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Crafters in Combat what do you think they'd do?

#1
User is offline   KingMegalodon 

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This was sort of brought up in another thread about crafters behaving like bards in combat.

Does anyone know if they'll have any features in combat at all? I suppose it would be really nice to see them behave like bards in some way, running around and providing a noticeable boost to a party's capabilities. It would also be reasonable to give them the ability to perform minor actions from other classes, but nothing major, i.e. a blacksmith can wield a melee weapon as a disciple of war would be able to but wouldn't really know anything fancy or an alchemist might know a few basic black magic spells to get by. What do you guys think they'll be able to do for fighting, and what would you like to see them do?
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#2
User is offline   Matheau 

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Well there probably won't be any really solid information for at least a few months, so everything is just speculation at this point.

I really doubt it. The level of absurdity for most of the Discipline of the Hand to have any sort of function in combat is too extreme. On top of that, what information is out does seem to indicate Discipline of the Hand and Discipline of the Land are purely non-combat. The website specifically mentions Hand equipment actually effecting crafting results. It sounds more like crafting is going to be a bit more developed and involved than it was in FFXI. Maybe even to the point it is possible to play purely as a crafter.

The armory system does undermine the idea that Discipline of the Hand should or would have any combat abilities. Think about it, if Blacksmith was a viable combat melee party member, that would give a huge incentive to be a Blacksmith over a Discipline of War class, even if it means sacrificing some stats, DPS, or skills to do so.

Besides, there is no question that Discipline of the Hand classes will all in some way benefit a party. All of them are going to produce equipment, potions, or food, after all. There just doesn't seem to me that there is any need for them to have combat abilities.
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#3
User is offline   Corrderio 

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I'll have to agree. I don't think masters of the hand will be able to fight. If they do it'll probably be unarmed.
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#4
User is offline   Kleiner 

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Quote

that would give a huge incentive to be a Blacksmith over a Discipline of War class, even if it means sacrificing some stats, DPS, or skills to do so.


While i doubt crafters will have combat roles, I highly disagree with this. You're pretty much saying if there's a second acxe user who has X skill, the first axe user with Y skill will be less wanted.

SE likes to make multiple classes for single roles ,as does any MMORPG. some crafters could easily have a place in battle.. Blacksmiths make the most sense.

Ex:
Blacksmith
Weapon: Hammer and Great Hammers (Blacksmiths use hammers for forging)
Primary role: DPS, light support
Abilities:
Reinforcement: Temporarily enhance a party member's weapon or armor. Only one item per party member can be reinforced. (Example: Increase a tank's shield's defense rating, a warrior's axe's sharpness for damage)
Other skills could include melee based hammer attacks, the ability to heat their weapon for additional damage, and a physical stun from the blunt force of a hammer attack. blacksmiths increase the probability of finding ores and metals on enemies.
Reason for combat: Because of their proficiency at creating and maintaining weaponry and armor, blacksmiths feel they can help on the front lines as well as in the back lines. As well as supporting their group, the renown gained from battles and adventuring helps their business back home.

Tailor
Weapon:Knives and needles
Primary role: Support
Abilities:
Suture: With their needle and thread in hand, Tailors have light experience in medical arts. In between combat, tailors can help their party recover by suturing and stitching up wounded allies, allowing the group thaumaturge time to recover their depleted mana stores.
Embroidery: Using elemental crystals and fine threads, a tailor can thread magical cloth into a robe or other piece of cloth equipment, enhancing the wearer's innate abilities. However, the effect is temporary as the magic from the crystal will fade eventually. (Minor effects such as run speed on boots for themselves, or MP/hMP/Refresh/ect for casters).
Other skills could include pouncturing the enemy with their needle, other out-of-combat abilities such as patching up torn armor (if armor durability is in the game), and knife based abilities. Tailors have extremelyh adept hands and fingers and, as such, are able to pluck extra tufts of hair or fur from an enemy beast that unskilled hands would miss or ruin.
Reasons for combat: With their abilities they hope to provide more than just robes for mages. They utilize the tools of their trade in order to help allies heal, support the casters, and enhance a company's abilities.


Ect. it would require fleshing but it's very probable.
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#5
User is offline   Matheau 

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View PostKleiner, on 19 October 2009 - 03:35 PM, said:

While i doubt crafters will have combat roles, I highly disagree with this. You're pretty much saying if there's a second acxe user who has X skill, the first axe user with Y skill will be less wanted.


