View Full Version : New Job Ideas
Doubt they'll add new jobs, classic ones that aren't available have been absorbed into other jobs (e.g. Geomancer with SCH weather spells, Mystic Knight with RDM enspells, Gambler with COR, Time Mage with RDM, WHM, and BLM spells).
However, one idea I could see fly is Mime. Concept is similar to Maat's Cap.
All jobs would need to be maxed out (level 99 once released).
I know people would Abyssea burn them all as fast as possible, so there should be some sort of quest for the jobs to ensure people know how to play those jobs @ a minimum (I'd hope). Likely a Nomad Moogle quest.
I feel having all skills capped would be too much of a burden though currently, seeing difficulty some have with parrying and guard.
The Mime could set job abilities and traits similarly to how BLU sets spells. Of course it would have a Mimic ability which it would just copy a party member's moves.
Not sure what the 2 hour ability would be; either double the effect of the mimicked moves for a predetermined time period, or grant a wider list of all job traits/abilities (which would be too cumbersome imo). Or maybe summons another Mime (GoGo!) to mimick yourself!
Probably a stupid idea, but I have nothing better to do in my newly found copious amounts of free time. Anyone have other ideas?
Tsukino_Kaji
03-19-2011, 11:36 AM
TIME MAGE!
The time mage you're thinking of is a Sage like Tellah.
Cupofnoodles
03-19-2011, 11:40 AM
that job that beowolf played as on ff tactics on ps1
Vivivivi
03-19-2011, 11:41 AM
Geomancers always been a personal fave of mine. What about freelancer? In XI I could see it giving no new abilities aside from allowing you to set 3 subs. So a level 90 freelancer can have otherwise well rounded stats, but three level 45 subs?
Miera
03-19-2011, 11:44 AM
Necromancer If the pirates can do it, why can't we dammit! >:(
Chronofantasy
03-19-2011, 11:44 AM
What would a mime copy by themselves though if they need another job in the pty to copy? They would have to have their own unique abilities otherwise if they can just set any job trait/spells in the game from any job, then wouldn't that be a bit overpowered?
Time Mage is a job I always wanted in the game. I really don't care about any other job being added. I know RDM has most of its abilities like slow and haste and gravity, but I'm sure SE can add stuff to Time Mage to make it a little more extra. Of course give time mage their slow and haste but make it more potent than any other job perhaps. Give them some sort of random clock ability and that when the clock strikes a certain hour randomly then the Time Mage can either do some form of ability or has their power adjusted?
Also, the time of the vanaday, the phase of the moon, the month of the vanayear, maybe this can all have some sort of effect on the Time Mage as well to give them extra boosts to certain things and weaken certain things. If anyone has ever played FFIV: After years then maybe they'll know what I'm talking about with the moon phases. Certain moon phases can strengthen attack while weakening black or white magic. Maybe do something similar to that only a buff that gives AoE as a boost for these certain things to make Time Mage a support job. I think it'd be quite cool if SE placed this job in the game.
Auriga
03-19-2011, 11:45 AM
how about being able to be a GM as a job! no?...... I tried.
jeffanddane
03-19-2011, 11:46 AM
ps2 limitations are killing us ; ;
jeffanddane
03-19-2011, 11:48 AM
LMFAO auriga time mage = GM you would have to have the stop command
Tsukino_Kaji
03-19-2011, 11:50 AM
Well considdering past content, the only things that are left as the Mithra Lands and the Far East. I vote more kitties. You could have an actual ranger as apposed to a RANGE'r.
Chronofantasy
03-19-2011, 12:06 PM
When I saw the entire world map on a topic the other day there was also the far west and the North areas with the Orchish lands and Gigas lands. So something can be done about those too.
Zyeriis
03-19-2011, 12:44 PM
Necromancer
Geomancer (Scholar weather spells in no way cover geomancer)
Green Mage (though it would have to be fleshed out a bit more)
Machinist
Berserker (Hammer DD)
And those are just previous final fantasy jobs. FFXI is capable of original jobs as well such as corsair.
I'd like to see a job centered around a giant bladed hoop (like Tira in Soul Calibur 4).
A job that excels with the Great Sword (Yeah PLD WAR and DRK can use it but it's hardly their best weapon by far). Berserker could probably fill this role as well.
Nunchuk/Swordchuck class (or give them to ninja/monk).
A weaponless mage class that uses magic in it's basic attack (geomancer could do this but i'd prefer geomancer to have a bell weapon).
A Barrier forming class, this one may be impossible to implement though and we "technically" have this in White Mage (protect/shell) but the difference is that the barrier class would be create physical barriers and auras.
A gunblade class (this could be added to corsair's weapon selection).
Nu-Hir
03-19-2011, 01:03 PM
Why the hell do people want a necromancer? It would be the exact same thing as Beastmaster, except instead of charming mobs, you'd bring them back from the dead. So essentially, you'd have the same mob, except one is rotting and smells really bad. I fail to see the upside?
Tsukino_Kaji
03-19-2011, 01:04 PM
Berserker (Hammer DD)No, then WAR would have another skill and they already have too many.
Zyeriis
03-19-2011, 01:24 PM
No, then WAR would have another skill and they already have too many.
There's already hammers in the game.
Zyeriis
03-19-2011, 01:25 PM
Why the hell do people want a necromancer? It would be the exact same thing as Beastmaster, except instead of charming mobs, you'd bring them back from the dead. So essentially, you'd have the same mob, except one is rotting and smells really bad. I fail to see the upside?
Beastmaster can't control humanoids, that would be what Necromancer does. Skeletons, Drauger, Ghosts (though not a humanoid), undead creatures in general. I won't deny that it would like Beastmaster but, then again so is Puppetmaster yet, it still has enough about it to make it unique.
Tsukino_Kaji
03-19-2011, 01:25 PM
There's already hammers in the game.Clubs don't count. A berserker would have a warhammer akin to a grat axe. It's the same distinction between katana and great katana.
Tsukino_Kaji
03-19-2011, 01:26 PM
Beastmaster can't control humanoids, that would be what Necromancer does. Skeletons, Drauger, Ghosts, undead creatures in general. I won't deny that it would like Beastmaster but, then again so is Puppetmaster yet, it still has enough about it to make it unique.Necro jugs. lol
Zyeriis
03-19-2011, 01:31 PM
Clubs don't count. A berserker would have a warhammer akin to a grat axe. It's the same distinction between katana and great katana.
Maces, flails? I figured I'd throw a melee job into the list, that's mainly why Berserker is on there. It is hardly even close to the one I want most (Geomancer).
Tsukino_Kaji
03-19-2011, 01:33 PM
I still vote time mage. They even had the perfect venue with a time travel expantion and failed.
Zyeriis
03-19-2011, 01:33 PM
Necro jugs. lol
That thought haunts my mind in so many ways, there are so many ways to interpret that, especially if I took that combination of words, completely out of context. *shivers*
Zyeriis
03-19-2011, 01:33 PM
I still vote time mage. They even had the perfect venue with a time travel expantion and failed.
Green Mage was essentially a time mage.
Cupofnoodles
03-19-2011, 01:34 PM
Something with a Throwing Weapon skill
Tsukino_Kaji
03-19-2011, 01:34 PM
Green Mage was essentially a time mage.It was also essntialy a red mage. lol
Tsukino_Kaji
03-19-2011, 01:35 PM
Something with a Throwing Weapon skillThat should be added to nin.
Coldbrand
03-19-2011, 01:37 PM
I really think it'd have to be Geomancer Time Mage and Alchemist. It wouldn't be right otherwise at this point. Though I'd also love to see some of the various Knight variants from FFT, or even just the Vanilla one and all its break abilities that warrior currently has as WSs in a MUCH more substantial form.
Tsukino_Kaji
03-19-2011, 01:41 PM
I really think it'd have to be Geomage Time Mage and Alchemist. It wouldn't be right otherwise at this point. Though I'd also love to see some of the various Knight variants from FFT, or even just the Vanilla one and all its break abilities that warrior currently has as WSs in a MUCH more substantial form.Alchemist used your consulmables to work though. lol
Zyeriis
03-19-2011, 01:42 PM
It was also essntialy a red mage. lol
Red Mage as in the FFXI meaning or pre-FFXI meaning?
Cause either way, Green Mage never had any melee combat skills and the Red Mage of FFXI is relatively different than previous iterations.
Coldbrand
03-19-2011, 01:45 PM
It was also essntialy a red mage. lol
Nope. Green Mage has ONLY debuffs/buffs. It doesn't have the swordsmanship or white/black magic that is what normally defines Red Mage in the first place.
Alchemist used your consulmables to work though. lol
Who cares really? Have you seen how expensive Corsair, Ninja, Puppetmaster, and Ranger are? We've had 8 years now to build up some cash, let there be another super pricey elite job.
Tsukino_Kaji
03-19-2011, 01:46 PM
Green Mage has ONLY debuffs/buffs.Which is all RDM is now. lol
Zyeriis
03-19-2011, 01:48 PM
Which is all RDM is now. lol
This serving of vegetables is high in opinion. I do not suggest eating it, should you value the health of your mind.
Coldbrand
03-19-2011, 01:55 PM
Yeah, because you can't heal or nuke anymore, and chainstun isn't a thing once some real content floats back around. And if you really want to play with that sword, the relic/mythic/empyreans are there waiting for you.
Tsukino_Kaji
03-19-2011, 01:57 PM
How about something that can cast death?
Zyeriis
03-19-2011, 01:58 PM
How about something that can cast death?
That spell should be available to all male galka, elvaan, and hume dancers.
Nu-Hir
03-19-2011, 02:02 PM
Beastmaster can't control humanoids, that would be what Necromancer does. Skeletons, Drauger, Ghosts (though not a humanoid), undead creatures in general. I won't deny that it would like Beastmaster but, then again so is Puppetmaster yet, it still has enough about it to make it unique.
It's still a beastmaster, just with different target mobs. There's no reason to add the exact same job to the game, just because people want to take their emo brooding past levelling Dark Knight.
Coldbrand
03-19-2011, 02:04 PM
How about something that can cast death?
I won't be surprised if Dark Knights pick it up at 99. As is Summoners basically can via Odin.
It's still a beastmaster, just with different target mobs. There's no reason to add the exact same job to the game, just because people want to take their emo brooding past levelling Dark Knight.
You're REALLY still calling DRK emo in the year 2011? Is it really that hard to have an original thought or get over a joke that was never funny?
Anyhow, I'd agree that I don't want Necromancer in over jobs that aren't in yet and have important legacies in the franchise.
Tsukino_Kaji
03-19-2011, 02:05 PM
That spell should be available to all male galka, elvaan, and hume dancers.You mean cast upon, not available to.
Zyeriis
03-19-2011, 02:06 PM
It's still a beastmaster, just with different target mobs. There's no reason to add the exact same job to the game, just because people want to take their emo brooding past levelling Dark Knight.
Under that logic, so many jobs should be removed from the game because they share something in common with another job such as Dancer, using daggers, so does a thief. Dancer, dual wields, like a ninja. Let me escalate the difference between beastmaster and necromancer. Beastmaster is solely melee based. Necromancer would be magic based and have mp. Seriously, you are merely making assumptions about what it would actually be like. There are many ways in which Necromancer could be completely different from Beastmaster, whilst still being able to control another creature.
Zyeriis
03-19-2011, 02:07 PM
You mean cast upon, not available to.
Fear the bearded hume dancer >:O I will make you either laugh yourself to death or throw up so much that you die!
Tsukino_Kaji
03-19-2011, 02:08 PM
Fear the bearded hume dancer >:O I will make you either laugh yourself to death or throw up so much that you die!Or so shameful of my own race that I sepukku.
Zyeriis
03-19-2011, 02:34 PM
Or so shameful of my own race that I sepukku.
Did I forget to mention the subligar I'll be wearing? Yeah, that's important.
Nu-Hir
03-19-2011, 02:52 PM
You're REALLY still calling DRK emo in the year 2011? Is it really that hard to have an original thought or get over a joke that was never funny?
Considering I've seen a stupid Last Resort macro recently, yes I am.
Under that logic, so many jobs should be removed from the game because they share something in common with another job such as Dancer, using daggers, so does a thief. Dancer, dual wields, like a ninja.
Yet neither job is a front line healer. Warriors can use Axes, Melee, and use a lot of the same gear that BST does. Let's cut them out of the game. Hell, they can use Scythe and Great sword, let's get rid of DRK while we're at it. Oh look, they have Archery and Marksmanship skill, let's get rid of Rangers.
Let me escalate the difference between beastmaster and necromancer. Beastmaster is solely melee based. Necromancer would be magic based and have mp. Seriously, you are merely making assumptions about what it would actually be like. There are many ways in which Necromancer could be completely different from Beastmaster, whilst still being able to control another creature.
