Best Of
Re: What happened on Today's livestream (8/30/2024)
There’s already a stickied thread going, Auja … located here:
https://forums.ashesofcreation.com/discussion/60607/feedback-request-alpha-two-citadel-of-the-steel-bloom-firebrand-preview-august-livestream#latest
https://forums.ashesofcreation.com/discussion/60607/feedback-request-alpha-two-citadel-of-the-steel-bloom-firebrand-preview-august-livestream#latest
Re: Forum suggestions to be ready for the influx of users
I am literally only talking about disinformed users presenting their assumptions as fact, dragging other uninformed users down with them, where in reality those users would actually appreciate the status quo if they tokn the time to understand the full concept.
Happens all the time around here, and has been happening a lot more recently. Has nothing to do with me not appreciating newbies.
@Rippley
As for fresh input, it has its purpose, but you also have to take into account that the longer development has gone on, the less useful it is to suggest 180° changes. not even just as inspiration. You have to understand the game's target audience and the intended idea behind the system a little more than that, if you want your feedback to be Alpha-2-appropriate.
We should add community notes under such posts, so people with some knowledge about the game could add context.
I'm joking, but it might not be a bad idea.
iccer
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Pros:
1.combat music when fighting dragon boss good
2. good UI for raid nameplates (40)
3. dragon itself looks good
4. like the concept of ranks for AI enemy by star count
5. like dragon's fire breath by air and when he used it on ground
Cons:
1. in the video at 5:55-6:00 I hate the jumping animations. they look flat, not a high jump and falls to ground extremely fast, and looks like no weight in the jump
2. the ghost lady at 18:00 to 18:14 walk animation looks janky, slides up the stairs/ground
3. Either the tank was really good at aggro and required no healing, or the mobs were extremely weak. Steven was afk a lot of the time, LOOTING mobs during fight. HOW WERE THEY STAYING ALIVE
4. For a world boss, the dragon seemed so easy, it had a tail swipe, claw swipe, land/air dragon breath and adds. Either it nees more mechanics or to use his mechanics much more often, world boss fight seemed very lackluster
5. In general i think enemy AI needs more weight to their attacks. New World's monsters, when they hit you omg the stagger/knock back or disrupt were nerve-grating but it FELT SO GOOD AND CHALLENGING. These monster die too fast and or do no damge and when they do hit you, the moves look like they fly right through your character.
6. I'm not sure if 8 man groups are just so OP or the enemy AI is too weak, but they get destroyed, nornal monster should be tough 1/2 starts needs a major overhaul and 3/4 and up need to feel impossible solo but even super tough for 8 man.
7. something about ashe's world and or visuals just seems off, maybe the games characters are too small or don't fit the world. Maybe its lighting, maybe it's just how UE5 is designed, I cant put my finger on it. maybe i just need to play to see for myself. dwarf looks like a small hobit
8. The dragon fight felt very stiff, barely movedd around other than the flying. Was that because the tanks aggroed it in place and tank barely moved... idk
9. when dragon died, it didnt need to fly back in air and back to ground. they tend to fall directly to ground head first with body falling right after.
Indifferent:
1. I don't really care if the dragon is staning there waiting for us to engage or moving around, that is probaly heavy animtion on server side and it just is not needed, same with enemy AI. If you want them to roam okay I guess.... It wont break my immersion either path you take. I think people say "its 2024 not 2004" but like... the things their asking yall to make the enemy AI do after reading some of the comments seems far-fected and too big and too much work just for enemy AI idle animation. At the end of the day, just make them tough for group fights, and weight to their attacks, and make them smart; i.e. maybe have then heal each other if they see their ally is low, like in new world and stagger us with a kick or stun us.
ps. I don't know if you ever sseen final fantasy 16 boss fights, but jeewizz they are amazing
1.combat music when fighting dragon boss good
2. good UI for raid nameplates (40)
3. dragon itself looks good
4. like the concept of ranks for AI enemy by star count
5. like dragon's fire breath by air and when he used it on ground
Cons:
1. in the video at 5:55-6:00 I hate the jumping animations. they look flat, not a high jump and falls to ground extremely fast, and looks like no weight in the jump
2. the ghost lady at 18:00 to 18:14 walk animation looks janky, slides up the stairs/ground
3. Either the tank was really good at aggro and required no healing, or the mobs were extremely weak. Steven was afk a lot of the time, LOOTING mobs during fight. HOW WERE THEY STAYING ALIVE
4. For a world boss, the dragon seemed so easy, it had a tail swipe, claw swipe, land/air dragon breath and adds. Either it nees more mechanics or to use his mechanics much more often, world boss fight seemed very lackluster
5. In general i think enemy AI needs more weight to their attacks. New World's monsters, when they hit you omg the stagger/knock back or disrupt were nerve-grating but it FELT SO GOOD AND CHALLENGING. These monster die too fast and or do no damge and when they do hit you, the moves look like they fly right through your character.
