armoury-system

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  • The Mog Log Extra: Cross-class skills in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.23.2013

    A little over a year ago, I talked about all of the really stand-out cross-class skills in Final Fantasy XIV. Astute readers will note that some of the abilities I reference in that article no longer exist, and several of them have completely different effects now. It's almost as if the game has completely relaunched or something. It's crazy. This might not sound like a big deal, but it is because cross-class skills are one of the big aspects of character customization in the game. You level up as an Archer with the expectation that you'll pick up a few more skills along the way to augment your strengths. So which ones are worth picking up? As of the last beta weekend, there are a lot of skills available, and I went through everything as best I could to try to pick out what's available. So now you can plan out your leveling in advance and know just what you want for those 10 extra slots in your class.

  • The Mog Log: Final Fantasy XIV's Armoury system, yesterday and tomorrow

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.22.2012

    Final Fantasy XIV has always sold its class system on the idea that you use it more as an a la carte buffet. Abilities you learn in one class are useful in another class, and as a result, your Gladiator is a mix of several different abilities in a single package. The idea at launch was that mixing abilities and inherent mechanics would produce very different characters based on the needs of circumstance and your personal playstyle. This is not what happened. Nor is it what happened following the large ability revamp, which actually wound up making cross-class skills less useful in many areas. When the game relaunches, odds are good that the current system will be largely intact, at least at a conceptual level. (You have your class abilities and then a selection of abilities from other classes that you've learned, in other words.) And it's my hope that on this third pass through the system, the development team gets things just right. But let's take a look at the first two versions first.

  • The Mog Log: Forward impressions of patch 1.20

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2011

    As I write this, patch 1.20 is not actually live just yet. All I have to go on is a monster list of patch notes and the various previews we've been given thus far. Of course, by the time you're reading this, the patch will have released, and I have no doubt that some people will have played through everything it has to offer a couple of times over. So I'm working at a bit of a disadvantage. In some ways I'm actually not in that terrible a spot. The last two patches have done great things for Final Fantasy XIV, and the patch notes are long enough that I can at least make some reasonable guesses about how things will play out. So I'm going to do precisely that, with the obvious caveat that I might be punching at the wind. Long story short: I'm confident about this patch; only a few bits irritate me.

  • Final Fantasy XIV gets a version update and another developer dispatch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2010

    The bad news about the most recent version update for Final Fantasy XIV is that, despite player hopes, it does not yet contain the heavily awaited first revision to the market wards. That's planned for next week, according to the patch notes themselves. The good news is that it does contain a number of bugfixes and helps clean up several chat oddities. Accompanying the notes on the main page is another dispatch from the developers about how the game works, this one on the topic of character creation and disciplines, and while the developers give some vague answers, they also offer some useful, concrete information. For example, while there are no game differences at the moment based upon a character's birthday or guardian deity, both are in the works -- and if the benefits that are ultimately awarded for your chosen deity disappoint you, Square-Enix will be giving players the chance to change their guardians. The new dispatch also provides a full listing of where to get tools and weapons for every discipline at the start, allowing players from any nation to change class right from the beginning. Final Fantasy XIV players are encouraged to check both the patch notes and the latest update and to keep their eyes peeled for what promises to be a large update next week.

  • 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.