I think you misunderstood what I meant. There would be a bigger incentive to play as a blacksmith than a Discipline of War class if blacksmiths were capable melee combatants. If people have the choice of being a good melee combatant or an adequate melee combatant and a good crafter, there are going to be a good number of people going for the second option. That's a good amount of incentive.
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#6
User is offline   Zombuh 

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View PostMatheau, on 20 October 2009 - 04:35 AM, said:

I think you misunderstood what I meant. There would be a bigger incentive to play as a blacksmith than a Discipline of War class if blacksmiths were capable melee combatants. If people have the choice of being a good melee combatant or an adequate melee combatant and a good crafter, there are going to be a good number of people going for the second option. That's a good amount of incentive.


Not sure if I see your point. I'm guessing that you're speculating with the assumption that using a weapon as a blacksmith in any way will level it up? Because my understanding of the whole exp system revolving around weapons would be that if you equip a big ass axe, you're the marauder and using it would level your marauder up. Now if you switch to a hammer (maybe with an anvil too) then you would craft stuff and level up your blacksmithing abilities that way. Assuming that, I hardly see the point in making it so you'd be using that hammer and fighting with it and then somehow leveling up your crafting at the same time. Unless you were fighting against a sword or something, cuz ya know, beating on a sword with a hammer seems blacksmith-y.
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#7
User is offline   Rhayve 

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What he is saying is, why level a pure melee class if you could theoretically have a melee class that can also craft items for gil and repair your stuff, i.e. being capable of far more than just dealing damage.
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#8
User is offline   Kleiner 

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So why play bard which can buff and pull, when you could play corsair which can buff, pull, and deal damage? Obviously, people play both.

your logic is flawed. People won't pick playing a crafter which does less damage for increased utility JUST because of utility. they will play the class that appeals to them irregardless of the class' ability to craft or not.
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#9
User is offline   Zombuh 

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Why even make a job that can do both if you all you have to do is switch a weapon (supposedly) to change jobs? Seems kinda pointless to me and the only reason I'd see this happening is because they haven't shown a job yet that utilizes a hammer as a weapon...so you think "Hey, blacksmiths use hammers to craft...maybe they use them as weapons, too? Whoa maybe they do both!" Either way if it's anything like FFXI, I'd see white mages or whatever they're gonna call it using a hammer/club
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#10
User is offline   Griss 

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i doubt it will happen, i suspect that any bard style buffing will come from one of the unannounced magic jobs.

crafters as a class does not automatically mean crafters in a party situation. hell se has even said that hand and land classes would not be able to handle themselves in combat outside of defending themselves (i also see flee as a staple skill of crafters)
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#11
User is offline   Corrderio 

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Wow... all this over crafting...
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#12
User is offline   Kleiner 

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Quote

Wow... all this over crafting...


Eh, i'm argumentative. I don't see it happening, i'm just saying it's plausible. Other games have made crafter jobs into party jobs, and they've worked well.
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#13
User is offline   Corrderio 

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It just seems like something out of battle to me. Maybe they'll fight bare handed, however I don't think weapons will decay that fast where you'd need a blacksmith in the backlines to repair stuff for you.
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#14
User is offline   Griss 

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View PostCorrderio, on 21 October 2009 - 02:32 PM, said:

Wow... all this over crafting...


this is nothing
you should see the 9 page thread about weapon degradation and possible food spoilage over on eorzeapedia.
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#15
User is offline   Corrderio 

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View PostGriss, on 21 October 2009 - 05:12 PM, said:

this is nothing
you should see the 9 page thread about weapon degradation and possible food spoilage over on eorzeapedia.

They're actually crying about that?

They wouldn't last in RPGWO.... I can tell you that right now.
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#16
User is offline   Griss 

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View PostCorrderio, on 21 October 2009 - 05:51 PM, said:

They're actually crying about that?

They wouldn't last in RPGWO.... I can tell you that right now.



not so much the weapon degradation people are cool with it. its the possibility of food spoiling that has some people up in arms.
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#17
User is offline   Axosnaruto 

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Possibly because its a PS3 game and people actually think the graphics and "realness" (if you will) of the game will give you trouble?
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#18
User is offline   Kairos 

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View PostAxosnaruto, on 28 October 2009 - 02:42 PM, said:

Possibly because its a PS3 game and people actually think the graphics and "realness" (if you will) of the game will give you trouble?



If they're worried about the possibility of having the smell of spoiled food come through their ps3, I completely understand. Even f it does spoil, just give it to the goblins, i'm sure they'll pay well for old food.
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#19
User is offline   renzuko 

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i dont think its that, i believe it is likely because of the price of sushi and such, if expensive food goes bad, people will be really pissed >.>
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#20
User is offline   Pyrebug 

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So like... what they do is make little gadgets, potions, muffins, sharp bone things, or peices of cloth... depending on the type of crafter... and they throw these items at the baddies... i heard blueberry muffins give the DEF down effect on antelopes..... cause antelopes REALLY like blueberry muffins...
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