6. I'm not sure if 8 man groups are just so OP or the enemy AI is too weak, but they get destroyed, nornal monster should be tough 1/2 starts needs a major overhaul and 3/4 and up need to feel impossible solo but even super tough for 8 man.
7. something about ashe's world and or visuals just seems off, maybe the games characters are too small or don't fit the world. Maybe its lighting, maybe it's just how UE5 is designed, I cant put my finger on it. maybe i just need to play to see for myself. dwarf looks like a small hobit
8. The dragon fight felt very stiff, barely movedd around other than the flying. Was that because the tanks aggroed it in place and tank barely moved... idk
9. when dragon died, it didnt need to fly back in air and back to ground. they tend to fall directly to ground head first with body falling right after.
Indifferent:
1. I don't really care if the dragon is staning there waiting for us to engage or moving around, that is probaly heavy animtion on server side and it just is not needed, same with enemy AI. If you want them to roam okay I guess.... It wont break my immersion either path you take. I think people say "its 2024 not 2004" but like... the things their asking yall to make the enemy AI do after reading some of the comments seems far-fected and too big and too much work just for enemy AI idle animation. At the end of the day, just make them tough for group fights, and weight to their attacks, and make them smart; i.e. maybe have then heal each other if they see their ally is low, like in new world and stagger us with a kick or stun us.
ps. I don't know if you ever sseen final fantasy 16 boss fights, but jeewizz they are amazing
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
I was originally going to just talk about the dragon as noted, but the Steel Bloom segment irked me enough on watching more closely that I have to talk about it too.
You noted that all the enemies present were two-stars or higher, definitely elite mobs, but they didn't seem to have any special mechanics. If they did, they didn't affect the group much other than one person getting occasionally blasted. Further, there wasn't much effort in terms of positioning, and even when Steven (a cleric) face pulled a bunch, they barely seemed to hurt him. Either the enemies are very underwhelming, or the party is too over leveled to show off this content - neither is a good look.
There was a lot of talk about the Lady of the Rose being a great warrior, but she kinda just stood there and channeled. I feel like this undersells her character as any kind of threat, and the same goes for the demon that spawned in the ritual - it seemed to not be much threat to her or anyone. It seems like there's no real commitment here to threat, if there's that many enemies around her with AOE attacks that close by, I would expect her to take more damage and be under real threat.
Speaking of which, no matter how much Steven or anyone else healed, the enemies didn't go after them, even though DPS+tank were not specifically pushing for it. Healing having no downside in a PVE environment makes combat stale and, again, either the party is too over leveled, or there's something fundamentally wrong about how Threat is being spread out, and neither option is a good look.
On to the dragon. Animations and model look great, SFX are pretty good. But actually fighting it...there was a push to talk about how this one would be different and more complex than what you would expect, and I feel like it didn't deliver. This is not more complex than the fire or poison dragons from Alpha 1 in any significant capacity, and I was hoping for something more after hearing Tradd and Chong talk it up so much. The rings in particular seemed underwhelming in terms of overall effect, as did the shockwaves. This is another case where I can't tell if the raid was over leveled or the dragon is underwhelming, but despite poor positioning, a lot of people definitely managed to not take much damage from these even with no Bard Shield.
You noted you had two dwarf tanks, but it was difficult to tell who, or what, the dragon was aiming for a lot of the time. The threat reactions from Firebrand are confusing and strange, and while the breath attacks and such make sense to aim with anti Zerg ideals in mind, his basic attacks didn't aim consistently in big contrast to the other enemies who were kind of stuck on certain people, and it concerns me.
Finally, if people who get up from Resurrection only have 50% HP as a downside, the cooldown is way too short. Given how long it takes Firebrand to take anyone down, if this is an expected level to fight Firebrand at, all you need to do is bring 4 or 5 clerics and nobody will ever stay dead, even if they don't have infinite health like Steven. This seems poorly structured and either the person getting up should suffer more consequences, or Resurrection should have a longer cooldown, because as it stands you're setting yourself up for some Zergimg the system despite anti-zerg measures implemented in Firebrand himself.
Overall: this was either poorly presented or there's some serious issues in PVE systems, and I'm really hoping it's the former.
You noted that all the enemies present were two-stars or higher, definitely elite mobs, but they didn't seem to have any special mechanics. If they did, they didn't affect the group much other than one person getting occasionally blasted. Further, there wasn't much effort in terms of positioning, and even when Steven (a cleric) face pulled a bunch, they barely seemed to hurt him. Either the enemies are very underwhelming, or the party is too over leveled to show off this content - neither is a good look.
There was a lot of talk about the Lady of the Rose being a great warrior, but she kinda just stood there and channeled. I feel like this undersells her character as any kind of threat, and the same goes for the demon that spawned in the ritual - it seemed to not be much threat to her or anyone. It seems like there's no real commitment here to threat, if there's that many enemies around her with AOE attacks that close by, I would expect her to take more damage and be under real threat.
