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  • Another bump to Final Fantasy XI's level cap brings more class boosts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.02.2010

    The December version update for Final Fantasy XI is right around the corner, bringing with it a slew of enhancements to the game as a whole and players in particular. Needless to say, the biggest enhancement in many players' eyes is the boosting of the level cap to 90, which perforce requires a new set of job abilities and magic to fill the five levels between the current cap and the new ceiling. And it doesn't appear that the update will disappoint in that regard, as the most recent preview explains several of the abilities players can look forward to in the 85-90 band. Among the more interesting abilities are the Warrior's new buff to the critical hit rate of allies, the Dragoon's ability to command the wyvern to use certain breath attacks, and a variety of abilities in several classes to cripple enemies of given types (Paladins against undead, Dark Knights against arcana, et cetera). There's also the promise of new blue magic, although the details are not yet offered. Past updates have frequently included even more enhancements to each job, but Final Fantasy XI players will likely be happy even with just what's provided in the new preview.

  • Final Fantasy XIV improving skill gains

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.19.2010

    Leveling up is an important part of any MMO, but the task is a bit more difficult in Final Fantasy XIV than it needs to be due to the system of skill point gains. As it currently stands, the random nature of point gains can make leveling very productive or completely pointless, since killing an enemy is no guarantee of skill points. It's a problem, one that Square-Enix is addressing along with a host of others in the November version update. Skill points needed for leveling from 11 to 31 will be reduced, and skill point gains will now come after the battle alongside experience points, making gains a reliable and steady reward instead of the current random system. The newest update preview also outlines some of the ability adjustments due for the large update, all of which are universal buffs for class abilities such as Life Surge for Lancers and Sacrifice for Thaumaturges. A mini-FAQ has also been added to clarify some of the finer points of the previous update previews -- the added storage space in the update will be an automatic addition, enemy spawns will be increased by roughly 50%, and the habit of aldgoats and dodos to stare into your soul may be addressed in the future. Whether or not you're satisfied with Final Fantasy XIV in its current state, both of the previews paint a brighter picture for the future.

  • Breakfast Topic: What prompted your class choice?

    by 
    Alex Ziebart
    Alex Ziebart
    10.30.2010

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages. You're sitting at your character creation screen, starting a brand new game, maybe with no previous gaming experience at all. Or perhaps you're well-versed in the realms of MMOs, and you have a favorite character archetype already. No matter which applies, we all started at that screen, wondering: What class should I pick? What does class choice even mean? What are tanks? How come this class's armor is so hideous? What on earth is a paladin? For me, I was devouring the manual that came with vanilla WoW as it installed, trying to find a class I'd like. When I stumbled upon druids and the fact that they could turn into bears and kitties (and moonkin, although I didn't know that yet), I was instantly hooked. Later, in the 40-49 bracket of Warsong Gulch, after getting wrecked over and over by warlock DoTs, I thought, "Hey! Warlocks seem OP! I should make one!" And thus, the warlock was born. A guildmate of mine chose a rogue because she'd watch her husband play and he would always exclaim how annoying they were and how much he hated rogues. His anger amused her, so rogue she went! What influenced you? Death Grip looked awesome? You wanted to dispel Hunter's Mark because you hated that graphic (my priest!)? You wanted to shoot huge balls of fire at people? Tell us about it!

  • The Mog Log: World of Craft-craft

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2010

    Crafting is optional in Final Fantasy XIV, but that word doesn't mean what it usually means in games. You don't have to take any local levequests or take part in crafting to level up, but you'll find yourself far more constrained and advancing your physical level far more slowly if you ignore the crafting side of things. It should be obvious, really -- combining local and regional guildleves gives you plenty of content, but just doing one or the other might leave you feeling a bit spare, and a full half of the classes are crafting classes to begin with. Of course, the problem quickly turns from "should I bother crafting" to "where do I start?" And that's not even touching on issues of inventory, crafts that work well with others, and which crafts support which classes. So this week, I'm going to take a look at crafting as I've seen it thus far and offer some tips on keeping yourself balanced and sane. Or at least minimizing the enraged outburst when you botch the synthesis at 99%.

  • Final Fantasy XIV moves forward with exploit patches and companies

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.27.2010

    The general release of Final Fantasy XIV is three days away, but the collector's edition has been out for nearly a week. As a result, early players have had the chance to start taking part in that most celebrated of ceremonies -- finding whatever exploits the programmers didn't catch and using them. The most recent exploits are at least team-oriented, as they seem to involve casting beneficial spells during a guildleve; regardless, the issues are being fixed as fast as they arrive. FFXIVCore has also translated a recent interview with Hiromichi Tanaka in which the game's producer discusses both his role in the history of the series as well as what prior lessons impacted the armoury system in Final Fantasy XIV. As he put it, one of the reasons for the flexibility was to allow players to choose their ability loadouts based on the situation, unlike the fairly fixed roles within Final Fantasy XI. The full interview also drops some hints about the as-yet-unseen company system, something which will be implemented in a patch after the full retail launch on Thursday.

