idea.

Last but not least, your question :"Sage - Was this in FF Tactic Advance?"
The answer is no.

None of those are possible job classifications. They are broad general terms which S-E used to outline social makup of the Mamool Ja's society.

My own guess is:
Warriors do the random grunt work and act as the foot soldiers.
Aquatics happen to be amphibious.
Sages are their magic users
Knights are a stronger more heavily built species of Mamool Ja who might generally lead an army or whatever.
From: Beastrader
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Posted: 2006-01-12 20:35:19
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Did some research myself, Sage was also know as someone who can use whm and blm magic, so its just RDM classified by

http://www.ffcompendium.com/h/jobs/redmage.shtml


Knights can break the following:
They specialize in skills that break an enemy's statistics (power/magic/speed/defense, etc.) or equipment.

So, Great Axe doenst have all the breaks, and Knight can't cure themselves either, so therefore they are the same as PLD. Some knights form past FF games can use "sword magic". FF Tactics comes to mind.

A job has close connection to water is still possible in my opinion; doenst matter if the guy is on land right? if he can use water related abilities anyways. if they do include this, i think they will give original sets of abilities rather than just lame aquaveil or water spells.

But anyways, just speculations for fun. We will see in a month or so when they update again before the Santa Monica gathering.

As of now....back to CoPs...too much content already
From: Ribh
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Posted: 2006-01-12 23:36:52
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I realy don't have any clue for what the other new jobs might be, but i'm having a big guess that one of them could and should be one like Vincent from FF VII, i'll call him methamorp or something like that, and think about it when it says "biologically different" one can guess that.
From: EXPLOADASAURUS
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Posted: 2006-01-12 23:43:22
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Quote from: Hyjynx
Last but not least, your question :"Sage - Was this in FF Tactic Advance?"
The answer is no.

Um...yeah...yeah it was.

And I wouldn't really say Sage is just Red Mage, maybe that's what they implied, but over FF's history, Red Mages seemed to be more suited at melee combat, so if there were to be some sort of Sage job, they'd probably just put it on the same melee level as a Black Mage (no swords or heavy armour). But that's still way too similar to Red Mage to make it it's own job. And Blue Mage seems to already be just like it.

Really, I don't know how SE will be able to put more jobs in without making a few jobs seem redundant.
From: TheGoneLamer
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Posted: 2006-01-13 03:01:51
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The Sage was first seen in Final Fantasy III, the actuall III, not the American III that is VI. It is a master of magic class, they can use White, Black, and Summoning magic in that game. I really doubt SE would bring this class into FFXI, the only balancing factor that was in the class in the console game was you could only know a limited number of spells for each level, so you had to carefully pick and choose which ones you wanted, you couldn't have them all. This is, of course, something I don't see SE doing either.
From: Bobo
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Posted: 2006-01-13 08:35:24
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they can't have a knight class!! the japanese name for the paladin job IS KNIGHT.
From: Krenton
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Posted: 2006-01-13 10:52:54
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Sage learns Giga Flare in tactics.
From: Tyg
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Posted: 2006-01-14 02:03:14
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I'm going to go out on a limb here and say that I'm willing to bet that maybe the new job will be based on the area. Para example, when Norg was added, Samurai and Ninja came with it, and whats in Norg? a bunch of Ninja/pirate/necromancer type guys led by a one eyed Samurai.

So I'd imagine these new jobs will maintain some sort of indian type flare. I mean look at what I'm guessing is Aht Urghan, it looks like an Ankur Wat-esk temple. And the Blue Mage has a definite persian/indian type look.

As for the other jobs, who knows. We have 6 big cities now to put them in. Jeuno, Windurst, SanD, Bastok, the eastern place, and Tavnazia. So theres a good chance that a Necromancer like job will come from Taz Safehold and have Fomor Killer. Ya never know.
From: Torious
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Posted: 2006-01-14 12:43:47
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necromancer hmm? sounds neat - too bad hume don't make the greatest mages ><

and FFTa did have a sage - but only the dog-like race could play as one (the guys that could become morphers)
From: guest
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Posted: 2006-01-16 02:12:52
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Tactics was on the original PS not PS2
From: Ilpalazzo
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Posted: 2006-01-16 16:27:32
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"..warriors, aquatics, sages, and knights."

assuming these fit into the mold of jobs already in the game, these are my predictions:

Warriors: um.. maybe WARs? >_> every beastman race has something along the same lines, basically a basic grunt with no real job-specific abilities..

