NOTE_00: For those of you who find this too long to read and want a quick overview. Here is a quick breakdown of what a FFT style advanced job system would look like, I made a visual reference to it here: http://img535.imageshack.us/i/jobsfftstyle.png/ ( Keep in mind that the above advancement prerequisites are just possibilities given changes to the current system. PLEASE do not become fixated on whether X or Y class should be required to obtain Z advanced Class. It is merely a suggestion of what could be done with the system.)
In going over the issues with the class distinctions as they currently are, I began to look back at older Final Fantasy games and how they addressed the job/class system in a fun and enjoyable way. I remember that one of my favorites was the system in Final Fantasy Tactics, mainly the War of the Lions. The system was exciting and engaging because it provided the player with constant goals to pursue in unlocking and developing new classes.
The real key with the Final Fantasy Tactics job growth system is the fact that each job had a set of prerequisites that you needed to fulfill before you could open it up (with the exception of the squire and chemist)
I think this system would be a fantastic fit for FFXIV, and it would require a few changes to the current system, largely in the reassignment of abilities in order to maximize the uniqueness of the classes
So to start with, lets take a look at the Disciples of War:
Disciples of War:
- Spear/Lance - Dragoon (Lancer)
- Great Axe - Warrior (Marauder)
- 1h Sword and Shield - Soldier (Gladiator)
- Bow - Archer
- Hand to Hand - Monk (Pugilist)
- Dagger - Thief
First off, I would suggest some name changes and tweaks to really make each job unique. Part of this would be removing or severely limiting the healing abilities from many of these jobs and give them a tight focus on their core roles. One of the major problems with the current system is that every class can do pretty much everything, while this is nice for solo play, it makes group play very simple and dull.
The Soldier needs to be a tank and a damned good one. His raw melee ability should be average at best, but he needs to survive like no other. Soldiers need have abilities which allow him to shrug off damage for short bursts of time (5-10 sec) as well as the ability to provoke multiple enemies in a radius or cone and TP attacks that generate hate as well.
The Dragoon should specialize in hard hitting jump attacks and multi-hit skewering abilities, Additionally, Dragoon changes should also build on the current 'lancet' style attacks (like Speed Surge) that leach small amounts of TP, HP, MP etc.. from mobs and share it with the party.
Archers should have skills that focus on crowd control. Their skills should allow group binding, and concentrated volleys for picking off specific targets like spell casters and other ranged attackers.
Monks should be single-target damage dealers with evasive tanking abilities and stunning moves. The endgame spiritual attacks of the Monk should be able to penetrate very high armor and do consistent amounts of damage.
Warriors should change modes while attacking.. switch between weaker AOE attacks that destroy crowds of mobs, or stronger hits that have disabling side-effects which cripple TP, Armor, Strength or Magic Power. The Warrior needs to get stronger as he takes damage.
Thief would be the new class. With rapid-striking blade attacks, this class would specialize in melee DoT skills like 'bleed'. A thief should also have detection skills that reveal and exploit weaknesses in mobs, dealing extra damage to those that are inflicted with enfeebling effects (see current victimize skill for Pugalist)
Disciples of Magic:The Disciples of Magic roster is pretty weak as it is. I would break both the Conjurer and Thaumaturge into four separate classes and then I would add a fifth, the Bard.
- Elemental Magic (Elemental Wands) - Black Mage
- Enhancing/Restoring Magic (Radicals)- Conjurer
- Enfeebling/Draining Magic (Jeweled Wand)- Arcanist (Thaumaturge)
- Healing/Curing Magic (Crook)- White Mage
- Musician (Flute)- Bard
First is the Black Mage. yep the classic FF job we all know and love. From Blizzard to Thundaja VI, and access elemental weakening spells like Shock, Rasp and Drown, this class should be the most damaging and fragile class in the game.
The Conjurer (or Green Mage in FFXII) fulfills the roll of the buffer. Whether he is casting defensive spells like enThunder, Ice Spikes, barBlizzard, Stoneskin, Faith, Blink, Protect, Shell and Bravery, or DoT spells like Poison, Toxify, Bio and Virus This guy is helping the rest of the group win the attrition war. One of the best jobs to party with, and one of the hardest to solo with.