Speaking of which, no matter how much Steven or anyone else healed, the enemies didn't go after them, even though DPS+tank were not specifically pushing for it. Healing having no downside in a PVE environment makes combat stale and, again, either the party is too over leveled, or there's something fundamentally wrong about how Threat is being spread out, and neither option is a good look.
On to the dragon. Animations and model look great, SFX are pretty good. But actually fighting it...there was a push to talk about how this one would be different and more complex than what you would expect, and I feel like it didn't deliver. This is not more complex than the fire or poison dragons from Alpha 1 in any significant capacity, and I was hoping for something more after hearing Tradd and Chong talk it up so much. The rings in particular seemed underwhelming in terms of overall effect, as did the shockwaves. This is another case where I can't tell if the raid was over leveled or the dragon is underwhelming, but despite poor positioning, a lot of people definitely managed to not take much damage from these even with no Bard Shield.
You noted you had two dwarf tanks, but it was difficult to tell who, or what, the dragon was aiming for a lot of the time. The threat reactions from Firebrand are confusing and strange, and while the breath attacks and such make sense to aim with anti Zerg ideals in mind, his basic attacks didn't aim consistently in big contrast to the other enemies who were kind of stuck on certain people, and it concerns me.
Finally, if people who get up from Resurrection only have 50% HP as a downside, the cooldown is way too short. Given how long it takes Firebrand to take anyone down, if this is an expected level to fight Firebrand at, all you need to do is bring 4 or 5 clerics and nobody will ever stay dead, even if they don't have infinite health like Steven. This seems poorly structured and either the person getting up should suffer more consequences, or Resurrection should have a longer cooldown, because as it stands you're setting yourself up for some Zergimg the system despite anti-zerg measures implemented in Firebrand himself.
Overall: this was either poorly presented or there's some serious issues in PVE systems, and I'm really hoping it's the former.
Re: When I craft an item, will my name be on it, forever?
My expectation is that your name will be on items forever.
Imagine a Smith named "Bussy". Like that tiny, adorable Kid from Witcher II. (lol)
And then the toughest Bulldog-kind of skilled Fighters wield Weapons, forged by "Bussy" ... ... ... .
Aszkalon
1
Re: Cleric and bard - please do not turn support classes into heal/buff bots.
ThevoicestHeVoIcEs wrote: »Cleric and bard - please do not turn support classes into heal/buff bots.
Cleric and Bard will have the Secondary Archetype/Subclass Option, won't they ?
They can choose for themselves, if they want to be genuinely fleshed out Clerics and Bards -> or if they want a bit of tanky Subclass inside of themselves -> or stabby-stabby Damage-Dealer-Class,
or a bit of possible Range/Distance-Abilities with Mage or Ranger ... ...
Right now due to the overall Class/Archetype-System - i can't see how any Class would be stuck with a firm detriment towards all others.
Aszkalon
1
Re: What are your 'class fantasies' for the 64 classes
Anyways, since I no longer have an excuse not to do it, quick reference of the associations my mind makes. Those who think MOBAs and Arena Shooters have nothing to do with MMORPGs can just ignore everything down to Summoner, this is just there for shorthand. I purposely didn't quickparse the links into the BBCode versions, sorry.
Tank/Tank - https://omeda.city/heroes/Riktor, https://paladins.fandom.com/wiki/Makoa, https://ffxiclopedia.fandom.com/wiki/Warrior (but with Paladin as sub, at higher levels. It's hard to explain, like most deeper MMO stuff, obviously)
Tank/Fighter - https://omeda.city/heroes/Greystone, https://paladins.fandom.com/wiki/Terminus, https://ffxiclopedia.fandom.com/wiki/Samurai (tank builds, uncommon)
Tank/Rogue - https://omeda.city/heroes/Khaimera (heavy tank builds), https://ffxiclopedia.fandom.com/wiki/Ninja (technically this should be Warrior with Ninja sub if talking about ye olde days), https://paladins.fandom.com/wiki/Nyx
Tank/Ranger - https://omeda.city/heroes/Terra (most builds), https://ffxiclopedia.fandom.com/wiki/Dragoon (later, assuming Sentinels even get pet stuff)