Aquatics: aqua = water, water is blue, so this is my guess for a Blue Mage class..

Sages: sages are wise and knowledgable of the workings of the world/universe.. frequently accused of witchcraft and alchemy throughout realworld history... i'm keeping my fingers crossed for Chemist to be one of the new jobs, and this is where my money is for it to show up ^^

Knights: could be pld, drk, or drg based.. or could be a new dedicated true-tank job..

i think the reference to "biologically different" means that each class will be obviously, visually identifiable unlike the current ranks of beastmen who are mainly ID'd by name and weapon wielded.. Sahagin are different colors based on jobs, but due to the darkness of SSG can be easily mis-identified.
From: Cege
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Posted: 2006-01-17 08:20:31
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Quote from: Beastrader
Some knights form past FF games can use "sword magic". FF Tactics comes to mind.


Yeah, also known as en-spells in FFXI, RDM only spells. Aquatics isn't going to be a job, for sure. What would you get? I could use some more gil but I don't think I need any gills.

Knight is a broad term as said above, "Dark Knight" is a "knight", Paladin is a "knight", etc. etc.

Warrior is warrior, no need to say anything.

Sage is just a smart person, usually magic using, so as far as I'm concerned, any mage is a sage.

Af for Necromancer, it is too much like summoner, and even in Dynamis some mobs are called "Vanguard Necromancer", and they're just summoners, I doubt we'll see that.
From: JDiggles
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Posted: 2006-01-17 12:07:34
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I don't know what SE has planned aside from Blue Mage on job classes. Necromancer seems like a good idea to me. Personally I would like to see an animagus type job class. Perhaps one where you could learn to take the shape and assume the abilities of defeated foes?
From: Tyrian
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Posted: 2006-01-17 12:19:44
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Quote from: Cege
As for Necromancer, it is too much like summoner, and even in Dynamis some mobs are called "Vanguard Necromancer", and they're just summoners, I doubt we'll see that.


As far as precedence for necromancy, well, we've got the pirates from Norg, as well as a couple of NPCs there that will talk about necromancy. If you've done the mannequin quests in Tavnazia, you'll know that they've really developed the storyline for necromancers. At the end of that whole series of quests, the necromancer actually says that he thinks you'll cross paths again, hinting that SE isn't done with the development of that concept.

And yes, the dilemna of the Dynamis mobs is there, but that's easily repairable. Seems like some of the patches recently have included notes on how a mob was renamed. It isn't like they're "locked in" to the names that already exist. If they chose to put necromancer in as a job, they could just rename the Dynamis mobs to something else (and re-add necromancer mobs named... Necromancer!).
From: Jason
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Posted: 2006-01-18 01:05:37
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Hmmm...

Perhaps we will get some sort of Alchemist Job?

Think about it... the game already has 3 classes that can tank reasonably well, and loads of damage dealers. What it's really missing is another healer job besides White mage.

Maybe it could have abilities that amplify the effects of potions (both in amount cured and AoE cures), and allow them to use the various status effect potions on mobs? Maybe even make new damaging potions (Molatov Coctail, anyone?)

The only problem is that with the current price of potions, and the fact that the healing potions are unstackable, this job would be extremely expensive, and wouldn't have enough inventory space. But they could fix that.

It would also tie in well with the sage of the new beastman race, perhaps.
From: Bastokan_mm
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Posted: 2006-01-18 10:34:39
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I've been watching this thread snowball and I think I'll finally make my two cents known.

We know for a FACT that Blue Mage is confurmed.