So, what you're saying is that Beastmaster and Necromancer would both be direct damage pet jobs that use charmed/jug pets to fight along side them? So how are they different again?
Tsukino_Kaji
03-19-2011, 02:54 PM
So, what you're saying is that Beastmaster and Necromancer would both be direct damage pet jobs that use charmed/jug pets to fight along side them? So how are they different again?Necro jugs.
It needed repeating.
Zyeriis
03-19-2011, 03:02 PM
Considering I've seen a stupid Last Resort macro recently, yes I am.
Yet neither job is a front line healer. Warriors can use Axes, Melee, and use a lot of the same gear that BST does. Let's cut them out of the game. Hell, they can use Scythe and Great sword, let's get rid of DRK while we're at it. Oh look, they have Archery and Marksmanship skill, let's get rid of Rangers.
So, what you're saying is that Beastmaster and Necromancer would both be direct damage pet jobs that use charmed/jug pets to fight along side them? So how are they different again?
Part 1 (not counting the last resort part)
You just proved my point.
Part 2
Didn't say that, and again, proved my point that you are making assumptions, baseless ones.
Before you put things in other people's mouths, make sure you leave some for yourself, otherwise your position in an argument is gone.
Chronofantasy
03-19-2011, 03:16 PM
I have another idea for a necromancer. How about the ability to use a dead player and control their movements to fight for a certain amount of time? Let's say this control can either last based on a skill or have its duration last a set time. The undead mobs can be charmed or called via jugs, and if another pet job's pet dies then a necro can revive them instantly but maybe give this a long cooldown timer. Give them dark magic spells to cast as well with a high rating dark skill and some decent mp. Those are just some random ideas I'm thinking off the top of my head but I'm sure there can be more stuff.
I'm in favour for SE to give us more jobs since most people can burn all their jobs to max lvl nowadays so soon when cap is 99 everyone will have all 20 jobs to 99 in 3 months to a year after that 99 update. Maybe even less than 3 months if you're that hardcore and already had all 20 jobs at 95 beforehand.
Regarding barrier magic; WHM, RDM, SCH and SMN do this with Stoneskin, blink, bar-spells. etc.
A weaponless mage class sounds very interesting, actually. they could technically use any given offensive magic skill (Dark, enfeebling, elemental or divine) to attack with Accuracy and damage based similarly to MNK's Hand-to-hand skill and augmented by MaB and INT, rather than Att and STR. They could have stances that call on certain magic types, with shared timers similar to strategems, but with longer recast timers. SE could use en-spell, or tier 1 magic effects for the attacks and just generic animations for the characters.
My question though, is how this would be much different from actual en-spells, or certain bolts/arrow effects? and would a job that can cast free spells out-class BLM, SCH, and such due to their lack of reliance on magic?
Bladed hoops sound like chakram; which are a specialty of Dancers, are they not? I do like the idea of SE adding wind and fire wheels. Perhaps as slashing weapon alternatives for Hand-to-hand jobs.
Ninja have tonfas, now. Nunchuku would be an interesting addition, but the mechanics would be wonky.
Geromancer and Green Mage would thrill me to no end.
Vortex
03-19-2011, 03:22 PM
The only thing Time Mage could even have to stand out is Haste 2, hasetga, Stop or many other things like an ability/spell to be in chainspell/hundreded fists mode, (Similer to overdrive for our Saga frontier veterans) but that would be pretty OP
I think the current jobs are fine, they just need more tweaking.
Lollerblades
03-19-2011, 03:22 PM
Purely for my kinky side ~ Whipmaster /nod nod
Who wouldn't like to run around spanking things?
Nu-Hir
03-19-2011, 03:27 PM
How did I prove your point? Dancers are not Thieves or Ninjas. Warriors are not Beastmasters, Dark Knights, or Rangers. Each job, while having overlapping skills, have other skills that define them. They have more than just subtle differences to set them apart. Beast and Necro would be the same job, different damage source.
You cannot argue that since Dancer and Thief share daggers they are the same job. Dancers are front line healers. They can deal damage while healing other players and debuffing the mob. Thieves are front line hate control. They are able to change enmity levels for other players while dealing a consistent amount of damage.
Dancers and Ninjas are not the same as one, again, is a front line healer, while the other is an evasion tank. While it's true that Dancers can also tank, they do it via a different skill set. Ninjas evade damage and cast elemental (damage, not elemental type) magic and debuff mobs via Ninjitsu. Dancers tank by hopefully evading damage, and healing what damage they do take. They also debuff but it's via job abilities and not magic.
Warriors the jacks of all trades. They can fill in for all damage types, whereas a Dark Knight or Ranger (the two examples I used) excel in two different weapons that pertain to their job. Dark Knights have job abilities and spells to compliment their damage, making them a pure damage dealing melee job. Rangers excel in the use of ranged weapons, and have abilities to increase their damage, making them a pure damage dealing ranged job. Warriors have damaging dealing abilities, and damage mitigation abilities. They also have hate control abilities. They can do it all. All three jobs have abilities that separate themselves from each other. They're not clones.
I'm making supposed baseless assumptions because you're not even trying to prove your point that they'd be different from each other. Looking at the above text that I've typed, I've left plenty of words left in my mouth, and I have even more to defend my side. I'm not proving any of your points.
There are several jobs in the game that have overlapping abilities (WHM, RDM, BLM, and SCH especially), but each job has something that separates them from each other, each job has something unique that separates them from other jobs. Even Puppet Master is more than just a Monk with a pet. You still have not answered this question, what would Necromancer have that would separate them from Beast Masters, aside from a different type of damage source?
Zyeriis
03-19-2011, 03:35 PM
Regarding barrier magic; WHM, RDM, SCH and SMN do this with Stoneskin, blink, bar-spells. etc.
A weaponless mage class sounds very interesting, actually. they could technically use any given offensive magic skill (Dark, enfeebling, elemental or divine) to attack with Accuracy and damage based similarly to MNK's Hand-to-hand skill and augmented by MaB and INT, rather than Att and STR. They could have stances that call on certain magic types, with shared timers similar to strategems, but with longer recast timers. SE could use en-spell, or tier 1 magic effects for the attacks and just generic animations for the characters.
My question though, is how this would be much different from actual en-spells, or certain bolts/arrow effects? and would a job that can cast free spells out-class BLM, SCH, and such due to their lack of reliance on magic?
Bladed hoops sound like chakram; which are a specialty of Dancers, are they not? I do like the idea of SE adding wind and fire wheels. Perhaps as slashing weapon alternatives for Hand-to-hand jobs.
Ninja have tonfas, now. Nunchuku would be an interesting addition, but the mechanics would be wonky.
Geromancer and Green Mage would thrill me to no end.
You misunderstood the barrier mage idea. It was about actual physical objects being added to the field via magic to protect people or give auras, sort of like a class that can use magic totems to create energy fields. It may be tactically and progammingly impossible though.
As far as the Weaponless mage class is concerned, it would use abilities much like puppetmaster's element maneuvers but it would only affect the mage, changing the element type of their basic attack. There would be an actual piece of equipment in the main hand slot but it wouldn't be a visible weapon or have weapon skills. I would also envision the basic attack's skill stat to come from a corresponding magic skill already out there (and perhaps job abilities that change what skill stat is being used, also affecting the type of attack). The difference from en-spells is that the attacks would be purely magic damage, rather than melee damage followed up by a slight magic damage hit. I am unsure how it would go about a actual magic spells. Perhaps make your selection based upon your sub job, like how a Dragoon's wyvern is affected by it's sub job.
I should've made a note that I did not mean something so small as Chakram. Think of it as more of a bladed hula hoop. If you want a reference look up Soul Calibur 4's Tira character.
Harpalina
03-19-2011, 03:35 PM
Purely for my kinky side ~ Whipmaster /nod nod
Who wouldn't like to run around spanking things?
rofl. That was made of win.
I'm guessing you mean to say that necromancer would cast dark-magic and use their undead pets to protect them? Fir that to really work, Se owuldh ave to add some direct damage dark magic spells, I think. Maybe Dark 1-5, doom, and death? with doom and death taking 50%, and 100%, of MP respectively and Accuracy being based-on the ammount of MP expended. Certain monsters ould of course, be immune to instant KO and simply suffer darkness damage proportionate to the MP expended, to a certain cap. Doom couldalso be a 2-hour ability.
I could see the undead pets being on a long recast timer and possibly not costing actual MP, but rather being used as Job Abilities. Necromancers could quest new undead creatures at certain level intervals with each having specific purposes, similar to PUP automatons?
The only problem I can foresee is that any job as specialized as that would have limited event capabilities. if all of your damage is dark-based, you would be crippled against many enemies. Of course, this is the case for many jobs. I just do not think it would have the versatility required by most groups. No native heals, only native Dark (possily enfeebling) magic, limited spellset, and pet jobs are often looked down upon by the general player-base.
Vortex
03-19-2011, 03:37 PM
Necromancer would do nothing more then just charm and control undead, which are honestly, very few in number and none are even that impressive over the "living" beings you can charm.
Not really my cup of tea
Tsukino_Kaji
03-19-2011, 03:38 PM
Necromancer would do nothing more then just charm and control undead, which are honestly, very few in number and none are even that impressive over the "living" beings you can charm.
Not really my cup of teaIt'd be a DRK with the combat ability of a SMN.
Zyeriis
03-19-2011, 03:44 PM
How did I prove your point? Dancers are not Thieves or Ninjas. Warriors are not Beastmasters, Dark Knights, or Rangers. Each job, while having overlapping skills, have other skills that define them. They have more than just subtle differences to set them apart. Beast and Necro would be the same job, different damage source.
You cannot argue that since Dancer and Thief share daggers they are the same job. Dancers are front line healers. They can deal damage while healing other players and debuffing the mob. Thieves are front line hate control. They are able to change enmity levels for other players while dealing a consistent amount of damage.
Dancers and Ninjas are not the same as one, again, is a front line healer, while the other is an evasion tank. While it's true that Dancers can also tank, they do it via a different skill set. Ninjas evade damage and cast elemental (damage, not elemental type) magic and debuff mobs via Ninjitsu. Dancers tank by hopefully evading damage, and healing what damage they do take. They also debuff but it's via job abilities and not magic.
Warriors the jacks of all trades. They can fill in for all damage types, whereas a Dark Knight or Ranger (the two examples I used) excel in two different weapons that pertain to their job. Dark Knights have job abilities and spells to compliment their damage, making them a pure damage dealing melee job. Rangers excel in the use of ranged weapons, and have abilities to increase their damage, making them a pure damage dealing ranged job. Warriors have damaging dealing abilities, and damage mitigation abilities. They also have hate control abilities. They can do it all. All three jobs have abilities that separate themselves from each other. They're not clones.
I'm making supposed baseless assumptions because you're not even trying to prove your point that they'd be different from each other. Looking at the above text that I've typed, I've left plenty of words left in my mouth, and I have even more to defend my side. I'm not proving any of your points.
There are several jobs in the game that have overlapping abilities (WHM, RDM, BLM, and SCH especially), but each job has something that separates them from each other, each job has something unique that separates them from other jobs. Even Puppet Master is more than just a Monk with a pet. You still have not answered this question, what would Necromancer have that would separate them from Beast Masters, aside from a different type of damage source?
Sigh, is is really so complicated. Every point you just made about the actual differences between the current jobs, is exactly what I was trying to point out to you. Your very argument against Necromancer is that it'll be like Beastmaster, just because it also controls other creatures. Thieves and Dancers both use daggers, does that make them the same? No, they have different abilities to complement their uniqueness, which you clearly know and understand from your post.
You want me to go into specifics? I will but, these are merely ideas. I didn't want to do so because it would make my argument similar to yours under the fact that these are all mere opinions of what Necromancer would be like. You don't have to like the ideas but, at the very least, they are drastically different from Beastmaster. First off, Necromancer would likely be capable of commanding multiple undead creatures but would have far less in terms of commands, as they would mostly be mindless killing machines. Necromancer would also have mp and be magically based. It would have primarily dark skill spells (like a Drk, no argument there but that's not what your main problem seems to be). Bio, Drain, Aspir, etc. I would also like to think it would have some form of dark based raise spell (perhaps giving a buff of some sort but with a longer weakened state following it). It wouldn't be able to control creatures equal to or greater than it's power, perhaps no higher than easy prey, as to not overpower it since it would be capable of controlling multiple monsters.
Need I go into more differences?
Would the mage also have an overload feature? Perhaps that could limit the overall damage output by adding a bit of randomness. I would be interested to know what this mainhanded item could be. It seems um... That many of your ideas are already present in World of Warcraft through Shamanic magic and wands.