Tank/Mage - https://omeda.city/heroes/Sevarog (certain oppression builds - minimal/no passive damage), https://ffxiclopedia.fandom.com/wiki/Rune_Fencer (or PLD/RDM, RDM/PLD, etc)
Tank/Cleric - https://omeda.city/heroes/Sevarog (regeneration builds, but there's no more Wellspring), https://paladins.fandom.com/wiki/Torvald, https://ffxiclopedia.fandom.com/wiki/Paladin
Tank/Bard - https://omeda.city/heroes/Steel (really specific buff+debuff builds), https://paladins.fandom.com/wiki/Khan
Tank/Summoner - https://omeda.city/heroes/Kwang (kind of a stretch but if you really know what you're doing...), https://paladins.fandom.com/wiki/Inara, https://ffxiclopedia.fandom.com/wiki/Beastmaster (using one of their tanky pets and building as tank as possible themselves)
Fighter/Fighter - https://omeda.city/heroes/Rampage, https://paladins.fandom.com/wiki/Raum, https://ffxiclopedia.fandom.com/wiki/Warrior (purest concept)
Fighter/Tank - https://omeda.city/heroes/Grux, https://paladins.fandom.com/wiki/Ash, give FFXI WAR a 1hAxe and shield but any reasonable defensive subjob
Fighter/Rogue - https://omeda.city/heroes/FengMao, https://paladins.fandom.com/wiki/Ash, give FFXI WAR two 1hAxes (or 1 axe one sword, whatever you like really) and subjob Ninja, or any good 2H weapon and subjob Thief (but you still won't get good evasion really)
Fighter/Ranger - https://omeda.city/heroes/Zarus (as sustain-opener), https://paladins.fandom.com/wiki/Tiberius, FFXI WAR with Ranger Subjob and a fast Crossbow
Fighter/Mage - https://omeda.city/heroes/Crunch, https://paladins.fandom.com/wiki/Azaan (certain builds), https://ffxiclopedia.fandom.com/wiki/Red_Mage with Warrior subjob (or Ninja if you like fast weapons, Dark Knight if you prefer slower)
Fighter/Cleric - https://omeda.city/heroes/Khaimera, https://paladins.fandom.com/wiki/Torvald, FFXI Red Mage or Blue Mage in most melee forms,
Fighter/Bard - https://omeda.city/heroes/Grux (specific debuff stack build), https://paladins.fandom.com/wiki/Octavia, FFXI WAR with GreatAxe specifically and Dancer subjob
Fighter/Summoner - https://omeda.city/heroes/Grux (specific debuff stack build), https://paladins.fandom.com/wiki/Barik, FFXI Beastmaster with one of their offense pet options maybe
Rogue/Rogue - https://omeda.city/heroes/Kallari, https://paladins.fandom.com/wiki/Koga, https://ffxiclopedia.fandom.com/wiki/Thief with Ninja subjob for max Rogue-ing
Rogue/Tank - https://omeda.city/heroes/Shinbi (most builds), https://paladins.fandom.com/wiki/Androxus,
https://ffxiclopedia.fandom.com/wiki/Ninja with Warrior subjob (usually. THF/WAR also works)
Rogue/Fighter - https://omeda.city/heroes/Serath (most builds), https://paladins.fandom.com/wiki/Zhin,
as you'd expect, FFXI THF/WAR
Rogue/Ranger - https://omeda.city/heroes/Zarus (as assassin-closer), https://paladins.fandom.com/wiki/Vatu, FFXI THF/RNG with the right gun or THF/SAM in early game for reasons
Rogue/Mage - https://omeda.city/heroes/Countess, https://paladins.fandom.com/wiki/Talus, FFXI NIN/RDM usually
Rogue/Cleric - https://omeda.city/heroes/Kallari (really specific builds, Crunch too, very specific), https://paladins.fandom.com/wiki/Maeve (lifesteal and healing), FFXI NIN/WHM (but you only need/use this if you need cleanses and they're either very good or later levels, not from ye olde days)
Rogue/Bard - https://omeda.city/heroes/Shinbi (the other builds)
Rogue/Summoner - https://omeda.city/heroes/Aurora (certain weird builds), https://paladins.fandom.com/wiki/Kasumi, FFXI Beastmaster or Dragoon with certain builds later game
Ranger/Ranger - https://omeda.city/heroes/Murdock, https://paladins.fandom.com/wiki/Kinessa, https://ffxiclopedia.fandom.com/wiki/Ranger
Ranger/Tank - https://omeda.city/heroes/GRIMexe, https://paladins.fandom.com/wiki/Ruckus
Ranger/Fighter - https://omeda.city/heroes/Sparrow, https://paladins.fandom.com/wiki/Tyra, FFXI RNG/WAR, as you'd expect
Ranger/Rogue - https://omeda.city/heroes/Wraith, https://paladins.fandom.com/wiki/Strix
Ranger/Mage - https://omeda.city/heroes/Revenant, https://paladins.fandom.com/wiki/VII, FFXI RNG specializing in elemental arrows and damage setups (sometimes RNG/SAM)
Ranger/Cleric - https://omeda.city/heroes/Kira (lifesteal builds), https://paladins.fandom.com/wiki/Mal'Damba, FFXI RNG/DNC
Ranger/Bard - https://omeda.city/heroes/Drongo (debuff builds), a different way of using FFXI RNG/DNC