The Arcanist (also from FFXII) is an Enfeebler specializing in Umbral magic. With Drain, Aspir, Sleep, Bind, Paralyze, Silence, Sap, Blind, Gravity, Confuse, and Absorb as well as incremental magic such as Scourge, he can keep the enemy in a weakened state while the group focuses on the kill. Sacrifice allows him to do some limited healing as well.
The role of the White Mage is curing, healing and restoring. Abilities include not only healing spells like Cure, Regen, Blind-na, Refresh, Erase, and Raise, but also offensive Astral Magic like Dia, Banish and Holy.
The Bard is the new Class. Bards are the jack of all trades, and the master of crowd-control. The job of a bard is to encourage and empower the group while weakening, damaging or sleeping monsters with their songs. This class should play almost exactly like its role in FFXI.
Disciples of the Hand:
- Alchemy - Alchemist
- Leatherworking - Tanner
- Clothcrafting - Weaver
- Metalworking - Blacksmith
- Cooking - Culinarian
- Jeweler - Goldsmith
- Woodworking - Carpenter
I find the crafting jobs to be fantastic as they are now. Perhaps the process of crafting itself could be slightly tweaked, but I think this is the bright spot in FFXIV.
Disciples of the Land:
- Fishing - Fisher
- Harvesting - Botanist
- Mining - Miner
- Husbandry - Shepherd
The addition of the Shepherd Class would be quite nice. The chocobo raising in FFXI was quite fun and if that concept is built upon further it would make a great addition to the Disciples of the Land.
So after all those changes, what next? Well, those changes above allow for Advanced Classes in the style of Final Fantasy Tactics: War of the Lions. You raise specific beginner classes to a certain level to unlock advanced classes. For instance, if you wanted to unlock the Sage Class, you might need Black Mage at level 50 with Conjurer and Arcanist both at level 30. Below are some possibilities for advanced Classes using the changes above:
- [Soldier + White Mage + Black Mage] = Red Mage (Rapier & Buckler)
- [Alchemist + Archer] = Musketeer (Guns & Grenades)
- [Archer + Thief] = Sniper (Crossbow)
- [Warrior + Soldier] = Berzerker (Double 1H Axes)
- [Warrior + Arcanist] = Dark Knight (Greatsword)
- [Soldier + White Mage] = Paladin (Long Sword and Tower Shield)
- [Thief + Monk] = Ninja (Katana & Darts)
- [Dragoon + Archer] = Samurai (Great Katana)
- [Musketeer + Thief] = Gambler (Cards & Dice)
- [Thief + Bard] = Dancer (Twin Knives)
- [White Mage + Conjurer + Monk] = Devout (Crosier)
- [Black Mage + Arcanist + Conjurer] = Sage (Spell Book)
- [Shepherd + Bard + Berserker] = Beastmaster (Whip)
- [Arcanist + Beastmaster] = Blue Mage (Tulwar)
- [Arcanist + Conjurer] = Time Mage (Chime Staff)
- [Black Mage + Botanist + Miner] = Geomancer (Bell)
- [Sage + Devout + Time Mage + Geomancer] = Summoner (Evoking Staff)
I welcome all thoughts on this. If you have any comments, please leave them below. I really hope the FFXIV development team consider some of these ideas, and I believe they would give the game opportunity for long-term growth as well as considerable enjoyment for the players.
NOTE_01: Keep in mind that the above advancement prerequisites are just possibilities given changes to the current system. Please do not become too fixated on whether X or Y class should be required to obtain Z advanced Class. It is merely a suggestion of what could be done with the system.
NOTE_02: This suggested change to the system is intended to retain the core premise of the Armory system. That is, a class is determined by the weapon it wields. The FFXIV development team has no plans to change this concept, therefore the system I propose is intended to supplement that vision for the game.
NOTE_03: The current assignment of skills and abilities allows for too much customization, which leads to builds being far to similar. To counter this, skills outside the current class should carry a higher cost in addition to reduced effectiveness. However, advanced classes could grant reduced costs for assigning skills from classes that served as prerequisites.