I could see barrier magic being part of the moogle skillset. Afterall, they can cast many type of spells, and even use household items to pummel creatures (and players). It sounds like an interesting, pottentially silly job. I approve.
with regard to the weaponless mage, there are many instances of this in folklore. it is my sincerest hope that should SE add such a job they look into more acclectic items, such as magic leaves, enscorcelled stones, and other such items as foci for this job.
slakyak
03-19-2011, 03:52 PM
What about the 'wizard' jobs like in FF1? I guess it'd knock off most of the solo friendly attributes (melee, physical defence) and focus on pure casting. They'd be hard jobs to play as you'd nearly always need a tank or some sort of support but it'd be a good challenge.
Just so you know I've not actually unlocked these jobs yet on FF1 so I might have got the wrong end of the stick!!!
BLW all the way for me.
That is not relaly true. Undead are strong versus many types of damage-- especially ghost (which have a ton of HP). Ghosts' high damage resistance could easily be used to solo NMs, should you find a decent-sized group of them. I still think the job is a bit too limited to be a viable job, however.
Zyeriis
03-19-2011, 03:54 PM
Would the mage also have an overload feature? Perhaps that could limit the overall damage output by adding a bit of randomness. I would be interested to know what this mainhanded item could be. It seems um... That many of your ideas are already present in World of Warcraft through Shamanic magic and wands.
I could see barrier magic being part of the moogle skillset. Afterall, they can cast many type of spells, and even use household items to pummel creatures (and players). It sounds like an interesting, pottentially silly job. I approve.
with regard to the weaponless mage, there are many instances of this in folklore. it is my sincerest hope that should SE add such a job they look into more acclectic items, such as magic leaves, enscorcelled stones, and other such items as foci for this job.
Don't play WoW, wouldn't know. The word totem was probably a poor choice though.
As for the main handed item, perhaps an orb or crystal of some sort, maybe even magicite, if we want to go lore on this idea.
Vortex
03-19-2011, 03:55 PM
I would also like to think it would have some form of dark based raise spell
"Scratches head"
....
How on earth would this work or even make sense, The closest thing i can think of when i saw this is a spell which the name has escaped me that's on tactics ogre that "raised" a living dead member to undead. This would just be a contridictry spell. as Raise is a form of holy/light magic, i guess you can make it seem like the Dark Holy spell from FFT.
What you really are saying is you want a DRK that can control undead..it simply just won't work, nothing you can give it will make it susbsational to be useful over the already exisiting jobs.
Rightfully "Paladin" is Actualy a Holy Knight, but they didn't call it that..
and as such a "necromancer" is simply just a Dark Knight/Summoner
Tsukino_Kaji
03-19-2011, 03:56 PM
perhaps an orb or crystal of some sortDiablio 2. lol
Tsukino_Kaji
03-19-2011, 03:56 PM
"Scratches head"Necromancy by definition raises.
And to obtain this job, one must visit each of the mother crystals to gather shards? That sounds just challneing enough for a new job without excluding level 30s.
Tsukino_Kaji
03-19-2011, 03:58 PM
And to obtain this job, one must visit each of the mother crystals to gather shards? That sounds just challneing enough for a new job without excluding level 30s.Wasn't "Warrior of the Crystal" already a title?
Vortex
03-19-2011, 04:00 PM
Necromancy by definition raises.
While that is true it's a form of Black Magic/ forbiddin art. raising the dead, but in older games when somone is risin from necromancy they aren't "human" anymore, which is why that kind of confused me, But in FF terms, it dosn't work that way.
And Dark Taoist is already a job. I'm really not sure what this magic monk would be called.
Tsukino_Kaji
03-19-2011, 04:03 PM
Witch Doctor!
Zyeriis
03-19-2011, 04:03 PM
"Scratches head"
....
How on earth would this work or even make sense, The closest thing i can think of when i saw this is a spell which the name has escaped me that's on tactics ogre that "raised" a living dead member to undead. This would just be a contridictry spell. as Raise is a form of holy/light magic, i guess you can make it seem like the Dark Holy spell from FFT.
What you really are saying is you want a DRK that can control undead..it simply just won't work, nothing you can give it will make it susbsational to be useful over the already exisiting jobs.
Rightfully "Paladin" is Actualy a Holy Knight, but they didn't call it that..
and as such a "necromancer" is simply just a Dark Knight/Summoner
Did you miss the part about the buff/extended weakened timer? I did not say it would make them undead. I said it would be dark-based, in contrast to the current light based Raise spells, not sure where that's confusing.
A Scholar is just a Black Mage/White Mage then, should be removed.
A Dancer is just a Ninja/White Mage then, should be removed.
A Blue Mage is just a Red Mage with Spells he learned from animals then, should be removed.
A Corsair is just a Ranger/Bard then, should be removed.
A Dark Knight is just a Warrior/Black Mage then, should be removed.
A Paladin is just a Warrior/White Mage then, should be removed.
Should I stop before I get to the point where there's only like 6-8 jobs left?
Cause a job that can use multiple creatures as a shield for people is completely useless and there's totally another job that can do that.
Zyeriis
03-19-2011, 04:07 PM
Let me go further and add some type of hp sharing between the Necromancer and his minions. Turning Necromancer into a hybrid tank-pet job. Of course, some job abilities/pet commands to gather enmity upon his undead minions, and to use his dark magic spells such as drain and such to keep himself alive.
Zyeriis
03-19-2011, 04:08 PM
Diablio 2. lol
Another game I did not/do not play. Another game made by Blizzard to boot.
Tsukino_Kaji
03-19-2011, 04:10 PM
Another game I did not/do not play. Another game made by Blizzard to boot.Closet blizzard perhaps?
Zyeriis
03-19-2011, 04:13 PM
Closet blizzard perhaps?
I am hardly a stranger to blizzard. Warcraft 1, Warcraft 2, Starcraft 1, Warcraft 3, Starcraft 2. Starcraft 1 probably has as many hours logged as FFXI does for me, if not more, much more.
Witch Doctor!
:LOL:: I love that! It could be a mithran expansion job to to accentuate their non-maginess. Perhaps, they were frontline fighters who utilizedthe power of magic stones and WSs to make up for the fact that none of the mithra NPCs seem to be heavy mage classes?
Vortex
03-19-2011, 04:21 PM
Did you miss the part about the buff/extended weakened timer? I did not say it would make them undead. I said it would be dark-based, in contrast to the current light based Raise spells, not sure where that's confusing.
A Scholar is just a Black Mage/White Mage then, should be removed.
I disagree, while it shares the same spells SCH allows you to use those spells in a more complex and
much smarter way, it's not like blm where you just press a macro and boom, 1.5k damage
SCH requires THINKING, and sadly, alot of players aren't good at thinking, which is why it's a rarely used job and even more rare to see someone actually good at it. it shouldn't be removed, the retarded people who don't know how to use it properly should be removed.
A Dancer is just a Ninja/White Mage then, should be removed.
White Magic requires spells that cost MP Ninja requires spells that cost consumable tools
Dancer dosnt cost anything but TP..No where near the same thing, whm and ninja can't reduce targets defense, evasion, magic evasion, critical evasion, and drain HP from the target from each hit. another job that is hard to master due to the requiroment of "thinking"
A Blue Mage is just a Red Mage with Spells he learned from animals then, should be removed..
Blue mage spells are very unique, some of which aren't even seen by other jobs i won't even go into details on this one because there is just no point, and no where near similer to rdm in any way shape or form.
A Corsair is just a Ranger/Bard then, should be removed.
I dont think you're even trying anymore, why not try actually playing these jobs?
A Dark Knight is just a Warrior/Black Mage then, should be removed.
A Paladin is just a Warrior/White Mage then, should be removed.
Should I stop before I get to the point where there's only like 6-8 jobs left?
No because there is no point, none of what you just said is even close to comparison, each of those jobs have uniquie abilites that are well thought out.
All you're describing is "well it can restore Hp so it's just like white mage"
Cause a job that can use multiple creatures as a shield for people is completely useless and there's totally another job that can do that.
Yes..it's called...beastmaster.....summoner...they all can tank mobs and keep players from being damaged from thier own damage..i understand you are trying for a new idea but this one is simply no diffrent.
Tsukino_Kaji
03-19-2011, 04:27 PM
:LOL:: I love that!Diablo III.
Varchesis
03-19-2011, 04:30 PM
Male Mithra... oh wait.. it's not a job. Or is it just one no one has unlocked yet?
--And don't gimme that .dat crap
No seriously I've wanted Geomancer. Picture a MNK with BRD/SCH/RDM abilities:
-Hand-to-Hand , Axe
-AoE En- spells and elemental buffs for party (ex: Enthunderga)
-Weather/day enhanced debuffs for mosters (think Iceday: paralyze skill up) with penalty for opposing element
-Boost Magic Burst + Skillchain DMG for party
-Remove elemental debuffs from party (Burn, Choke, etc)
-Reduce / Absorb Elemental Damage when same as current weather/day
-Uses TP to facilitate abilities like DNC
Nu-Hir
03-19-2011, 04:33 PM
Sigh, is is really so complicated. Every point you just made about the actual differences between the current jobs, is exactly what I was trying to point out to you. Your very argument against Necromancer is that it'll be like Beastmaster, just because it also controls other creatures. Thieves and Dancers both use daggers, does that make them the same? No, they have different abilities to complement their uniqueness, which you clearly know and understand from your post.
Yes, I made it abundantly clear. The difference is, you didn't show anything to support your side. You just said that I was wrong.
You want me to go into specifics? I will but, these are merely ideas. I didn't want to do so because it would make my argument similar to yours under the fact that these are all mere opinions of what Necromancer would be like. You don't have to like the ideas but, at the very least, they are drastically different from Beastmaster. First off, Necromancer would likely be capable of commanding multiple undead creatures but would have far less in terms of commands, as they would mostly be mindless killing machines. Necromancer would also have mp and be magically based. It would have primarily dark skill spells (like a Drk, no argument there but that's not what your main problem seems to be). Bio, Drain, Aspir, etc. I would also like to think it would have some form of dark based raise spell (perhaps giving a buff of some sort but with a longer weakened state following it). It wouldn't be able to control creatures equal to or greater than it's power, perhaps no higher than easy prey, as to not overpower it since it would be capable of controlling multiple monsters.
Need I go into more differences?
So you want to make it less effective than a Beastmaster in terms of mobs it can charm, give it the ability to control more pets than the game allows, and give it similar spells to a Dark Knight, while being not effective, damage was, as one (although I'm going to make an assumption that it will be A+ in Dark Magic Skill). Even if it had a dark based raise, dark based damage spells (Similar to Banish/Holy), this would still be a very sub par Beast Master, sub par Dark Knight, and even a Sub Par Red Mage (Because i"m going to assume you'd want it to debuff mobs similar to a Necromancer in Diablo II).
To make your zombie hordes not game breaking, even with an EP army you'd need to either give them low reanimation time, or low HP. They would need something to balance them out. Kirin could be killed by 18 mobs that were conning Too Weak to him. In either case, you'd either be better served by something with more HP (another PC or a BST pet), or something that might last longer (PUP Automaton with the right Atmas and Attachments, or another PC).
You would have to invent new dark based spells to make them even useful. The spells you listed, along with the Tier 2s for Drain and Aspir, all the sleeps, and Stun just wouldn't be enough. Giving them elemental magic would move them along the line of a gimp Dark Knight with a Pet, and you're trying to differentiate them from another job, aren't you? Maybe give them AoE debuffs, Bioga, Paralyzga, Slowga, Bindga, Bioga, along with AoE Drain and Aspir. You're starting to move them away from Drk and Bst. Give them Dark based damage spells would really help them along, but they'd still be missing an edge over why you'd choose them over a Rdm/Sch or Sch/Rdm (who can AoE the above spells), Dark Knight, or Beast Master.
Now if you move it down to just one pet at a time (like the game allows so they don't have to rewrite code that could potentially give me a Wyvern every 20 minutes, which I'd love), how much HP would you reanimate with? Full life? Half Life? Critical Life? Would they be slowly dying over time, as a shambling corpse would be? How much control would you have over anything other than Sic, as they do have a rotting brain? Which mobs would you be able to reanimate / Charm?
While yes, I will concede that your ideas would make it different than a BST, but why would you want to use it aside from fleeting moments of "I am the Lich King!"? There's no way Squenix would introduce it because your version of it would need to make a complete overhaul of game mechanics in the form of controlling multiple pets and reanimating dead mobs. The addition of spells wouldn't be a problem. Another thing hindering it is that it would be a mash of three different jobs, excelling in neither of their abilities. It would be less effective at damage dealing than a Bst as it could melee along side it's pet. It would be less effective at debuffing than a Rdm or Sch as each would have a larger library of spells to chose from. It would also be less effective overall than a Drk as its spells would be likely limited to a similar selection and a few EP pets wouldn't have the same Accuracy or Attack vs a level 90 Drk against the same mob.
Overall it just begs the question, why?
Francisco
03-19-2011, 04:34 PM
I had an idea once for the job "Judge", based on the Judges from Final Fantasy Tactics.