Ranger/Summoner - https://paladins.fandom.com/wiki/Saati, https://paladins.fandom.com/wiki/Vivian sorta
Mage/Mage - https://omeda.city/heroes/Gideon, https://paladins.fandom.com/wiki/Willo, https://ffxiclopedia.fandom.com/wiki/Black_Mage usually with Scholar subjob
Mage/Tank - https://omeda.city/heroes/Aurora sorta, also Fey if built for Tanking/Sieging, FFXI BLM/BLU
Mage/Fighter - https://omeda.city/heroes/Aurora the rest of the time, https://paladins.fandom.com/wiki/Vora, FFXI Dark Knight in some situations
Mage/Ranger - https://omeda.city/heroes/Gadget (debatable, but overall turns out this way), https://paladins.fandom.com/wiki/Kasumi depending on interpretation
Mage/Rogue - https://omeda.city/heroes/Argus, https://paladins.fandom.com/wiki/Evie
Mage/Cleric - https://omeda.city/heroes/Countess (lifesteal focus builds), FFXI BLM/WHM
Mage/Bard - https://omeda.city/heroes/Muriel,
Mage/Summoner - https://omeda.city/heroes/LtBelica, FFXI BLM/SMN (but only some NPCs, actually - https://ffxiclopedia.fandom.com/wiki/Kayeel-Payeel_(S), https://ffxiclopedia.fandom.com/wiki/Vee_Qiqa_the_Decreer - players are not allowed to have their level of power)
Cleric/Cleric - (Predecessor isn't 'allowed' to have pure healing often, but Sevarog/Muriel could previously get close), https://paladins.fandom.com/wiki/Jenos, https://ffxiclopedia.fandom.com/wiki/White_Mage often with Scholar subjob
Cleric/Tank - strong healing builds from https://omeda.city/heroes/Riktor, https://paladins.fandom.com/wiki/Furia, WHM/RDM or RDM/WHM
Cleric/Fighter - https://omeda.city/heroes/Crunch (crazy players with crazy builds, previously), https://paladins.fandom.com/wiki/Grover, FFXI WHM has various paths to this
Cleric/Ranger - https://omeda.city/heroes/Zinx, https://paladins.fandom.com/wiki/Io
Cleric/Mage - This depends too much on a player's definition of 'Mage', but FFXI WHM/BLM was popular for various, and https://ffxiclopedia.fandom.com/wiki/Scholar with Black Mage subjob also.
Cleric/Rogue - https://omeda.city/heroes/Phase (recently balanced to be even moreso this), https://paladins.fandom.com/wiki/Seris (probably my bias, so also mentioning https://paladins.fandom.com/wiki/Corvus)
Cleric/Bard - https://omeda.city/heroes/Narbash (specific builds), https://paladins.fandom.com/wiki/Rei,
Cleric/Summoner - https://paladins.fandom.com/wiki/Grohk, FFXI WHM/SMN (but again, moreso NPC - https://ffxiclopedia.fandom.com/wiki/Lutete )
Bard/Bard - https://omeda.city/heroes/Narbash (most builds), https://ffxiclopedia.fandom.com/wiki/Bard, some benefit to using https://ffxiclopedia.fandom.com/wiki/Corsair as subjob
Bard/Tank - https://omeda.city/heroes/Narbash (tanky builds obv), Sevarog/Shinbi can, but 'passive HP healing' is a pretty big 'divider/tell' for most Bard play and the equivalent item was removed, FFXI BRD/NIN with skilz and an enemy that uses minimal AoE/doesn't resist Sleep
Bard/Fighter - see Bard/Tank above, but less Narbash, https://paladins.fandom.com/wiki/Lillith, FFXI BRD/WAR or very rarely BRD/DRK
Bard/Ranger - The more common 'Harp-Bow' characters from MMOs now, TL Longbow/Wand (with the longbow focused)
Bard/Mage - https://omeda.city/heroes/Gadget (if played as support), https://paladins.fandom.com/wiki/Pip (when you're really creative with positioning), https://ffxiclopedia.fandom.com/wiki/Corsair (various ways)
Bard/Rogue - https://omeda.city/heroes/Phase (aura builds), https://paladins.fandom.com/wiki/Moji, FFXI BRD/DNC (possible to BRD/THF but I doubt anyone would)
Bard/Cleric - Nearly everything in the 'support' role boils down to this if it has buffs, https://paladins.fandom.com/wiki/Corvus (certain builds), certain Muriel builds, BRD/WHM, etc
Bard/Summoner - https://omeda.city/heroes/LtBelica (specific support builds, highly debatable)
Summoner/Summoner - https://ffxiclopedia.fandom.com/wiki/Summoner
Summoner/Tank - FFXI Summoner with appropriate summon active (often Titan, sometimes Garuda), tends to focus on improving 'speed' of being able to use summon abilities, and lowering costs, synergizes well with the effect a specific staff in the old days (Terra Staff, PDT up, cost of Titan being summoned reduced)
Summoner/Fighter - See above, but more likely to have summoned Ifrit and focused on 'Avatar Favor' effect to give party Double Attack trait. Depending on the moonphase, might also summon Fenrir.
