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    coldReactive's Class/Job Suggestion Thread

    I was originally going to post this in another thread, but I preferred to make my own thread, due to the sheer amount of class and class/job combinations (And to be able to explain mechanics of each with ease.) After I post the first Job and Class combination, this thread will be updated every now and then with my suggestions. Some may seem outlandish, and some will seem like they're meant for the end of game life of FFXIV. Non-Standard Resources would replace MP or TP based on the class / developer rather than being added alongside them.

    Disciples of Magic

    Divinator - Light Armor (AOE Limit Break)
    This class would specialize in throwing cards, as well as card-based magic. Combinations would include cards that pair well together, and in some rare cases... cards that do not for maximum destruction. Class would be a Burst DPS Class with only a couple DOTs.

    Beastmaster - Medium Armor (Single Target Limit Break)
    I was debating whether or not to put this in Disciples of War or Magic, but after some thought, I decided to put it here. This class would allow you to take the forms of monsters that you kill in substantial amounts. Has a special resource (Instead of TP) called "Blood" that starts at Zero and will fill up as you kill enemies or as your party helps kill enemies. The blood types are Voidsent (Purple), Beast (Green), Elemental (Aqua/White), etc. Once Blood Fills, you can use "Form Change" and it will slowly drain out your "Blood" resource. Has DOTs mainly, and a few Burst attacks.

    Charmer - Light Armor (AOE Healer Limit Break)
    An advanced job class of Beastmaster and Dancer. Uses Mob summons gained through battles/Quests. More Support-Based, Less Damage. (Most damage comes from summons.) Builds "Charm" instead of TP when using stances Damage and Support. Once Charm is full, the user can summon monsters to do his or her bidding. One summon consumes half of all Charm, and cannot be used again until all charm is refilled. (Next summon replaces current summon. Has three types of Summons: Speed, Defense and Damage. None of the summons extend durations of DOTs, and cannot be controlled via the pet hotbar, as they are monsters gained through charming and have their own minds.)

    Card Breaker - Medium Armor (Single-Target Limit Break (RANGED!))
    Advanced Job of Divinator and Musketeer. Uses gun as primary, but card loading in the secondary. (Card is not consumed on use/skills) Uses TP and MP as its resources. Can pull aether out of cards into physical manifestation for placement heals on the ground/floor as well as Limited Time Summons that expire after a buff runs out on the caster. Uses Burst DPS and one Bleed DOT.

    Geomancer - Heavy/Chain Armor (Tank Limit Break)
    This Class is a magic tank that can get enmity from range and help shield the party with the very earth itself. It uses Self-Shield Buffs that return damage back to the attacker. (Also damage reduction permanent buff like "Steel Skin" similar to the Paladin's Shield Oath.) Can close distances with enemies quickly with a skill that also gains the enmity of all enemies around the destination mob/enemy. The below is a list of spells that could potentially make it in this class.
    • Poisoned Earth Skin - Permanent Self-Buff that will apply a DOT to enemies targeting the Geomancer. Cannot be used with other "Skins." Upon using another skin, this skin is replaced with that skin.
    • Earthen Spines - Permanent Self-Buff that sends some damage back to attackers within 5 yalms, effect does not work on enemies at range. Can be used with skins.
    • Delay Fetters - Vines entangle the foes and foes around it within 5 yalms. Enemies effected by this spell will have a move speed reduction applied for 10 seconds. Upon ending, enemies take Earth Aspected Damage. Attack Potency of 80.
    • Ground Pound - The caster instantly jumps to the targeted monster, deals unaspected damage to the target and earth damage to surrounding targets within 15 yalms. Additional Effect: Increased Enmity. Attack Potency: 100.
    • Earthen Veil Skin - The very Earth itself is protecting the caster and all allies within distance. Incoming Damage is Reduced by 10%, increased Enmity for caster, decreased enmity for party members. Cannot be used with other "Skins." Upon using another skin, this skin is replaced with that skin.
    • Hydae I - Skill changes based on the Field of Effect / surroundings. Attack Potency: ???
    • Hydae II - Skill changes based on the Field of Effect / surroundings. Attack Potency: ??? Additional Effect: Increased Enmity
    • Hydae III - (NOTICE: Can Change to AOE) Skill changes based on the Field of Effect / surroundings. Attack Potency: ??? Additional Effect: Grants one stack of Crystine (Incoming Damage is Reduced. Duration: 30s)

    Hydaelite - Heavy Armor (Tank Limit Break)
    Advanced Job of Geomancer and Arcanist. Magic ranged tank. One of the job skills could be the below.
    • Field of Effect Change - Skillset changing due to the very earth being under your command. Requires three stacks of Crystine.