AF Armor could be black GM armor.
Judge would have a variety of abilities to set certain "laws" of combat. The range of the law would work kinda of like an aura on the person playing judge. Examples of things that could be outlawed would be types of magic, elements of magic, elements of attack, abilities, etc... using the "illegal action" in the vicinity of the judge would have negative implications on the enemy - or the party member (double edge sword, they need to follow the rules as well)...
Judges could obtain "Judge Points" similar to a DNC obtaining Finishing Moves... Judge Points could be used to make a "Ruling" - which could be a very potent benefit to the party or a very potent determent to the enemy.
It's just a crazy random idea though.
Tsukino_Kaji
03-19-2011, 04:34 PM
Male Mithra... oh wait.. it's not a job. Or is it just one no one has unlocked yet?
--And don't gimme that .dat crapSo your job would be to stay at home and raise the kittens?
Diablo III.
I know. If you are looking for something fresh that has never been done, you will not find it anywhere. Humanity has been around too long. all of the Blizzard clases have been around since dungeon and Dragons was invented, and al lfo the Dungeons and dragons jobs are based off religions and superstitions in real life. that does not mean people can't try sometihng in new and innovative ways.
I am sure someone as clever as you can come up with something very interesting and productive to this conversation, should you try.
Tsukino_Kaji
03-19-2011, 04:38 PM
We'll cram all the mages together and call it an Auramancer.
jeffanddane
03-19-2011, 04:38 PM
Necromancer is a usless job that we pretty much already have x.x which i am ; ; summoner . . . . .
Zyeriis
03-19-2011, 04:38 PM
I disagree, while it shares the same spells SCH allows you to use those spells in a more complex and
much smarter way, it's not like blm where you just press a macro and boom, 1.5k damage
SCH requires THINKING, and sadly, alot of players aren't good at thinking, which is why it's a rarely used job and even more rare to see someone actually good at it. it shouldn't be removed, the retarded people who don't know how to use it properly should be removed.
White Magic requires spells that cost MP Ninja requires spells that cost consumable tools
Dancer dosnt cost anything but TP..No where near the same thing, whm and ninja can't reduce targets defense, evasion, magic evasion, critical evasion, and drain HP from the target from each hit. another job that is hard to master due to the requiroment of "thinking"
Blue mage spells are very unique, some of which aren't even seen by other jobs i won't even go into details on this one because there is just no point, and no where near similer to rdm in any way shape or form.
I dont think you're even trying anymore, why not try actually playing these jobs?
No because there is no point, none of what you just said is even close to comparison, each of those jobs have uniquie abilites that are well thought out.
All you're describing is "well it can restore Hp so it's just like white mage"
Yes..it's called...beastmaster.....summoner...they all can tank mobs and keep players from being damaged from thier own damage..i understand you are trying for a new idea but this one is simply no diffrent.
You wasted your time by missing the entire point of what I said. All of these unique abilities weren't all there to begin with. As for the part about Necromancer hybrid tank-pet job. You, again, are completely minsinterpretting it, there is a massive difference. Neither Summoners nor Beastmaster's are applicable party tanks. Sure they can tank a mob for a bit, so can every other job (cept maybe scholar) in the game.
Back to the "should be removed" statements.
"Well it can restore hp (with the same spell) so it's just like white mage"
"Well it can charm enemies so it's just like beastmaster"
I understand that you are merely trying to avoid being proven wrong that there are many viable ideas.
Btw, Corsair is my main. I dare say I was one of the best corsair's on server at the time, was only missing like 3 pieces of equipment.
If in the end, you want something like it needs to use consumable items to make it different, then it's even more like beastmaster (see: jug pets).
The point is, no matter it is given, it will, regardless, in some way, be similar to another job, just like every other job there is right now. That is completely inevitable and it is a completely stupid to try and use that aspect in your argument.
You can argue that it will be very similar to Dark Knight but that Dark Knight will be better. No, that's why I brought up the minion tank idea. Not in the same vein as a Summoner using Stoneskin-ga or a pet, to temporarily tank or a beastmaster using a pet as a shield to keep himself alive. I was talking longer term tanking. That is different, entirely from Dark Knight, Summoner, and Beastmaster. There's also the matter of linked hp or is that too, unoriginal. The closest thing is Spirit Link from Dragoon.
Going further, Necromancer would not even need an actual charm ability (not that it would necessarily lack one). It would only need a job ability to summon undead. The undead summoned would be based upon the area the Necromancer is currently in and they would only be able to summon weaker than themselves versions of said creatures.
Tsukino_Kaji
03-19-2011, 04:38 PM
How about race specific jobs!
jeffanddane
03-19-2011, 04:39 PM
And no tsukino that wouldnt be called an auramancer it would be a Raveamancer!!!!!!!!!
I had an idea once for the job "Judge", based on the Judges from Final Fantasy Tactics.
AF Armor could be black GM armor.
Judge would have a variety of abilities to set certain "laws" of combat. The range of the law would work kinda of like an aura on the person playing judge. Examples of things that could be outlawed would be types of magic, elements of magic, elements of attack, abilities, etc... using the "illegal action" in the vicinity of the judge would have negative implications on the enemy - or the party member (double edge sword, they need to follow the rules as well)...
Judges could obtain "Judge Points" similar to a DNC obtaining Finishing Moves... Judge Points could be used to make a "Ruling" - which could be a very potent benefit to the party or a very potent determent to the enemy.
It's just a crazy random idea though.
It actually sounds very interesting. I would like to hear more about this job.
Tsukino_Kaji
03-19-2011, 04:40 PM
It actually sounds very interesting. I would like to hear more about this job.Judges in FFXII just complained and died a lot and were all corrupt.
jeffanddane
03-19-2011, 04:41 PM
They did complain alot . . . . They also complained alot in FFT advanced series and sent you to jail for not listening to there annoying laws :(
Nu-Hir
03-19-2011, 04:42 PM
Btw, Corsair is my main. I dare say I was one of the best corsair's on server at the time, was only missing like 3 pieces of equipment.
I've seen relic owners get out damaged by people without relics back in the 75 cap days. Gear does not make a person good. Knowing how to play a job does.
Kaeoni
03-19-2011, 04:43 PM
Druid, i want to be able to turn into a Tree a Cat and Bea... wait...
If the mosnters are weaker than the necromancer, how couldthey tank? Perhaps, they couldbe an equal level, but they would have to be unsummoned >> resummoned at level up to gain the same level bonuses? or would they be like dragoon pets, which level up based onthe ammount of battles they are out?
Tsukino_Kaji
03-19-2011, 04:46 PM
Druid, i want to be able to turn into a Tree a Cat and Bea... wait...Call it a Shifter. I like it.
jeffanddane
03-19-2011, 04:48 PM
Necromancers helm could be the Cubones helm from Pokemon !!! It would be funsies!!!
Varchesis
03-19-2011, 04:50 PM
So your job would be to stay at home and raise the kittens?
yeah... so?
not all game events require combat lol
crafting?! hello!
Flunklesnarkin
03-19-2011, 04:51 PM
engineer or mathematician.. w/e the dude in ff tactics was that rained hell down with his calculator >_>
Varchesis
03-19-2011, 04:52 PM
How about race specific jobs!
How about gender specific jobs? Sorry ladies BRD is removed. Gentlemen DNC is removed.
Zyeriis
03-19-2011, 04:52 PM
Yes, I made it abundantly clear. The difference is, you didn't show anything to support your side. You just said that I was wrong.
So you want to make it less effective than a Beastmaster in terms of mobs it can charm, give it the ability to control more pets than the game allows, and give it similar spells to a Dark Knight, while being not effective, damage was, as one (although I'm going to make an assumption that it will be A+ in Dark Magic Skill). Even if it had a dark based raise, dark based damage spells (Similar to Banish/Holy), this would still be a very sub par Beast Master, sub par Dark Knight, and even a Sub Par Red Mage (Because i"m going to assume you'd want it to debuff mobs similar to a Necromancer in Diablo II).
To make your zombie hordes not game breaking, even with an EP army you'd need to either give them low reanimation time, or low HP. They would need something to balance them out. Kirin could be killed by 18 mobs that were conning Too Weak to him. In either case, you'd either be better served by something with more HP (another PC or a BST pet), or something that might last longer (PUP Automaton with the right Atmas and Attachments, or another PC).
You would have to invent new dark based spells to make them even useful. The spells you listed, along with the Tier 2s for Drain and Aspir, all the sleeps, and Stun just wouldn't be enough. Giving them elemental magic would move them along the line of a gimp Dark Knight with a Pet, and you're trying to differentiate them from another job, aren't you? Maybe give them AoE debuffs, Bioga, Paralyzga, Slowga, Bindga, Bioga, along with AoE Drain and Aspir. You're starting to move them away from Drk and Bst. Give them Dark based damage spells would really help them along, but they'd still be missing an edge over why you'd choose them over a Rdm/Sch or Sch/Rdm (who can AoE the above spells), Dark Knight, or Beast Master.
Now if you move it down to just one pet at a time (like the game allows so they don't have to rewrite code that could potentially give me a Wyvern every 20 minutes, which I'd love), how much HP would you reanimate with? Full life? Half Life? Critical Life? Would they be slowly dying over time, as a shambling corpse would be? How much control would you have over anything other than Sic, as they do have a rotting brain? Which mobs would you be able to reanimate / Charm?
While yes, I will concede that your ideas would make it different than a BST, but why would you want to use it aside from fleeting moments of "I am the Lich King!"? There's no way Squenix would introduce it because your version of it would need to make a complete overhaul of game mechanics in the form of controlling multiple pets and reanimating dead mobs. The addition of spells wouldn't be a problem. Another thing hindering it is that it would be a mash of three different jobs, excelling in neither of their abilities. It would be less effective at damage dealing than a Bst as it could melee along side it's pet. It would be less effective at debuffing than a Rdm or Sch as each would have a larger library of spells to chose from. It would also be less effective overall than a Drk as its spells would be likely limited to a similar selection and a few EP pets wouldn't have the same Accuracy or Attack vs a level 90 Drk against the same mob.
Overall it just begs the question, why?
1) No elemental spells.
2) I never specified a number of total mobs. Perhaps I'll dive more into my idea of shared hp and say that for each mob that you summon you lose a % of health that becomes the mob's total hp, thus limiting how many you can have up at any given time by causing an hp down debuff upon you.
3) More Dark spells is a given. Tier 3's and some more variations.
4) As for damage, you're right it wouldn't/shouldn't be able to DD close to a Dark Knight, that's where I came in with the tanking thoughts. I'm talking about a serious third tank not a quasi tank like Dancer. Using his own hp to summon undead creatures and using them as shields (essentially turning his own hp into a shield for the party).
5) The mobs would be summoned (mostly) not charmed. The mobs would be dependent upon the region you are in or something along those lines. There would of course be a more permanent alternative where you would be able to take over something that you kill but the recast on that would be relatively long.
6) As I said before, you wouldn't have much control over their actions, they would merely be pawns rather than the usual relationship of a pet job. They'd act like a Wyvern in terms of attacking (that's all they'd do, unless it was a a "charmed" one from something you killed, then you might have a slight degree of command, perhaps a tp move), they may get a command for it though. This is where I minimize the need for coding overhaul, as they wouldn't really have an AI at all.
I could add more but it's nearing 4am.
Varchesis
03-19-2011, 04:53 PM
engineer or mathematician.. w/e the dude in ff tactics was that rained hell down with his calculator >_>
and wiped his own party because everyone was same lvl and he can't divide by 5?
Flunklesnarkin
03-19-2011, 04:56 PM
and wiped his own party because everyone was same lvl and he can't divide by 5?
Yah.. dude was awesome...
Nu-Hir
03-19-2011, 04:59 PM
Even with your additional fleshing, the job still seems to be less effective than every other job in the game. Even PUP had advantages over MNK when it was released, not many, but it had some. It would be almost impossible to balance the job without breaking too many mechanics of the game. I personally think that the job would either be too weak to even consider levelling, or too over powered that would cause everyone to level it. It would be just too damn hard to balance it out to a middle ground between the two.
engineer or mathematician.. w/e the dude in ff tactics was that rained hell down with his calculator >_>
Umm... Calculator. The most broken job in that game.
Varchesis
03-19-2011, 05:00 PM
OMG here we go...
Skeleton Job... much like this long zombie argument
-Drain and Aspir heal or fill MP
-Access to all and bonus to all dark spells
-You can have a club, staff or scythe only
-You would always have on drain spikes or endrain
-Very weak to hand-to-hand
Zyeriis
03-19-2011, 05:02 PM
Even with your additional fleshing, the job still seems to be less effective than every other job in the game. Even PUP had advantages over MNK when it was released, not many, but it had some. It would be almost impossible to balance the job without breaking too many mechanics of the game. I personally think that the job would either be too weak to even consider levelling, or too over powered that would cause everyone to level it. It would be just too damn hard to balance it out to a middle ground between the two.
