Val the Moofia Boss
Cipher
- Joined
- Feb 3, 2022
- Messages
- 1,680
Is FFXI more RPG than FF XIV?
Yes. Mechanically it has actual character building in that you can create your own builds.
- You can equip a subjob at half your level. Ie, if you are a level 75 black mage, you can equip White Mage and acquire the White Mage's abilities, spells, and passive traits up to level 37. Want to be a melee class that dual wields? Equip Ninja as your subjob. Want more loot? Equip Thief as your sub and let the loot roll in. You can equip White Mage or Red Mage as your subjob and be able to cast sneak and invisible, which is great for stealthing through high level areas. Some main jobs also have their abilities change depending on what subjob you have equipped. For example, if you are a Dragoon and have a melee subjob equipped, then your pet wyvern gains elemental breath attacks, but if you equip a mage subjob then the wyvern will use a healing breath whenever you cast a spell and someone in your party is below a health threshold. If you play Dragoon/Red Mage, you can become a healer who uses poison to trigger healing breaths (you use Red Mage because it has the Fast Cast trait so you cast spells faster, and because it has access to the poison spell which only costs 5 MP and doesn't give the enemy target TP, though other mage subjobs can work if you want more healing throughput from White Mage spells or the utility of teleports). Some combinations like Dragoon/Red Mage allows you to effectively lowman content (adventure with a small party of two or three players, yourself included).
- Unlike FF14, jobs aren't restricted to using just one weapon. There are usually 2 or 3 (sometimes 4) weapons that a job can wield that the job has a good skill level in. For example, samurai aren't forced to only use katanas. They can use spears if they want. Mages can equip cudgels or daggers or swords and go whack people, and you can build around that if you want, like a cudgel that steals MP.
- You can also acquire equipment that augments your abilities, such as a a Drachen Armet that increases the threshold at which the wyvern's healing breath will trigger (for <33% HP to <50% HP), or a hat that lowers the perpetuation cost of certain avatars (ie, the Accord Hat for Summoner if you want to use Fenrir all the time). You can also use macros and swap gear during combat, ie using the Drachen Armet to trigger the healing breath on a play who is at 40% HP, and then switching to the Wyrm Armet which improves your wyvern's breath effectiveness before the healing breath goes off.
- You can acquire points and invest them into improving certain aspects of your main job, ie improving the effectiveness of your pet wyvern's breath or reducing the cooldown on your jumps.
- Max party size is 6 players, not 4, so other players besides tank/dps/healer are viable. You can bring support classes like Red Mage whose main role is to cast debuffs on the target (paralyze, blind, slow, etc) or buffer roles, or supplemental healers like heal DRG/RDM. This isn't possible for a game designed for parties of 4 players. Even if you could build a heal DRG/RDM in FFXIV, the design of the game means that you would never get accepted into any groups playing as one.
Ffxiv is overal better in content story quest
FF11 doesn't spend 300+ hours building up a geopolitical conflict only to then toss it away for Disney crap. The male characters in FFXI also actually act like men.