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Re: News Item: New Expansion Info! - Final Fantasy XI - somepage.com
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[quote][i]Quote from: Bastokan_mm[/i] 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.[/quote]
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