Umm... Calculator. The most broken job in that game.
At the very least you've accepted that can certainly be unique. I would leave the actual balancing to SE. Regardless, it's not even the job I truly want, which is Geomancer. /sigh Now that would actually cause a major overhaul in the coding, which is why I think it was part of the WotG expansion but got scrapped (due to ps2 limitations :D).
Varchesis
03-19-2011, 05:05 PM
Yah.. dude was awesome...
I'd still like to see CAL95/BLM47 lol
Reyhan
03-19-2011, 05:08 PM
Gunbladers: master in the gunblade weapon, hybrid between markmanship and 2hsword in one weapon (put bullets in the ammo space and use it with your blade lol) would be cool to shoot a renzokuken on jagedy eared jack or making a robbery to retto-marutto in windurst pointing your gunblade at his big head
Tsukino_Kaji
03-19-2011, 05:35 PM
Gunbladers: master in the gunblade weapon, hybrid between markmanship and 2hsword in one weapon (put bullets in the ammo space and use it with your blade lol) would be cool to shoot a renzokuken on jagedy eared jack or making a robbery to retto-marutto in windurst pointing your gunblade at his big headThe WSs would look cool at least.
jeffanddane
03-19-2011, 05:42 PM
Job Trait: You may get attacked by cats or dogs due to open wounds with the smell of fish and gravy , you also might have no friends because hygiene may be an issue. . . .
Necromancer!
Anela
03-19-2011, 06:04 PM
I saw a couple posts suggesting it,
Alchemist. That acually has a lot of possibilities if you really think about it.
It could use club type weapons which are also used to "mix" their materials in their mortar. Higher lvl "weapons" would improve alchemy skills.
Consumables are combined to create "items", spells/effects
Items offensive could be created, for example: explosives , using the algorythems used for "Bomb Toss" as a template.
Spells/effects could pretty much follow the current existing ones, except "cast" by using alchemy instead of magic.
It wouldn't be that difficult to come up with specifics unique enough to the job so its not just a clone of another job.
Heh, that would make it lucky 21 jobs...
Now you got me thinking about it.... Gonna have to work on some specifics....
Zarabi
03-19-2011, 06:08 PM
I suggest Onion Knight^^
It could at certain levels equip a set amount of job traits, job abilities, and magic spells. But, you must already have gained access to them on the job that it is from.
Throw in a few original abilities.
I would like an idea like a Ronin job.
Like SCH did for RDM being able to change between Light and Dark. That made the job fun.
But what if Ronin let you sub and switch between NIN with Utsu and then SAM job to be able to DD.
I would like the idea to help jobs like RNG, THF or even DNC to be aggressive in melee and yet flip to use some NIN attributes.
Don't kill me if someone already said this, just an idea.
Ethalio
03-19-2011, 06:36 PM
Ninja was originally designed as a throwing DD. just check throwing skill and shurikens DPS on FFXI wiki
Alchemist's 2h: doubles the effect of food and medicine effects for 3 minutes (useful in boss fights)
I suggest: Geomancer and Mimic
Geomancer:
main weapon: bells (club skill)
JA:
Terrain: can use Buffs, Debuffs and damaging abilities based on the terrain of the battlefield. Uses TP to execute them.
Mimic:
The mimic job class can set his abilities like BLU; the list of available abilities (and weapon rankings) depends on all other party members Jobs.
2h: can mimic a 2h ability of another party member
Khale
03-19-2011, 06:38 PM
How about a job who makes a ban!bot who autobans people who make 'New job threads'.
You realize it was bad ideas like this that game us PUP, right?
Tsukino_Kaji
03-19-2011, 06:40 PM
Ninja was originally designed as a throwing DD. just check throwing skill and shurikens DPS on FFXI wikiExcept with capped skill(*waves*) they still to little to no damage, even with with the barrage merit ability. Sad.
I said to USE NIN attributes, I never said anything about NIN and DD.
But like most people subbing NIN or DNC, or even using SAM for it's attacking tributes, I would like to have that on my COR job.
COR/RONIN would allow me to use things like NIN (dual wield and utsu) or flip like SCH does and now attack like have /SAM.
I remember someone trying to solo COR like two weeks ago and said they died off a rabbit. D:
How about a job who makes a ban!bot who autobans people who make 'New job threads'.
You realize it was bad ideas like this that game us PUP, right?
LOL.
Well it could be interesting to see what they come up with this time.
Why not just sub the sub.
99 / 49 / 24
Tsukino_Kaji
03-19-2011, 08:14 PM
Why not just sub the sub.
99 / 49 / 24You'll come to hate the PLD/NIN/WAR.
chocobo rider (can fight riding a chocobo)
Bhrams
03-19-2011, 09:18 PM
Pulled this from http://vnboards.ign.com/ffxi_developer_forum/b22413/102585340/p1/ Obviously this was pre 75+ updates
-Chemists reduce the usage time, increase the potency and effects of various items. They can summon temporary items that only they can use and mix them for stronger items. Chemists learn Medicine Bag abilities using formula sheets, much like a corsair learned Phantom Rolls using dice. Some Medicine Bag abilities are Potion, Ether, Phoenix Down, Grenade, etc...
-CHM's abilities:
Miracle Salve: using items doesn't consume them, makes them all area of effect, and removes the usage time (2hr)
Medicine Bag: summon set temporary items (Lvl 5)
Mix: mixes two items together to produce a new item (Lvl 20)
Drink: uses a random potion in inventory without consumption (Lvl 35)
Revive: raises a fallen ally with 1 HP, no sickness, and no exp recovery (Lvl 45)
-CHM's traits:
Resist Stun: grants slight resistance versus stun (Lvl 10)
Chemistry: doubles the effect of damaging items (Lvl 15)
Item Lore: use items quicker (Lvl 25)
Medicine Lore: doubles the effect of curative items (Lvl 30)
Pretty much to add onto this with my own ideas, I'm thinking FFT Chemist here. Allow them to have a Bish skill in dagger and a C+ in marksmanship. Create a low damage, low delay pistols that CHM only can use. Boy, SE sure does love temporary items. As they said from above, the items you learn, you should be able to set, similar to blue magic spells. Everytime you draw from your medicine bag, you get those "set" temporary items to use and/or mix. Also, I'd like to see an ability that makes items area of effect. What a good way to cover from a hard AoE, by mixing then using an AoE Vile Elixir+1. Main support jobs that come to mind? I think /nin for pulls, or /whm for back up heals if your bag runs dry. I really think this adds a new spin to a support job. You got BRD and COR, but CHM seems on a whole new level. Of course there would be more abilities to add on this list, but I'll let you guys add any good ideas. As for the Revive ability, Final Fantasy series are known for what main item? The Phoenix Down! Let's get that item in the game and put it to good use!
Bhrams
03-19-2011, 10:22 PM
Also use blinding/poision pots on enemies would be pretty cool.
I would rather they just added more JA/WS to existing jobs to add variance than add more jobs
vungster
03-19-2011, 11:08 PM
OMG so I spent forever trying to read through this, but what about Remy's job from FFVI? Painter!
edit: Painter would use I don't know polearm?
Traits: resist traits, fast cast, traits are boring
Abilities: paint, enfeebling paints, elemental paints that explode, cure paints
I'm trying to think what Remy does in FFVI but its way too early
Cryptic
03-20-2011, 12:49 AM
You still have not answered this question, what would Necromancer have that would separate them from Beast Masters, aside from a different type of damage source?
Interesting how you compare the overlap, and yes I agree with what you say. If you leveled a job high enough without a subjob , you would clearly see how unique each job really is without having the use of other jobs. If Necromancer was to come out, i would hope that the necromancer would be magic based [almost like a blm] while being able to charm the undead. That would distinguish enough of a difference between BST and NMR.
Cryptic
03-20-2011, 12:59 AM
I myself would like to see a job called Juggernaut. Which would be a job that has the ability and traits to dual wield 2 handed weapons. They would have all new skillups - DblGS, DblPolearm, DblScythe, DblStaff, DblGreatKatana, that would skillup only if you had the same type of weapon equiped in each hand. This would allow new weaponskills to be performed and generate enough content to level up 5 new skillups. If you do use different weapons in each hand, you would only have access to the WS of the mainhand along with no skillups in that weapon class.
Juggernauts do not have access to 1 handed weapons, and can only dual weild 2 handed.
What do you think, comments, questions, 1, 2, 3. GO.
Bhrams
03-20-2011, 01:21 AM
I myself would like to see a job called Juggernaut. Which would be a job that has the ability and traits to dual wield 2 handed weapons. They would have all new skillups - DblGS, DblPolearm, DblScythe, DblStaff, DblGreatKatana, that would skillup only if you had the same type of weapon equiped in each hand. This would allow new weaponskills to be performed and generate enough content to level up 5 new skillups. If you do use different weapons in each hand, you would only have access to the WS of the mainhand along with no skillups in that weapon class.
Juggernauts do not have access to 1 handed weapons, and can only dual weild 2 handed.
What do you think, comments, questions, 1, 2, 3. GO.
Would be too overpowered, who would need original DDs when you got that class.
Zindel
03-20-2011, 01:22 AM
As a bonus the Necromancer job could raise FF XIV from the dead!
bramble
03-20-2011, 01:47 AM
How about a Clown based job? Where you can throw cream pies and squirt squirty-flowers into mobs faces? Not to mention you'd be the scariest mofo out there! Ooh, I know, how about a Rainbow Warrior! You could shoot rainbows out of your eyes and poop gold! OMG why aren't i a game designer? ...srsly.
But on a serious note, why stick to the constraints of previous jobs from other games? Lets think outside the box and come up with something new and different!
On another note; I don't understand why people are against change and updates and additions etc. For example, if necromancer was made and you don't agree/like it, you don't have to lvl it. These things add new elements of fun and open up new opportunities for exploration, why not embrace the new and try something different?
Zyeriis
03-20-2011, 01:58 AM
How about a Clown based job? Where you can throw cream pies and squirt squirty-flowers into mobs faces? Not to mention you'd be the scariest mofo out there! Ooh, I know, how about a Rainbow Warrior! You could shoot rainbows out of your eyes and poop gold! OMG why aren't i a game designer? ...srsly.
But on a serious note, why stick to the constraints of previous jobs from other games? Lets think outside the box and come up with something new and different!
On another note; I don't understand why people are against change and updates and additions etc. For example, if necromancer was made and you don't agree/like it, you don't have to lvl it. These things add new elements of fun and open up new opportunities for exploration, why not embrace the new and try something different?
No, it should poop rainbows, while running and exude rainbow butterflies while standing still, should also have a unicorn horn and actually be a unicorn, like the one from Red Dead Redemption Undead Nightmare. It's best sub should be /dnc and it should be clad is frilly and skimpy gold and silver silks and dual wield guns that shoot guns at planes made out of guns that also shoot guns. It should also in reality be a zombie dinosaur from outer space, that is slightly mutated.
Etrigan
03-20-2011, 02:17 AM
Necromancer
Geomancer (Scholar weather spells in no way cover geomancer)
Green Mage (though it would have to be fleshed out a bit more)
Machinist
Berserker (Hammer DD)
And those are just previous final fantasy jobs. FFXI is capable of original jobs as well such as corsair.
I'd like to see a job centered around a giant bladed hoop (like Tira in Soul Calibur 4).
A job that excels with the Great Sword (Yeah PLD WAR and DRK can use it but it's hardly their best weapon by far). Berserker could probably fill this role as well.
Nunchuk/Swordchuck class (or give them to ninja/monk).
A weaponless mage class that uses magic in it's basic attack (geomancer could do this but i'd prefer geomancer to have a bell weapon).
A Barrier forming class, this one may be impossible to implement though and we "technically" have this in White Mage (protect/shell) but the difference is that the barrier class would be create physical barriers and auras.
A gunblade class (this could be added to corsair's weapon selection).
<2gil>
They could add machinist to the job list, I would imagine instead of buying weapons, they get new ones that they can craft (sort of), the result would either never or almost never yield a critical break (depending on materials). For example if there was anything explosive or potentially explosive in the materials there would be a chance for an explosion during synthesis creating a critical failure and causing damage to the player. (I guess it would be like synergy now that I think about it).
But they would have resulting weapons that come out -2 -1 nq +1 and +2, now at first you would think... why the hell would anyone want a -2 let alone a -1. This would have the whole goblin effect with a real game of chance, such as when a goblin or moblin uses a bomb/candle it has that chance at backfiring on them, but if a -2 or -1 succeeds then it deals extra damage. This could also lead the way into them crafting new weapon combinations for other jobs (Gunblade for cor) and swordchucks for Blu..On that note.... SE please add Nunchaku as a new weapon exclusive to the Monk job class
</2gil>
Zyeriis
03-20-2011, 02:19 AM
<2gil>
They could add machinist to the job list, I would imagine instead of buying weapons, they get new ones that they can craft (sort of), the result would either never or almost never yield a critical break (depending on materials). For example if there was anything explosive or potentially explosive in the materials there would be a chance for an explosion during synthesis creating a critical failure and causing damage to the player. (I guess it would be like synergy now that I think about it).