Sage (SGE): I was thinking is this. I remember a forum sometime back that spoke about spells like Flare II and those being coded into the game. Prehaps you can add some for the other side of the coin and it act like a Mage Enhancer. If you have BLM/SGE, you could get access to those upper Ancient Magics and maybe others sooner. Have WHM/SGE and that might umlock some other High White Magics. Speaking as SGE as a main, you could set it up as the oppsite to RDM. RDMs can use the semi-heavy armors and swords. If you cut their STR, VIT, and DEX WAY back, Hike their INT and MND, and limit them to only like clubs ,staffs, and light armor that would be intersting. Throw in a few SGE exclusive spells and that to me would be fun.



Necromancer (NMR): I will admit there is points in the game where the "Art of Raising the Dead", AKA: Necromancy is mentioned. Let's look at another example of the NMR. This one, from Diablo II. If you look at the "Summoning" Aspect of the NMR allows them to revive slain creatures and command them to do their bidding. One problem here. Sence the corpse of a creature does not stick around after it is beaten except for a few seconds, that kills that. Alternitive: Give the NMR their own magic catagory, allowing them to conjur undead type creatures (Zobmies, Shadows, Wraiths, etc.). This brings up another problem. This sound ALOT like a class we already have, the Summoner.

Another possable path with the NMR would be to use "Curses" or Debuffs, but we already have a Debuff specialist, the RDM. So that gets shot square in the butt.

Yet another, Offensive abblities of the magical nature... BLM... ... I think I'll cut my rant about the impossablities of a Necromancer here...



Alchemist (ALM): This is an intersting concept I will admit. Possablity of using like Potions on others and increase their effectivness, posssably being able to mix certin potion type items with others for intersting effects. The big problem that arises with this one is really two things:

1) Most potion type items are made in the Alchemy craft and are a decent way into the craft. Your basic potion is around level 20. So this is gonna get expensive just to get to the point you can make your needed items, not to mention keeping a healthy supply.

2) Inventory space. With most potions not being able to stack, sure you have potion/ether tank but still, this can become a real hassle.

Sure, I would love to see something like this in the game, but I'm gonna have to voice to the side of thinking this really isn't gonna happen. It would require a good number of tweaks to the programming to make it useful... not to mention what would happen to the prices of potions and the like... They are high enough already, just wait till a job is DEPENDANT on them... >.<;;



Like I said, that's just my two cents. Flames are welcome.
From: Beastrader
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Posted: 2006-01-19 15:38:40
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Quote from: Cege
Quote from: Beastrader
Some knights form past FF games can use "sword magic". FF Tactics comes to mind.


Yeah, also known as en-spells in FFXI, RDM only spells. Aquatics isn't going to be a job, for sure. What would you get? I could use some more gil but I don't think I need any gills.

Knight is a broad term as said above, "Dark Knight" is a "knight", Paladin is a "knight", etc. etc.

Warrior is warrior, no need to say anything.

Sage is just a smart person, usually magic using, so as far as I'm concerned, any mage is a sage.

Af for Necromancer, it is too much like summoner, and even in Dynamis some mobs are called "Vanguard Necromancer", and they're just summoners, I doubt we'll see that.



If you played FF tactics, Sword Magics are not simple EN-spells. they deal alot of damage, with a damn blade coming up from the ground. hmm go review that game once more; u will know what i mean if u forgotten about it already.


====

Aside from name or whatever for Dyanmis; Necromancers as a job most likily wont be called Necromancers by SE; it will be named something else. So that's not a big problem at all.

As much as ppl like alchemist to be a job, and a not a craft; i dont think this will happen simply because of the guild. But there maybe a job that allows the player to use items on "other team members". we have yet to see this one.


Other new jobs that would be cool are.

Engineers - a quest by Cid maybe; pulling the FFT (Mustadio) example again. An engineer woudl be cool, and what is better than a customizable robot pets? (collect items and build/edit ur robot from groudn up! and make him inot a melee, magic damage, a shield type..put axe on his arms). a robot power by the energy of crystal would fit into the story very well. Or skill chain/MB with ur robot pets; of course they won't be overpowering or else it would throw off the balance of the game.
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