Summoner/Ranger - https://omeda.city/heroes/Dekker (rare, usually only seen by experts messing around in Offlane), FFXI SMN but most likely to have summoned Shiva, kiting and back to 'lowered costs and more frequent abilities', sometimes FFXI BST but too long to explain the specifics of that
Summoner/Mage - https://omeda.city/heroes/IggyScorch (being generous here), FFXI Summoner with good mastery of Elemental Spirits, and the NPC - https://ffxiclopedia.fandom.com/wiki/Gariri (who doesn't actually use elemental spirits)
Summoner/Rogue - https://paladins.fandom.com/wiki/Saati with very specific focuses in play and build, FFXI Summoner normally doesn't do this, more likely to summon Garuda, or Ramuh (and if Ramuh, Avatar favor effect for Crit)
Summoner/Cleric - https://paladins.fandom.com/wiki/Ying, FFXI standard SMN/WHM, will usually have Leviathan summoned if they really need even more healing.
Summoner/Bard - Other Ying builds, specific Belica builds, FFXI SMN with Fenrir, though their performance is moonphase dependent. Also, those who specialize in rapidly switching summon in a rhythm to use each effect as appropriate buff in turn.
Tank/Tank - https://omeda.city/heroes/Riktor, https://paladins.fandom.com/wiki/Makoa, https://ffxiclopedia.fandom.com/wiki/Warrior (but with Paladin as sub, at higher levels. It's hard to explain, like most deeper MMO stuff, obviously)
Tank/Fighter - https://omeda.city/heroes/Greystone, https://paladins.fandom.com/wiki/Terminus, https://ffxiclopedia.fandom.com/wiki/Samurai (tank builds, uncommon)
Tank/Rogue - https://omeda.city/heroes/Khaimera (heavy tank builds), https://ffxiclopedia.fandom.com/wiki/Ninja (technically this should be Warrior with Ninja sub if talking about ye olde days), https://paladins.fandom.com/wiki/Nyx
Tank/Ranger - https://omeda.city/heroes/Terra (most builds), https://ffxiclopedia.fandom.com/wiki/Dragoon (later, assuming Sentinels even get pet stuff)
Tank/Mage - https://omeda.city/heroes/Sevarog (certain oppression builds - minimal/no passive damage), https://ffxiclopedia.fandom.com/wiki/Rune_Fencer (or PLD/RDM, RDM/PLD, etc)
Tank/Cleric - https://omeda.city/heroes/Sevarog (regeneration builds, but there's no more Wellspring), https://paladins.fandom.com/wiki/Torvald, https://ffxiclopedia.fandom.com/wiki/Paladin
Tank/Bard - https://omeda.city/heroes/Steel (really specific buff+debuff builds), https://paladins.fandom.com/wiki/Khan
Tank/Summoner - https://omeda.city/heroes/Kwang (kind of a stretch but if you really know what you're doing...), https://paladins.fandom.com/wiki/Inara, https://ffxiclopedia.fandom.com/wiki/Beastmaster (using one of their tanky pets and building as tank as possible themselves)
Fighter/Fighter - https://omeda.city/heroes/Rampage, https://paladins.fandom.com/wiki/Raum, https://ffxiclopedia.fandom.com/wiki/Warrior (purest concept)
Fighter/Tank - https://omeda.city/heroes/Grux, https://paladins.fandom.com/wiki/Ash, give FFXI WAR a 1hAxe and shield but any reasonable defensive subjob
Fighter/Rogue - https://omeda.city/heroes/FengMao, https://paladins.fandom.com/wiki/Ash, give FFXI WAR two 1hAxes (or 1 axe one sword, whatever you like really) and subjob Ninja, or any good 2H weapon and subjob Thief (but you still won't get good evasion really)
Fighter/Ranger - https://omeda.city/heroes/Zarus (as sustain-opener), https://paladins.fandom.com/wiki/Tiberius, FFXI WAR with Ranger Subjob and a fast Crossbow
Fighter/Mage - https://omeda.city/heroes/Crunch, https://paladins.fandom.com/wiki/Azaan (certain builds), https://ffxiclopedia.fandom.com/wiki/Red_Mage with Warrior subjob (or Ninja if you like fast weapons, Dark Knight if you prefer slower)
Fighter/Cleric - https://omeda.city/heroes/Khaimera, https://paladins.fandom.com/wiki/Torvald, FFXI Red Mage or Blue Mage in most melee forms,
Fighter/Bard - https://omeda.city/heroes/Grux (specific debuff stack build), https://paladins.fandom.com/wiki/Octavia, FFXI WAR with GreatAxe specifically and Dancer subjob
Fighter/Summoner - https://omeda.city/heroes/Grux (specific debuff stack build), https://paladins.fandom.com/wiki/Barik, FFXI Beastmaster with one of their offense pet options maybe