  • The Mog Log: Answering unasked questions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.25.2010

    Sometimes, you wind up with what amounts to a perfect case of convergence. After a busy and stressful week, there's nothing I'd like more than to have an opportunity to relax with an enjoyable game -- and gee, Final Fantasy XIV came out on Wednesday. Seeing the release means a lot to me for a variety of reasons, but the most immediate reason is it means I have something to do from the moment I wake up Saturday to the moment I go to sleep Sunday. I couldn't be happier about that. Of course, a certain amount of confusion is going to go hand-in-hand with that, so I'm slightly cheating on our regular format, helped by the fact that this month has been a little light on normal questions. The last Saturday of the month always covers questions and answers... but this month, I'm going to be covering the questions that come up most frequently while playing Final Fantasy XIV that don't fall under any of our prior articles on the game. So yes, it's another week without much Final Fantasy XI love. I beg your forgiveness, but I will stay the course.

  • Further job adjustments en route for Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.04.2010

    Due out next week, Final Fantasy XI's September version update is going to increase the level cap once again, giving jobs access to a plethora of new abilities. But the development team isn't stopping there. Several existing job abilities will also be seeing improvements and refinements, with a number of the upgrades targeting the many pet classes in the game. Even the smallest upgrades are notable improvements to quality of life, such as blue magic remaining set when the job is changed out as a main job, rather than forcing players to re-select their abilities. Summoners can look forward to more effective Blood Pacts and reduced sustain costs past level 76, while beastmasters gain additional jug pets, as well as changes to pet food to tier the existing types and make them more effective. Dragoons will receive a wyvern that levels up in Abyssea; puppetmasters gain a new way to call their automaton and a faster recharge for the summon; and several other class abilities see their negatives removed and positives enhanced. Nearly every player will want to take a look at the full list of changes, which should help ensure that even with Final Fantasy XIV on approach, Final Fantasy XI will remain engaging.

  • Final Fantasy XI expands the job update preview

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2010

    Our first tease of the coming excellence in Final Fantasy XI's September version update hinted at many exciting job abilities, but unfortunately, the language we were given was very vague. That alone was enough to get players excited, but more details are welcomed, and the development team has happily obliged. While the list of new abilities is likely not comprehensive, it gives several jobs a good idea of what they can look forward to with the next major patch. Several of the new abilities granted boosts to existing abilities in previous unused aspects -- red mages can enhance their debuffing skills for a short time, while blue mages can gain extra TP when using physical magic. In addition, there are two new rolls for corsairs, including a party-wide haste effect, and several job traits that will be welcomed by their recipients (including dual wield for thieves). Considering the fast-approaching target date of Final Fantasy XI's next update, players would do well to familiarize themselves with the full rundown of updates.

  • More details on the new abilities coming to Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2010

    September is going to be a big month for Final Fantasy XI, and not just because of its big brother launching toward the end of the month. The September version update will steamroll on to the servers early in the month, and it will bring along with it an increase in the level cap once again. With another large jump in levels, new abilities are coming, and Square-Enix has put together a small preview of what's coming with the next increase. While the details on recast timers and such are still to come, there should be many happy dances from certain jobs. Dragoons are getting a new jump ability, thieves are joining the same team as dancers insofar as they grab dual wield as an innate trait, and dancers themselves grab a new step. Take a look at the full rundown of previewed additions on the official site, and keep your eyes peeled for more news as the September version update draws closer for Final Fantasy XI.

  • Aika previews two more class evolutions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.09.2010

    With the June 17th date now firmly set, Aika fans can look forward to the full experience of the game's first expansion in less than a week. But there's still more to preview, and while we heard some of the details in our recent interview with the team, they've still got more up their sleeve. The most recent preview on the official site details the new evolutions for the Arcanist and Saint classes, which are receiving notable upgrades along with their fellow classes under the expanded level cap. The Arcanist will be receiving Calamity, a damage-over-time spell that has a long range and a movement-slowing effect to help snare and finish targets in both PvP and PvE. With a five-minute cooldown, however, the spell needs to be used carefully for maximum effectiveness.. The Saint, on the other hand, will be giving massive benefits to allies via Aika's Grace, restoring a large amount of HP and MP while making the target temporarily invulnerable. Read all about the new evolutions, as well as a recap on the nation balance mechanics discussed in yesterday's interview, on the official site.

  • The Mog Log: A little more conversation

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.20.2010

    Well, gee, not much has happened since the last time we did a community spotlight in this column. Except maybe for that little VanaFest thing, and huge drops of new info on Final Fantasy XIV, and the beginning of the latter's beta testing. So, yeah, slow month all around. This should be a pretty short column, I might just start talking about my favorite beers toward the end. All joking aside, a lot has been happening, and it has produced more than a few diverse opinions. The immediate response to the VanaFest announcements for Final Fantasy XI was covered a couple weeks ago, but there's still the specifics to be hammered out. After all, it's hard to take in server merges, level cap raises, massive content drops and new add-ons all in one go. Not to mention that we do still have another game coming in the not-so-distant future, one that's shaping up to have an interesting positional aspect to gameplay. So let's take a look at some of the noteworthy talk from Final Fantasy's webwide community.

  • Don't do it, it's a trap

    by 
    Amanda Dean
    Amanda Dean
    03.15.2008

    Zanzer of Mal'Ganis posted on the World of Warcraft test realm forum that he is displeased with the user interface change that shows hunter traps in the combat log. Obviously this is a PvP related change, as PvE mobs probably don't care if a hunter sets traps or not. The ability to trap is one of the most important features of the Hunter class. Typically players know when Hunters are dropping traps for two reasons. First, there is an unmistakable squatting animation that shows the character setting the trap. Of course you have to have your camera on the Hunter to see the animation. Second, Hunters who are worth their salt lay traps whenever they are able to in the PvP environment. The difference is the combat log now states what type of trap has been dropped.