But they would have resulting weapons that come out -2 -1 nq +1 and +2, now at first you would think... why the hell would anyone want a -2 let alone a -1. This would have the whole goblin effect with a real game of chance, such as when a goblin or moblin uses a bomb/candle it has that chance at backfiring on them, but if a -2 or -1 succeeds then it deals extra damage. This could also lead the way into them crafting new weapon combinations for other jobs (Gunblade for cor) and swordchucks for Blu..On that note.... SE please add Nunchaku as a new weapon exclusive to the Monk job class
</2gil>
I was literally about to repost the part about the Machinist as no one commented on it.
Zyeriis
03-20-2011, 02:25 AM
No, it should poop rainbows, while running and exude rainbow butterflies while standing still, should also have a unicorn horn and actually be a unicorn, like the one from Red Dead Redemption Undead Nightmare. It's best sub should be /dnc and it should be clad is frilly and skimpy gold and silver silks and dual wield guns that shoot guns at planes made out of guns that also shoot guns. It should also in reality be a zombie dinosaur from outer space, that is slightly mutated.
Did I mention it's sidekick/pet which is hairy bat that hides a dark secret: It's actually a werewolf-vampire hybrid that can transform into a hairy(ier) version of Blackula?
bramble
03-20-2011, 05:15 AM
No, it should poop rainbows, while running and exude rainbow butterflies while standing still, should also have a unicorn horn and actually be a unicorn, like the one from Red Dead Redemption Undead Nightmare. It's best sub should be /dnc and it should be clad is frilly and skimpy gold and silver silks and dual wield guns that shoot guns at planes made out of guns that also shoot guns. It should also in reality be a zombie dinosaur from outer space, that is slightly mutated.
POOP rainbows... it has a certain 'ring' to it, i like it xD
When i said we need to 'think outside the box' i think you may have gone a little tooooo far outside lmao!
Cryptic
03-20-2011, 05:17 AM
Did I mention it's sidekick/pet which is hairy bat that hides a dark secret: It's actually a werewolf-vampire hybrid that can transform into a hairy(ier) version of Blackula?
Its pretty funny that you say something about a werewolf-vampire. I think it would be cool to have a job that is similar to the character Vincent in ff7. How he could switch modes. This could be called "Transformer" or something. Each level of +10, unlocks a quest that would make your job transformation better, unlocking new moves, spells, would all be done by questings, and then leveling up to unlock more quest. You would initially switch modes [ instead of gear] to adjust your strategy in battle. To make it unique to each player, you could create forks in the quest that unlock certain battle skills that are unique to the path in which you choose. Based on what paths you chose also determine how you look when you go into transformation. Maybe you could even combine this with Beserker traits and abilities.
ThaiChi
03-20-2011, 05:19 AM
I myself would like to see a job called Juggernaut. Which would be a job that has the ability and traits to dual wield 2 handed weapons. They would have all new skillups - DblGS, DblPolearm, DblScythe, DblStaff, DblGreatKatana, that would skillup only if you had the same type of weapon equiped in each hand. This would allow new weaponskills to be performed and generate enough content to level up 5 new skillups. If you do use different weapons in each hand, you would only have access to the WS of the mainhand along with no skillups in that weapon class.
Juggernauts do not have access to 1 handed weapons, and can only dual weild 2 handed.
What do you think, comments, questions, 1, 2, 3. GO.
"Silly B****, your weapons cannot harm me, don't you know who I am?!"
Komori
03-20-2011, 05:45 AM
"Silly B****, your weapons cannot harm me, don't you know who I am?!"
I lol'd. There should be a job added for all the people who complain about the game being too easy. And therefore it needs five times more EXP to get to the next level and 999 cap on all skills. But the skills have so much shit accuracy until it hits about 800.
Zyeriis
03-20-2011, 06:08 AM
POOP rainbows... it has a certain 'ring' to it, i like it xD
When i said we need to 'think outside the box' i think you may have gone a little tooooo far outside lmao!
That's silly. I am the box, how can I think outside of myself?
Zeitzone
03-20-2011, 06:36 AM
Well Mime isnt too bad idea, it could Mime the PLD if it dies, or the WHM if it runing out of MP.
But there should be a timelimit on the "Shapeshift"
Like 2-3mins Shapeshift.
Additionaly it could be a bit weaker then the original becouse the Copy loses a part of the Power from the original.
Additonlay it should have the Ability "Ability copy" can copy up to 2 Abilitys from other Jobs(keeps them till the player deletes them, Example, could copy Provoke, Flee, Charm, Convert,...but only 2 at a time in possesion)
The Af whould be a Faceless Mask and a white Kimono. When it Changes into a Mage it gets Full MP but as i sayd Shapeshift only lasts kinda 2-3 or mabye 5Min, recast could be 10 min.
2HR whould be "Mime Clone" Creates a clone from the Mime with a random Job Copy for 10min
The Mines Main weapon whould be Staff and Dagger in normal form.
In "Shapeshift" it automaticaly copys the weapon the Original is useing.
And yes Necromancer whould be nice too, You couls summon skelletons, Imps, Ghouls, Ghosts...
Its kinda like a Mix between BST and SMN, instead of useing Magic it uses Scrolls and Ceremonial tools to summon the Undead. To do so it needs to sacrefice own HP.
AF: It whould wear Black clothes with alot acessories and silver emblems, the Face whould be colored white with Black and red insignias.
Main Weapon whould be Staff and Club.
It could Summon up to 2 Undead but is very bad in attacking itself.
The Point is to balance the 2 Undead the way to never get hate becouse even the Club and Staff it uses are more Tools for summoning undead then weapons to attack. So you need to always keep distance and swip hate between your 2 Undead creatures. Its a solojob.
Tsukino_Kaji
03-20-2011, 06:39 AM
Pulled this from http://vnboards.ign.com/ffxi_developer_forum/b22413/102585340/p1/ Obviously this was pre 75+ updates
-Chemists reduce the usage time, increase the potency and effects of various items. They can summon temporary items that only they can use and mix them for stronger items. Chemists learn Medicine Bag abilities using formula sheets, much like a corsair learned Phantom Rolls using dice. Some Medicine Bag abilities are Potion, Ether, Phoenix Down, Grenade, etc...
-CHM's abilities:
Miracle Salve: using items doesn't consume them, makes them all area of effect, and removes the usage time (2hr)
Medicine Bag: summon set temporary items (Lvl 5)
Mix: mixes two items together to produce a new item (Lvl 20)
Drink: uses a random potion in inventory without consumption (Lvl 35)
Revive: raises a fallen ally with 1 HP, no sickness, and no exp recovery (Lvl 45)
-CHM's traits:
Resist Stun: grants slight resistance versus stun (Lvl 10)
Chemistry: doubles the effect of damaging items (Lvl 15)
Item Lore: use items quicker (Lvl 25)
Medicine Lore: doubles the effect of curative items (Lvl 30)
Pretty much to add onto this with my own ideas, I'm thinking FFT Chemist here. Allow them to have a Bish skill in dagger and a C+ in marksmanship. Create a low damage, low delay pistols that CHM only can use. Boy, SE sure does love temporary items. As they said from above, the items you learn, you should be able to set, similar to blue magic spells. Everytime you draw from your medicine bag, you get those "set" temporary items to use and/or mix. Also, I'd like to see an ability that makes items area of effect. What a good way to cover from a hard AoE, by mixing then using an AoE Vile Elixir+1. Main support jobs that come to mind? I think /nin for pulls, or /whm for back up heals if your bag runs dry. I really think this adds a new spin to a support job. You got BRD and COR, but CHM seems on a whole new level. Of course there would be more abilities to add on this list, but I'll let you guys add any good ideas. As for the Revive ability, Final Fantasy series are known for what main item? The Phoenix Down! Let's get that item in the game and put it to good use!It's a healer nin. lol
Toolbag: Potion [Can I have it?] ...Oh, call it a bandolier! ^^
The Phoenix Down! Let's get that item in the game and put it to good use!
It would be called "Fenix Down" due to PS2 limitations
Zyeriis
03-20-2011, 06:57 AM
It would be called "Fenix Down" due to PS2 limitations
This made me lol, relatively hard.
Tsukino_Kaji
03-20-2011, 06:57 AM
It would be called "Fenix Down" due to PS2 limitationsLike BERSK in FFIV. lol
InfamousDS
03-20-2011, 08:29 AM
It seemed redundant to make a new thread. First off, I read a few pages and the ideas are great/cool. I have yet to read the rest though, so if there is an overlap: Forgive Me.
What we need is unique jobs! I'm all for recycling older jobs, because the history of the series is coated in a literal plethora of great ideas. But each game that had a job system had either characters with unique jobs, or they added new jobs entirely to increase the library. Even the most recent DS title added brand new jobs onto the veritable army at the player's disposal. To sum up (because of the wall of text), I suggest "Berserker" (new playability compared to old versions) and the entirely new "Enchanter" and "Guardian" roles. They follow the role of DD, Pet, and Tank. Details will come after the story though (because I love lore mostly, I tried really hard to stay within the context of the universe).
The Idea:
During the infancy of the Great War, in the back of dark taverns, there were hushed whispers of powerful beastmen capable of decimating entire platoons alone. When worst fears were realized and the Confederate Commanders took arms, those who had heard these tales assumed it was them. But, there is more to this story. The brave adventurer who first told the tale was not speaking of these great warriors. He had come to find unique armies within the confederate, armies they chose not to use at the behest of the Shadow Lord, whose might convinced him he would not need these forces. Betrayed by their kin, they had told the adventurer their stories as a means to go against the darkness, where he had interpreted it as a warning. Years later, the stories were analyzed more closely, and the truth was revealed. The superstitious say that they continue to approach strong fighters even in death, teaching them their skills and pleading for aid to dethrone the Shadow Lord.
The Yagudo: Castle Oztroja wasn't built in a day, nor was it built by Yagudo hands (as research has come to suggest). Instead, a lesser class of these people were used because of their talents. The Enchanters, or "false wizards" are seen as an affront in the Yagudo faith. Lacking pure magical talent, they cannot cast spells, yet the strong attraction of arcane texts and creatures leads the Yagudo to believe they are possessed by evil. On top of this, they are a rarity, further backing up the false understanding. It was these poor souls who were tasked with the construction, using the nearby evil weapons of the Crystal Line as slaves on top of their own beaks and claws. Their position socially forces them immediately into lay-work, caring for and crafting Yagudo arms and armor as well as handling the day-to-day maintenance of settlements. Seen as shameful, they are locked away until needed, which is why the research into the stories was so groundbreaking. When finally organized into a military unit, they became the "Divine Enchanters" and they were headed by Qon Miji the Arcane (the fabled Yagudo who directed the adventurer to speak with the other governments of the Confederate, as well as related the tale of her kind). She was killed for her traitorous decision, and was such a huge morale sink for the Enchanters that they never tried to unite again.
The Orcs: War is life. War is everything. Such is the policy the Orcs have based their existence upon. Second only to the warchiefs, the Berserkers were the basis of the few tales the Orcs would spread. Naturally, being denied access to what is essentially the sum of your entire lifetime did not sit well with them. The name is more for intimidation purposes then literal meaning. While it is true that they channel rage into stamina, the berserker only rarely swings madly. Surprisingly, it is the intense focus and concentration that defines them, and makes their number few. When rumors of unification first reached the ears of the Orcs, they immediately created the "Clan Shadow Berserkers" to meet the needs of the warpath. Clan Shadow had not actually existed beforehand, and Thousandslash Cratbog was more than pleased to become its warchief. Enraged by his clan's refusal, they sought outside help for revenge, and receiving none the clan scattered to the four winds (never to work with the Orcish Hosts again).
The Quadav: When the Republic first invaded Palborough, they decimated the Quadav population and eliminated all traces of their habitation. Enraged, the Quadav began training soldiers whose sole purpose was to defend and protect. Unlike the Shieldwarrior's current Paladins, these warriors only goal in life was to protect the younglings and saw no combat role outside of defending them. It is for this reason they secretly opposed the war, knowing the events of the Palborough Mines might repeat itself in Beadeaux if the Allies were angered. When the Elite Guard Corps were formed, Gu'Gha Griefless had a special request for a small cadre of his Guardians to insure the safety of the other units. Unfortunately for the Confederate, the thought of defense over offense was abandoned and Gu'Gha's Elite Guard was disbanded. As a precaution, the Guardians have sealed most of the egg-chambers and nurseries away from any non-Quadav influence (along with themselves), and Gu'Gha simply accepted the decision after being unable to prevent the war.