Rogue/Rogue - https://omeda.city/heroes/Kallari, https://paladins.fandom.com/wiki/Koga, https://ffxiclopedia.fandom.com/wiki/Thief with Ninja subjob for max Rogue-ing
Rogue/Tank - https://omeda.city/heroes/Shinbi (most builds), https://paladins.fandom.com/wiki/Androxus,
https://ffxiclopedia.fandom.com/wiki/Ninja with Warrior subjob (usually. THF/WAR also works)
Rogue/Fighter - https://omeda.city/heroes/Serath (most builds), https://paladins.fandom.com/wiki/Zhin,
as you'd expect, FFXI THF/WAR
Rogue/Ranger - https://omeda.city/heroes/Zarus (as assassin-closer), https://paladins.fandom.com/wiki/Vatu, FFXI THF/RNG with the right gun or THF/SAM in early game for reasons
Rogue/Mage - https://omeda.city/heroes/Countess, https://paladins.fandom.com/wiki/Talus, FFXI NIN/RDM usually
Rogue/Cleric - https://omeda.city/heroes/Kallari (really specific builds, Crunch too, very specific), https://paladins.fandom.com/wiki/Maeve (lifesteal and healing), FFXI NIN/WHM (but you only need/use this if you need cleanses and they're either very good or later levels, not from ye olde days)
Rogue/Bard - https://omeda.city/heroes/Shinbi (the other builds)
Rogue/Summoner - https://omeda.city/heroes/Aurora (certain weird builds), https://paladins.fandom.com/wiki/Kasumi, FFXI Beastmaster or Dragoon with certain builds later game
Ranger/Ranger - https://omeda.city/heroes/Murdock, https://paladins.fandom.com/wiki/Kinessa, https://ffxiclopedia.fandom.com/wiki/Ranger
Ranger/Tank - https://omeda.city/heroes/GRIMexe, https://paladins.fandom.com/wiki/Ruckus
Ranger/Fighter - https://omeda.city/heroes/Sparrow, https://paladins.fandom.com/wiki/Tyra, FFXI RNG/WAR, as you'd expect
Ranger/Rogue - https://omeda.city/heroes/Wraith, https://paladins.fandom.com/wiki/Strix
Ranger/Mage - https://omeda.city/heroes/Revenant, https://paladins.fandom.com/wiki/VII, FFXI RNG specializing in elemental arrows and damage setups (sometimes RNG/SAM)
Ranger/Cleric - https://omeda.city/heroes/Kira (lifesteal builds), https://paladins.fandom.com/wiki/Mal'Damba, FFXI RNG/DNC
Ranger/Bard - https://omeda.city/heroes/Drongo (debuff builds), a different way of using FFXI RNG/DNC
Ranger/Summoner - https://paladins.fandom.com/wiki/Saati, https://paladins.fandom.com/wiki/Vivian sorta
Mage/Mage - https://omeda.city/heroes/Gideon, https://paladins.fandom.com/wiki/Willo, https://ffxiclopedia.fandom.com/wiki/Black_Mage usually with Scholar subjob
Mage/Tank - https://omeda.city/heroes/Aurora sorta, also Fey if built for Tanking/Sieging, FFXI BLM/BLU
Mage/Fighter - https://omeda.city/heroes/Aurora the rest of the time, https://paladins.fandom.com/wiki/Vora, FFXI Dark Knight in some situations
Mage/Ranger - https://omeda.city/heroes/Gadget (debatable, but overall turns out this way), https://paladins.fandom.com/wiki/Kasumi depending on interpretation
Mage/Rogue - https://omeda.city/heroes/Argus, https://paladins.fandom.com/wiki/Evie
Mage/Cleric - https://omeda.city/heroes/Countess (lifesteal focus builds), FFXI BLM/WHM
Mage/Bard - https://omeda.city/heroes/Muriel,
Mage/Summoner - https://omeda.city/heroes/LtBelica, FFXI BLM/SMN (but only some NPCs, actually - https://ffxiclopedia.fandom.com/wiki/Kayeel-Payeel_(S), https://ffxiclopedia.fandom.com/wiki/Vee_Qiqa_the_Decreer - players are not allowed to have their level of power)
Cleric/Cleric - (Predecessor isn't 'allowed' to have pure healing often, but Sevarog/Muriel could previously get close), https://paladins.fandom.com/wiki/Jenos, https://ffxiclopedia.fandom.com/wiki/White_Mage often with Scholar subjob
Cleric/Tank - strong healing builds from https://omeda.city/heroes/Riktor, https://paladins.fandom.com/wiki/Furia, WHM/RDM or RDM/WHM
Cleric/Fighter - https://omeda.city/heroes/Crunch (crazy players with crazy builds, previously), https://paladins.fandom.com/wiki/Grover, FFXI WHM has various paths to this
Cleric/Ranger - https://omeda.city/heroes/Zinx, https://paladins.fandom.com/wiki/Io
Cleric/Mage - This depends too much on a player's definition of 'Mage', but FFXI WHM/BLM was popular for various, and https://ffxiclopedia.fandom.com/wiki/Scholar with Black Mage subjob also.