    Disciples of War

    Musketeer - Medium Armor (Single Target Limit Break (RANGED!))
    Burst DPS Class that attacks at range with dexterity. Uses TP as its resource. Requires a "Shell" to be loaded into the secondary/shield Slot. Has a bleed DOT, but no other DOTs.

    Engineer - Medium Armor (Single Target Limit Break)
    This class is more like a summoner/arcanist class, but uses machines to help fight alongside the Engineer. Uses Minion-Only heals, has a DOT or two, but is more of a Burst DPS Class. Uses a Large/giant two-handed wrench as its weapon. First Summon, like ACN, is a DPS Summon. Second Summon, like ACN, is a tank summon. Does not use DOTs for its Burst Skills. The main reason I chose the giant wrench as a weapon was to get more humor into the class' questline, as well as people reacting to it in dungeons/etc.

    Allagmancer - Medium Armor (Single Target Limit Break)
    Advanced Job of Engineer. It focuses more on Burst DPS, has one or two minion-only heals. Can summon bigger and stronger machines. Can also set down stationary turrets (Up to two, via a small charge meter on the skill icon) for defense strategies. Turrets cannot be healed however by the minion-only heals. Still uses a giant Wrench for its own attacks. Does not use DOTs for its Burst Skills.

    Dancer - Light Armor (AOE Limit Break)
    Support Class (Similar to Bard Job, but has no "Foe Requiem" nor MP/TP Restoring dances.) Uses large aether rings to deal damage to foes at medium/short distance. Uses more AOEs even at low level. Burst DPS Class when not in Support Mode. Three Stance changes: Support, Damage and Speed. Speed stance is used to un-close gaps between you and the enemy. Builds a special resource rather than TP called "Charm." Charm starts at Zero, slowly builds over time while dancing / attacking. Once full, you can use a Burst Attack to all enemies in a circle around you. Burst Skill does not build Charm and consumes all Charm.

    Physician - Medium Armor (AOE Limit Break)
    Support/DPS Class that throws Potions and Splash Damage Potions. Requires "Ammo" to be equipped in the secondary/shield slot (Empty Vials.) Uses an Aetheric Accumulator in its first slot to build an extremely special resource bar that acts like a Gun clip (Shows the types of potions you have loaded.) Certain skills require certain slot colors. Resource would replace TP entirely. Uses MP to gather aether into vials. Can use Dots and one or two Burst AOE Attacks. Can move (Very slowly) while loading aether.

    Ranger - Medium Armor (Single-Target Limit Break (RANGED!))
    Advanced Job that uses a long-ranged single-barrel rifle. Does Burst DPS, one Bleed DOT. Loads "Charged" Shells that do more damage based on how much TP is sacrificed for certain skills. Using an "AIM" Skill will root your character, but allows you to target enemies, while in AIM Mode, you do more damage, but also have reduced critical hit defense.

    Disciples of Zodiac

    Onion - Any Armor (Limit Break Based on Weapon Equipped)
    End-Of-Life Enlightened Job that requires all Classes to be Level 50. Can equip any type of weapon (Even Relics.) Skill set changes based on equipped weapon. Can use job skills from said equipped weapon. Cannot add attribute stats, gains attribute stats based on half of those added from other player classes. TP Bar maxes at 500 instead of 1000. MP Bar maxes out at the same as the lowest MP-Based Disciple of War. Critical Hit Rate becomes 0 when Soul Crystal is equipped. Cannot use Cross-Class/Job Skills. Has a special Job skill called [Re-Equip] that allows the player to swap out for another weapon. Re-Equip adds a debuff to the player, disallowing re-equipping for a minute.

    Warden - Heavy Armor (Tank Limit Break)
    An Enlightened Job that requires Level 50 in PLD and a special quest to be completed to be able to use a skill known as "Zodiac Crash." Uses a special tank-only skill set. See this thread for more information.
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    Last edited by coldreactive; 08-31-2014 at 04:47 AM.