These "Beastmen Jobs" are sure to be of interest to any intrepid adventurer, should they find the means to learn their powers....
The Jobs: I fear space may be an issue at this point, so I'll just give an overview of what I hope they can do (and what I've written so far!). FYI, The artifact will be Beastman costumes and the jobs will be unlocked in the [S] strongholds.
Berserker: Berserkers will be focused on attack speed and accuracy (serving as a DD), and will be an optional choice against ninja for 2-handed weapon users. The 2-Hour "Frenzied Strikes" will add +150 Accuracy and +25% Universal Haste (i.e. if one slot is full, it will overlap into the next empty haste cap), but the player will auto-attack the closest claimed target regardless of current status as well as locking the Disengage and Change Target options throughout its 1min 30sec of effect. If no enemies are claimed, the player will sheathe weapons and wait until the target is in "tabbing" range to pursue them. The effect can be removed manually. A new job trait will be Fury: "The berserker channels rage to reduce attacking speed." It will work like Dual Wield and have the same tiers as it, but will only work with single weapon or 2-handed weapon. In conflict, the highest tier of the 2 wins and they do not stack.
Enchanter: This is a primarily pet job, but it will be capable of so much more. Naturally, they can "Attune" to enlist local arcana, but they can also "Forge" using a weapon category(optional) and monster-based/color-coded oil. Using a weapon will grant the pet a specific subjob as well as give it the full effects of the weapon (a Joyeuse will grant "Occasionally Attacks Twice", but only if the Enchanter meets the level requirement) and any weapon can be used. Once tied to a pet, the weapon is locked in the inventory, and it only needs to meet the level requirement to be used as a source. If the weapon has no damage, it will use the standard of the regular monster adjusted to be more like Summoner Avatars (so that Attune will be more favorable), and if no weapon is used they will have no subjob. They can "Direct" a pet to attack, "Redirect" to have it change tactics, or "Disenchant" to send away. Pet HP will be called "Condition", and will decay slowly over time unless it is a wild arcana. "Reforge" will use forms of Caulk to restore condition and delay breaking (reduce DoT). Lastly, they can "Enchant" and "Spread Powers" to grant additional effects to weapons. "Enchant" is self only, and has higher potency compared to "Spread Powers" AoE buffing. Both use powders as a foundation for use. Blue Mage allows them to "cast" TP abilities instead of waiting for it, but at a reduced potency. Other pet jobs will (for sake of fairness) be denied their pet. The 2-hour "Powers of the Earth" allows free item usage, breaks the weapon level restriction on summoned pets, and removes the DoT as well as increases all their stats by 50% (once summoned). Once the effect wears off, the pet will be "Level Synced" to keep it from being too powerful.
Guardian: This job's primary role is emnity management. The 2-hour "Aura of Pacification" will immediately absorb all party emnity and triple it, then continue to absorb for the next 1 minute as long as the attacking party members are within range of the Guardian. The remaining job abilities will add or subtract the player's emnity, as well as any nearby party member's emnity. I still need to work out a lot of the details on this one though.
So... Thoughts? ^.^
Edit: Epic Ignored!
InfamousDS
03-20-2011, 08:37 AM
It's a healer nin. lol
Toolbag: Potion [Can I have it?] ...Oh, call it a bandolier! ^^
Potion Tank: Its an alchemy/goldsmithing recipe, and you only get like a few more potions then what you use up making it. Just my 2 cents after writing that text wall I dared to call a post >.>
Tsukino_Kaji
03-20-2011, 08:39 AM
Potion Tank: Its an alchemy/goldsmithing recipe, and you only get like a few more potions then what you use up making it. Just my 2 cents after writing that text wall I dared to call a post >.>I refuse! It's balndolier!
InfamousDS
03-20-2011, 08:53 AM
AND THUS IT SHALL BE!!!!
/em hacks the .dats and makes it a virus that will spread as everyone logs in, permanently making Potion Tanks into Potion Bandoliers
Vinceroth
03-20-2011, 09:02 AM
the jobs i would love to see them add would be:
Juggler: having the option to throw your weapons/items like in the tactics game, or even gil(the 10:1 ratio is always fun, 1,000,000 gil toss for 100,000 dmg would rock XD) or even being able to toss your OKote would be funny *Vinceroth tosses an Okote at the forest hare, forest hare takes 1,000,000 dmg, this would also help add in the throwing ability that currently has no WS
Morpher: being able to turn into the creatures and gain certain abilities. Blu and bst cover the controlling the moves, and creature so why not actually be able to turn into the creature? Mrp/bst turning into a forest hare while having a forest hare charmed would be fun! or a goblin and having a forest hare pet to lure out solo'ing blms! :X
Alchemist: SE already have numerous items out there so why not put in a job that would allow much better useage for them? can use the x-potions and cause it to have an AoE effect on the pt, or if they add juggler, you could do jgl/alc or vis versa and toss your potions to heal an entire pt
Geomancer: using the weather/ground environment to use much more powerful spells, like standing on earth will increase your stone dmg, could even have sch/geo or geo/sch and help buff the mages even further to do more mag acc/att
Tsukino_Kaji
03-20-2011, 09:05 AM
Morpher: being able to turn into the creatures and gain certain abilities. Blu and bst cover the controlling the moves, and creature so why not actually be able to turn into the creature? Mrp/bst turning into a forest hare while having a forest hare charmed would be fun! or a goblin and having a forest hare pet to lure out solo'ing blms! :XCheck the Shifter(New Job) Thread.
Zyeriis
03-20-2011, 09:19 AM
the jobs i would love to see them add would be:
Juggler: having the option to throw your weapons/items like in the tactics game, or even gil(the 10:1 ratio is always fun, 1,000,000 gil toss for 100,000 dmg would rock XD) or even being able to toss your OKote would be funny *Vinceroth tosses an Okote at the forest hare, forest hare takes 1,000,000 dmg, this would also help add in the throwing ability that currently has no WS
Morpher: being able to turn into the creatures and gain certain abilities. Blu and bst cover the controlling the moves, and creature so why not actually be able to turn into the creature? Mrp/bst turning into a forest hare while having a forest hare charmed would be fun! or a goblin and having a forest hare pet to lure out solo'ing blms! :X
Alchemist: SE already have numerous items out there so why not put in a job that would allow much better useage for them? can use the x-potions and cause it to have an AoE effect on the pt, or if they add juggler, you could do jgl/alc or vis versa and toss your potions to heal an entire pt
Geomancer: using the weather/ground environment to use much more powerful spells, like standing on earth will increase your stone dmg, could even have sch/geo or geo/sch and help buff the mages even further to do more mag acc/att
That is hardly the Geomancer I would want. Geomancer's abilities would most definently be based upon the terrain they are standing on though. The difference being there wouldn't be mp nor would Geomancer have a spell list, it would be handled through job abilities. Rather than boosting spells, job abilities would be used to create an elemental attack based upon the ground you are standing on or the area you are in, they would also be affected by the weather, which scholar's would be able to alter of course. Geomancer would wield bells (clubs) and be able to melee with them effectively.
Vinceroth
03-20-2011, 09:26 AM
That is hardly the Geomancer I would want. Geomancer's abilities would most definently be based upon the terrain they are standing on though. The difference being there wouldn't be mp nor would Geomancer have a spell list, it would be handled through job abilities. Rather than boosting spells, job abilities would be used to create an elemental attack based upon the ground you are standing on or the area you are in, they would also be affected by the weather, which scholar's would be able to alter of course. Geomancer would wield bells (clubs) and be able to melee with them effectively.
wasn't going for a set in stone type deal, but a more of a branch off of the way it used to play out in the tactic games, and how it would work in ff11. standing on certain terrain would in fact give you certain abilities but it would also increase or decrease others, mainly bc of the subjob system SE has put into place
Vraelia
03-20-2011, 09:29 AM
Someone mentioned something about Relm's Painting abilities from FF3(6). I hope this helps you:
http://finalfantasy.wikia.com/wiki/Relm_Arrowny
I also, love the Alchemist, Judge, Mimic, Geomancer ideas.
Necromancer job? Seriously? Seems too weird to even consider this. lol
Logandor
03-20-2011, 09:43 AM
chocobo rider (can fight riding a chocobo)
So a chocobo knight? Besides fighting while riding a chocobo what else would you see the job doing? I was thinking it would be cool if you can have the chocobo be like a pet and when your mounted on the chocobo he can take damage but when u dismount you and him can fight together very similar set-up to the wyvern and dragoon fight style maybe. I kinda like the idea of a chocobo knight have you raise your chocobo and train him/her to combat with you would be cool and a lot more fun in my opinion.
Vinceroth
03-20-2011, 09:46 AM
So a chocobo knight? Besides fighting while riding a chocobo what else would you see the job doing? I was thinking it would be cool if you can have the chocobo be like a pet and when your mounted on the chocobo he can take damage but when u dismount you and him can fight together very similar set-up to the wyvern and dragoon fight style maybe. I kinda like the idea of a chocobo knight have you raise your chocobo and train him/her to combat with you would be cool and a lot more fun in my opinion.
that idea would also help add to the fact of being able to raise your own chocobo from birth. you would be able to modify his abilities in and out of combat(digging, racing etc)
Zyeriis
03-20-2011, 09:49 AM
wasn't going for a set in stone type deal, but a more of a branch off of the way it used to play out in the tactic games, and how it would work in ff11. standing on certain terrain would in fact give you certain abilities but it would also increase or decrease others, mainly bc of the subjob system SE has put into place
Geomancer was in Final Fantasy III (Not Final Fantasy 3 which is actually VI). Instead of magic, it's alternative form of attack, besides the bell was called the Terrain ability.
http://finalfantasy.wikia.com/wiki/Geomancer_(Final_Fantasy_III)
Logandor
03-20-2011, 09:50 AM
that idea would also help add to the fact of being able to raise your own chocobo from birth. you would be able to modify his abilities in and out of combat(digging, racing etc)
yeah ^.^ that would make the job a ton more fun and unique for each person.
Zyeriis
03-20-2011, 09:53 AM
that idea would also help add to the fact of being able to raise your own chocobo from birth. you would be able to modify his abilities in and out of combat(digging, racing etc)
I'd rather just see chocobo combat in general, with the current jobs. WotG trailers teased us with this. At the very least certain jobs should be able to use Chocobo's in combat like Dragoon and Paladin. I do guess that not every job would work on a chocobo/recieve any sort of benefit from it though. Instead of that, perhaps some type of Chocobo Jousting or instanced combat perhaps along the lines of Ballista or something.
Laotzu
03-20-2011, 10:20 AM
We'll cram all the mages together and call it an Auramancer.
Better yet, cram ALL the jobs together and call it Chuck Norris.
Tsukino_Kaji
03-20-2011, 10:21 AM
Better yet, cram ALL the jobs together and call it Chuck Norris.And you'd still never beat Bruce in your wildest dreams.
Laotzu
03-20-2011, 10:30 AM
And you'd still never beat Bruce in your wildest dreams.
I have to agree with you there, Bruce would destroy anything, even from the grave.
Quick edit: Maybe he could be the new AV? :D
Tsukino_Kaji
03-20-2011, 10:38 AM
I have to agree with you there, Bruce would destroy anything, even from the grave.
Quick edit: Maybe he could be the new AV? :DSo the DEV team still can't beat it in god mode? lol
Zyeriis
03-20-2011, 10:38 AM
Better yet, cram ALL the jobs together and call it Chuck Norris.
But you can't take him anywhere :/
http://www.randomfunnypicture.com/pictures/1197chuck-norris-was-here.jpg
Laotzu
03-20-2011, 10:45 AM
So the DEV team still can't beat it in god mode? lol
The programming would be a nightmare also, they'd need divine intervention just to do one TP move. :/
We can live in hope, though. :D
Tsukino_Kaji
03-20-2011, 10:53 AM
Call it AAV and have it spawn in a random abyssea zone every 3-5 days.
Coldbrand
03-20-2011, 10:54 AM
All the mages crammed together is usually Sage in FF games.
Tsukino_Kaji
03-20-2011, 10:55 AM
All the mages crammed together is usually Sage in FF games.Which of course, has already been suggested. lol
Bhrams
03-20-2011, 11:01 AM
As for my chemist idea stated earlier, keep it with temp items instead of actual items, don't want to drive players bankrupt, that's what we have RNG for.
Zyeriis
03-20-2011, 11:03 AM
As for my chemist idea stated earlier, keep it with temp items instead of actual items, don't want to drive players bankrupt, that's what we have RNG for.
Don't forget NIN and COR.
InfamousDS
03-20-2011, 11:09 AM
GOGO Enchanter Berserker or Guardian!!!!! They can haz fun times and offer a fresh look at old story moments.