Cleric/Rogue - https://omeda.city/heroes/Phase (recently balanced to be even moreso this), https://paladins.fandom.com/wiki/Seris (probably my bias, so also mentioning https://paladins.fandom.com/wiki/Corvus)
Cleric/Bard - https://omeda.city/heroes/Narbash (specific builds), https://paladins.fandom.com/wiki/Rei,
Cleric/Summoner - https://paladins.fandom.com/wiki/Grohk, FFXI WHM/SMN (but again, moreso NPC - https://ffxiclopedia.fandom.com/wiki/Lutete )
Bard/Bard - https://omeda.city/heroes/Narbash (most builds), https://ffxiclopedia.fandom.com/wiki/Bard, some benefit to using https://ffxiclopedia.fandom.com/wiki/Corsair as subjob
Bard/Tank - https://omeda.city/heroes/Narbash (tanky builds obv), Sevarog/Shinbi can, but 'passive HP healing' is a pretty big 'divider/tell' for most Bard play and the equivalent item was removed, FFXI BRD/NIN with skilz and an enemy that uses minimal AoE/doesn't resist Sleep
Bard/Fighter - see Bard/Tank above, but less Narbash, https://paladins.fandom.com/wiki/Lillith, FFXI BRD/WAR or very rarely BRD/DRK
Bard/Ranger - The more common 'Harp-Bow' characters from MMOs now, TL Longbow/Wand (with the longbow focused)
Bard/Mage - https://omeda.city/heroes/Gadget (if played as support), https://paladins.fandom.com/wiki/Pip (when you're really creative with positioning), https://ffxiclopedia.fandom.com/wiki/Corsair (various ways)
Bard/Rogue - https://omeda.city/heroes/Phase (aura builds), https://paladins.fandom.com/wiki/Moji, FFXI BRD/DNC (possible to BRD/THF but I doubt anyone would)
Bard/Cleric - Nearly everything in the 'support' role boils down to this if it has buffs, https://paladins.fandom.com/wiki/Corvus (certain builds), certain Muriel builds, BRD/WHM, etc
Bard/Summoner - https://omeda.city/heroes/LtBelica (specific support builds, highly debatable)
Summoner/Summoner - https://ffxiclopedia.fandom.com/wiki/Summoner
Summoner/Tank - FFXI Summoner with appropriate summon active (often Titan, sometimes Garuda), tends to focus on improving 'speed' of being able to use summon abilities, and lowering costs, synergizes well with the effect a specific staff in the old days (Terra Staff, PDT up, cost of Titan being summoned reduced)
Summoner/Fighter - See above, but more likely to have summoned Ifrit and focused on 'Avatar Favor' effect to give party Double Attack trait. Depending on the moonphase, might also summon Fenrir.
Summoner/Ranger - https://omeda.city/heroes/Dekker (rare, usually only seen by experts messing around in Offlane), FFXI SMN but most likely to have summoned Shiva, kiting and back to 'lowered costs and more frequent abilities', sometimes FFXI BST but too long to explain the specifics of that
Summoner/Mage - https://omeda.city/heroes/IggyScorch (being generous here), FFXI Summoner with good mastery of Elemental Spirits, and the NPC - https://ffxiclopedia.fandom.com/wiki/Gariri (who doesn't actually use elemental spirits)
Summoner/Rogue - https://paladins.fandom.com/wiki/Saati with very specific focuses in play and build, FFXI Summoner normally doesn't do this, more likely to summon Garuda, or Ramuh (and if Ramuh, Avatar favor effect for Crit)
Summoner/Cleric - https://paladins.fandom.com/wiki/Ying, FFXI standard SMN/WHM, will usually have Leviathan summoned if they really need even more healing.
Summoner/Bard - Other Ying builds, specific Belica builds, FFXI SMN with Fenrir, though their performance is moonphase dependent. Also, those who specialize in rapidly switching summon in a rhythm to use each effect as appropriate buff in turn.
Azherae
2
Re: What are people's node & biome preferences?
(Always remember You can open these Pictures directly and they will a greater, better solution)
Can You Guys imagine a place between Two Biomes where a River flows through -> and the Rockformations on the Sides look like this ? Like someone hewn them ? Would be very cool if it would exist somewhere in the finished Game.
Can You Guys imagine a place between Two Biomes where a River flows through -> and the Rockformations on the Sides look like this ? Like someone hewn them ? Would be very cool if it would exist somewhere in the finished Game.
Aszkalon
3
Re: What are people's node & biome preferences?
There will probably be no Biomes that will look as closely as this as the Kae'lar Riverlands.
Won't it ?
Don't forget to open directly for maximum Size. A smol' Hamlet which could be nearby a huge Node-City.
Won't it ?
Don't forget to open directly for maximum Size. A smol' Hamlet which could be nearby a huge Node-City.
Aszkalon
3
Re: Cleric and bard - please do not turn support classes into heal/buff bots.
P. S. You want to make a Bard or a Cleric and use heavy armor with melee weapons and fight front line in the thick of combat. You can do that. Want to wear light armor anr play ranged DPS while buffing and healing. That's an option.