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Final Fantasy XIV to have 18 Classes at Launch

July 22, 2010

Thanks to an article over on FFXIVCore, there’s now information (from Famitsu) showing that the 18 character classes that have already been announced will be the classes made available to gamers at launch.

To wit, here’s a listing of the 18 classes according to their disciplines.

Disciples of War: Archer, Gladiator, Lancer, Marauder, Pugilist

Disciples of Magic: Conjurer, Thaumaturge

Disciples of the Land: Botanist, Fisherman, Miner

Disciples of the Hand: Alchemist, Armorer, Blacksmith, Carpenter, Culinarian, Goldsmith, Tanner, Weaver

Final Fantasy XIV’s armory system allows players to start and change classes at will, simply by changing the weapons they have equipped. According to current information made available, it is possible for players to essentially use any of the 18 classes at their leisure, though the implementation of the class changing hasn’t been made publicly available (as an NDA exists for the beta testers) as of yet.

FFXIVCore notes that other classes will be added down the line, though a time frame for such additions has yet to be revealed.

7 Comments leave one →
  1. July 22, 2010 23:48

    not to point out the obvious but it doesn’t seem as impressive as it sounds. 11 of those are apparently crafting classes, are they not? I don’t think most people would consider a tanning class to be a class in the context of MMOs.

    • July 23, 2010 07:30

      I agree with you there. Most people might find the combat/magic offerings to be lackluster. For me though, the ability to not be pigeonholed into one combat or magic class is a great thing, as it means I can play around with a ton of various things.

      I was planning on starting the game as a crafter though, which is why I don’t feel so bad.

  2. July 24, 2010 04:42

    i just have one question: how I mine for fish?

  3. Tesh permalink
    July 30, 2010 04:24

    So will each need to be leveled independently, like jobs? If so, that’s quite the potential grind for completionists. 😉

    • July 30, 2010 08:26

      I’m not sure what the skill/level cap is, but in a nutshell, yes, you’d need to switch weapons or tools to become the appropriate job and then use the skills to make it more powerful.

      It might be a grind for completionists, sure, but it does allow people to pick and choose what skills they want on their hotbars because, and I can’t stress this enough, you cannot put every skill you have on the hotbar. You have to pick and choose your skills according to how many slot points (or whatever they call it) you have, which leads to a lot of potential interesting combinations.

      • Tesh permalink
        July 31, 2010 08:31

        Oh, I’m a huge fan of the flexibility. I loved it in Guild Wars, and this even deeper “respec” option makes me very, very happy.

        It’s just a lot of grind potential, which always makes me a wee bit annoyed, especially in a sub model. *shrug*

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