Please read my sorta cool stories.....
Tsukino_Kaji
03-20-2011, 11:10 AM
As for my chemist idea stated earlier, keep it with temp items instead of actual items, don't want to drive players bankrupt, that's what we have RNG for.That's what the potion bandoliers are for.(AKA Alchemist tools.)
I think SE should add Time Mage and Necromancer and a polymorph job.
Time Mage is the master of time and space thus they should get Comet,Meteor, Regen spells 1-6 or 7 as well as regenga since heals over time . they can be a big dotter maybe SE can bring Demi as their dot (Damage Over Time) spells. They would also get haste 1-4 and hastega 1-4 slow 1-4 and slowga 1-4 stop would be their version of petrify. Refresh not bad either also Regain spells.
Necromancer would work like Summoner you would get a pet as a spell at certain levels as well as a bloodpact type of ability but it would be called something else. You would only be able to have one undead out at a time. They could get all the spells the mages currently dont have that would be perfect for Necromancer but the undead would useit with their version of bloodpact so could use spells like Curse,Doom,Death,Amnesia, some more do exist just cant think of them at the moment. just like with summoner when you use the bloodpact ability they have they take from mp but unlike summoner they won't drain mp while they are out. Their main weapon like said earlier could be Scythe and Staff. Pets could be stuff like Demons,Evil Eyes,Imps,Lamia,Zomie,Skeletons,Ghosts,Evil Weapons,Hellhounds,and the larger looking imp type from Xarcabard S whatever they was called.
*Oh and to the members of Square-Enix who said having a Necromancer was silly because undead do not walk during the day, Undead walk around in caves, mines and crypts at all hours of the day in your game! Oh and undead are sleepless they are not going to care if it is day or night. if they are going to be restless they will walk regardless!
Polymorpher could turn into giant. But at a time limit with a recast of maybe 5 minutes or 10 minutes. If they turn into a giant they could do double damage for the time limit etc.. Maybe even triple damage at higher levels maybe somewhere between 80-99. could get some cool crush job abilities maybe a bolder throw attacks. They could specialize in 2-handed weapons >>> club sword axe katana staff scythe etc...
Tsukino_Kaji
03-20-2011, 03:56 PM
and a polymorph jobSee Shifter(New Job.).
KorPoni
03-21-2011, 01:46 PM
Just an attempt:
Mime
2 hr Ability: Perfect Mime - You can copy any ally or opponent's last ability or spell used. (You cannot target yourself. Duration: 1 min.)
Job Abilities:
Mimic: Use the last ability used on you on the user. Recast: 2 mins.
Repeat: Use the last spell used on you on the user. Recast: 2 mins.
Mimic II: Use the last ability used on you. You may select a new target. Recast: 5 mins.
Repeat II: Use the last spell used on you. You may select a new target. Recast: 5 mins.
Reacting Stance: Be ready to copy abilities that damage you back on the user. Recast: 5 mins.
Effect: When you are damaged by an ability, you return the ability back on the user. Duration: 1 min.
Special: Will override Reflecting Stance.
Reflecting Stance: Be ready to copy spells that harm you back on the user. Recast: 10 mins.
Effect: When you are damaged or enfeebled by a spell, you return with the spell back on the user. Duration: 1 min.
Special: Will override Reacting Stance.
Job Traits:
Counter-Mimic: When a damaging ability is used on you, you have a chance of returning the ability back at the user. (This trait activates 10% of the time when the condition is met.)
Counter-Mimic II: (Doesn't appear when obtained. The activation percent increases to 20%.)
Counter-Mimic III: (Doesn't appear when obtained. The activation percent increases to 25%.)
Resist Silence, II, III
Resist Amnesia, II, III
KorPoni
03-21-2011, 01:55 PM
I think SE should add Time Mage and Necromancer and a polymorph job.
Time Mage is the master of time and space thus they should get Comet,Meteor, Regen spells 1-6 or 7 as well as regenga since heals over time . they can be a big dotter maybe SE can bring Demi as their dot (Damage Over Time) spells. They would also get haste 1-4 and hastega 1-4 slow 1-4 and slowga 1-4 stop would be their version of petrify. Refresh not bad either also Regain spells.
Necromancer would work like Summoner you would get a pet as a spell at certain levels as well as a bloodpact type of ability but it would be called something else. You would only be able to have one undead out at a time. They could get all the spells the mages currently dont have that would be perfect for Necromancer but the undead would useit with their version of bloodpact so could use spells like Curse,Doom,Death,Amnesia, some more do exist just cant think of them at the moment. just like with summoner when you use the bloodpact ability they have they take from mp but unlike summoner they won't drain mp while they are out. Their main weapon like said earlier could be Scythe and Staff. Pets could be stuff like Demons,Evil Eyes,Imps,Lamia,Zomie,Skeletons,Ghosts,Evil Weapons,Hellhounds,and the larger looking imp type from Xarcabard S whatever they was called.
*Oh and to the members of Square-Enix who said having a Necromancer was silly because undead do not walk during the day, Undead walk around in caves, mines and crypts at all hours of the day in your game! Oh and undead are sleepless they are not going to care if it is day or night. if they are going to be restless they will walk regardless!
Polymorpher could turn into giant. But at a time limit with a recast of maybe 5 minutes or 10 minutes. If they turn into a giant they could do double damage for the time limit etc.. Maybe even triple damage at higher levels maybe somewhere between 80-99. could get some cool crush job abilities maybe a bolder throw attacks. They could specialize in 2-handed weapons >>> club sword axe katana staff scythe etc...
Maybe abit of a trim down...
Time Mage
Traits:
Resist Silence, II, III
Auto Regen, II
Auto Refresh
Spells:
Haste, Haste II, Hastega, Slow, Slow II, Slowga, Gravity, Demi (DoT sounds like a good idea to keep this spell from being overpowered.), All teleport spells, Warp, Warp II, Retrace, Silence, Regen, Regen II, Regen III, Regen IV, Refresh, Refresh II, Regenga (good idea of yours.), Stop (sounds like a good idea, but not a petrify effect, maybe like a super stun effect, even having it count as "Stun" for resistances.), Bind, maybe a few others.
Flunklesnarkin
03-21-2011, 01:55 PM
Lol.. mod's deleted the bacon mage thread >_>
Zyeriis
03-21-2011, 01:57 PM
Lol.. mod's deleted the bacon mage thread >_>
Just waiting for them to ban Detoxy too.
Arconis
03-21-2011, 01:58 PM
Just waiting for them to ban Detoxy too.
lol ya he was way to defencive just haveing fun here come on :)
Flunklesnarkin
03-21-2011, 01:58 PM
Just waiting for them to ban Detoxy too.
Whose detoxy?
Harpalina
03-21-2011, 01:58 PM
Just waiting for them to ban Detoxy too.
I like this. I support this. We should set up a petition. :D
Khajit
03-21-2011, 01:59 PM
How long till they Nuke General Ruhjadeen too? The Japanese call him the Bacon general so their crusade against delicious bacon shall surely call him to arms.
Harpalina
03-21-2011, 02:00 PM
Whose detoxy?
Check out my thread that I put up in General Discussion..."So this is what my life has been reduced to..." Detoxy writes a lovely little comment towards the end of the thread.
Arconis
03-21-2011, 02:01 PM
How long till they Nuke General Ruhjadeen too? The Japanese call him the Bacon general so their crusade against delicious bacon shall surely call him to arms.
LMAO it's a conspiracy against Bacon
Zyeriis
03-21-2011, 02:02 PM
Check out my thread that I put up in General Discussion..."So this is what my life has been reduced to..." Detoxy writes a lovely little comment towards the end of the thread.
Take that post and multiply it by the number of total posts Detoxy has. Add in some level of being braindead to the troll comments and that is Detoxy.
Zyeriis
03-21-2011, 02:03 PM
http://forum.square-enix.com/ffxi/threads/3096-Pokemon-B-W/page4
Lol, think Detoxy has been banned. They're removing all his posts.
Harpalina
03-21-2011, 02:04 PM
http://forum.square-enix.com/ffxi/threads/3096-Pokemon-B-W/page4
Lol, think Detoxy has been banned. They're removing all his posts.
This makes me so joyful. I think I'll adopt a kitten.
Arconis
03-21-2011, 02:05 PM
Saw that comeing
Harpalina
03-21-2011, 02:06 PM
...Oh hey that last post was my 100th post! Go me!
Tsukino_Kaji
03-21-2011, 02:07 PM
...Oh hey that last post was my 100th post! Go me!Congratulations! 823 to catch up. ^^
Arconis
03-21-2011, 02:09 PM
...Oh hey that last post was my 100th post! Go me!
[Congratulations] on 100 posts :)
Harpalina
03-21-2011, 02:17 PM
Congratulations! 823 to catch up. ^^
Tsukino I probably will catch up...in like 2 months <.< But by then you will have probably reached your post count to well over 5000.
Tsukino_Kaji
03-21-2011, 02:18 PM
Tsukino I probably will catch up...in like 2 months <.< But by then you will have probably reached your post count to well over 5000.Someone said that if I hit 1,000,000 that I could have the game back.
Harpalina
03-21-2011, 02:26 PM
Someone said that if I hit 1,000,000 that I could have the game back.
The game will probably be back by the time you hit 1,000,000. If it doesn't, I don't want you to be disappointed <.<
Vraelia
03-21-2011, 09:41 PM
I'd like to have the job Sorcerer. Masters of having all the elementals casted on his/her sword. And using that power to inflict a lot of damage. o.o
Varchesis
03-22-2011, 07:27 AM
I'd like to have the job Sorcerer. Masters of having all the elementals casted on his/her sword. And using that power to inflict a lot of damage. o.o
I proposed this as an idea for RDM melee bonus. Because RDM melee is crap.
Tsukino_Kaji
03-22-2011, 07:29 AM
I'd like to have the job Sorcerer. Masters of having all the elementals casted on his/her sword. And using that power to inflict a lot of damage. o.oI think socerer is the wrong term as traditional they stay out of melee.
Lollerblades
03-22-2011, 03:27 PM
rofl. That was made of win.
Thanks :D
But seriously I'd would be interesting to have a job like that . Abit like Quistis from VIII, Whipmaster's 2hour - Spanking Spree :D
Panthera
05-19-2011, 08:25 PM
I keep seeing Necromancer mentioned. SE actually said that they looked into it, but thought it had too many problems with how FFXI works. What they came up with instead was Puppetmaster.
I think new jobs would keep people interested in playing, no matter what the jobs actually are.
Personally, i'd like to see Morpher or Chemist.
Kristal
05-19-2011, 10:12 PM
I keep seeing Necromancer mentioned. SE actually said that they looked into it, but thought it had too many problems with how FFXI works. What they came up with instead was Puppetmaster.
And the lower devs have hated it since. Not even RDM has been shafted like PUP has been, but at least PUP has slowly crawled out of the abyss and become a respectable, if not outright brutal damage dealing job. RDM has been declining steadily, and the level cap raises have been the deathblow. Subjob RDM is 99% mainjob RDM...
You can measure the dev's love/hate for a job by the absurdity of some aspects of the job. For instance, PUP can equip a Hope Staff, but lacks the staff skill as well as the ability to equip virtue stones. Also, they have the 2nd highest throwing skill in the game, but not a single throwing weapon can be equipped. RDM's Sanation Ring is pointless to equip (PLD get a Refresh ammo item from the same ENM), and they have Divine Magic skill that requires a subjob (WHM or PLD) to level (with is directly opposite to ANY OTHER SKILL in the game where it's impossible to use a subjob to level a skill).
Volkai
05-19-2011, 11:11 PM
I would like to see a job that specializes in wielding staves.
In melee combat. Mages don't count.
Actually fighting with them. Paladins with Earth Staff also don't count.
===========
I keep seeing Necromancer mentioned. SE actually said that they looked into it, but thought it had too many problems with how FFXI works. What they came up with instead was Puppetmaster.
If I recall correctly, the problem was more thematic than mechanic.
Blue Mage is probably as close to Necromancer as we'll ever see, thematically; the same goes for Puppetmaster, mechanically.
Akujima
05-20-2011, 04:48 AM
I would like to see a job that specializes in wielding staves.
This. Give it to MNK and change the animation so that it doesn't look like they're an 80yr old grandma, trying to swat a fly.
~~~~~~~~~~~~~~~~~~~~~~~~~
Geomancer (with all the days of the week and whether effects, this job has ALOT of potential)
Chemist (uses potions and alchemy items to do abilities and cures/buffs to the group)
Templar (new Tank job that uses Polearm and Greatsword as their main weapon. They can also wear small shields while using polearm and wear heavy armor like a Paladin)
Glamdring
05-20-2011, 05:51 AM
Bartender! now pour me a double Lagavulin Ltd. on the rocks! You're level 90? allow me to bump your tip!