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skullreaper
08-27-2013, 01:36 AM
Hello guys, many of us including myself always wonder what will Square Enix come up with next for the game, and while the "Seekers of Adoulin" expansion is quite new eventually we know Square Enix will embark us in a new adventure in vana'diel. One of the things that is usually introduced with these expansion packs is new jobs so I thought that it will be a great idea for the playerbase to vote for the jobs that they would like to see next in the game.

Suggestions:
I.) Add a job overview
-Why?: Adding a job overview will give us and Square Enix an idea of how the new job could fit into the lore.

II.) Add a small framework
-Why?: Adding a small framework of how the job works will give Square Enix ideas of
how to add the job with interesting mechanics.

While these things aren't necessary I do recommend them because they could help give Square Enix a better idea of how these new jobs can function. I will post the first idea soon to give an idea of how you could format it, but if you want you can just put the jobs name and thats all.


***Tally***
Jobs will be added in the tally when they are suggested.

1.) Time Mage: 2
-Masters of time and space

2.) Necromancer: 3
-Unholy casters that bring the dead back to life, and uses dark magic.

3.) Chemist: 6
-Medics that use medication to heal and enhance allies, as well as provide support with bombs and poisons, or also known as engineers when they focus more on their damage dealing side.

4.) Mime: 4
-A copycat job that uses their own party members strengths into their own advantage.

5.) Onion Knight: 2
-Ultimate Job combines 2 or more jobs into one with little limitation other than having the jobs you want to fuse leveled.

6.) Morpher: 3
-A druid or shapeshifter that uses monster forms to their advantage.

7.) Viking: 2
-A type of warrior offspring; some guesses as to what it might do is wield two 2 handed weapons, and maybe has similar abilities to berserkers like enrage.

8.) Sage: 1
-The sage could be considered the ultimate Mage, being able to cast Black Magic, White Magic and Summoning Magic. However, the Sage is physically very weak with virtually no prowess with weapons.

9.) Defender: 1
-Defenders focus on protecting attack when surrounded. but their Aura ability can make them a permanent field party. True to their name, they have excellent HP and Defense which makes them difficult to injure.

10.)Mystic: 1
-Uses the forces of darkness and light to deal devastating damage to their enemies comparable to the strength of black mages.

skullreaper
08-27-2013, 01:43 AM
Example #1

New Job: Time Mage

Job Overview: The masters of time and space, Time Mages (TIM) are able to influence the direction of time to offer a better opportunity for their allies, or to hinder their enemies with their inescapable future. Although time magic exists in vana’diel these mages are actually very well known for their use of dimensional magic which allows them to bend light and space to their will. Time Mages are also fairly different from the other magic users of vana’diel due to their interesting techniques such as rewinding time to recover their allies’ health or curse their enemies by wreaking there health with the effects of aging.

Mechanics: Instead of using regular magic they use, they function like geomancers uses a prefix to describe it as a different magic spell for example time magic would be described as "T.Haste" also known as Temporal Haste, and for dimensional magic it would known as "D.Demi".

Skills:
Time Magic: A +
Dimensional Magic: B -
Clubs: C +

Example #2

2.) New Job: Chemist (Uses potions to heal party members, and to inflict status effects on enemies.)
3.) New Job: Necromancer (Uses necromancy to summon undead creatures, and dark magic to heal party members by channeling their health.)

Anjou
08-27-2013, 06:44 AM
To be quite frank, I don't think there'll be anything else for FFXI in terms of new jobs. While the thought of Necromancer would be fun, it'd be another reason for Summoners to throw a hissy fit. What purpose would a time mage hold aside from haste/slow? The only magic altering time any further is 'stop' which I highly doubt would happen because it'd no doubt be a glorified version of terror since that effect is the closest thing to the ability 'stop'.

Chemist I don't think would serve any difference since...well...most medicines aren't that effective since Abyssea hit and came out with the amazing temporary medicines. Aside from the possibility of hurling a lucid potion 1 at a buddy but in a nutshell the job would be useless if you ran out of meds right? Whereas you can have a mage who can hurl both healing and enfeebling magics, so this job probably wouldn't have much use aside from maybe throwing re-raisers at people or perhaps Hermes Quenchers.

SMD111
08-27-2013, 06:58 AM
the only job i would like to see added is onion

job onion
the ability to select abilitys, skills, spells, etc. from other jobs(only ones you have unlocked and lvled) to make a custom job for your style of fighting

to do this job right you need to give the job a max point allotment for each of these job abilitys, weapon skills, spells, traits, etc. but with out sub jobs

Anjou
08-27-2013, 07:03 AM
the only job i would like to see added is onion

job onion
the ability to select abilitys, skills, spells, etc. from other jobs(only ones you have unlocked and lvled) to make a custom job for your style of fighting

to do this job right you need to give the job a max point allotment for each of these job abilitys, weapon skills, spells, traits, etc. but with out sub jobs

Wow I'm not gonna lie, not only does this let us find out how people truly play the game (Aggressive, passive, tactical, etc etc) it'd clue devs in to what style proves to be successful in a fight and it'd give the playerbase another thing to play with.

OmnysValefor
08-27-2013, 07:16 AM
Sounds like he wants one job to mimic FFXIV's job system. It would either be broken, or so restrained that it was pointless.

SMD111
08-27-2013, 07:24 AM
what you dont get is the job onion is a Final Fantasy classic

and it would allow people to setup a job for hoe thay want to play depending on there day

Moppet
08-27-2013, 09:01 AM
I've always thought Mime would be interesting.

They could mimic party and enemy abilities, but have JAs that modify them in different ways. (Differing from blue mage in that they can only mimic previously used attacks in a small time frame.)

They could possibly have B+ or so rank in most weapons and have a wide gear selection allowing for customization and strategy. This could be offset by a lack of their own abilities, being reliant on monster or party member abilities. This sort of job would make sense this late in the game where most people have leveled multiple jobs and have lots of gear sets, etc. (This would also add a job that was very useful for WS procs)

Perhaps they would gain an unique JA or trait based on which subjob they had equipped.

The main mimic ability could be a targeted JA which causes the mime to mimic the target's last used JA or spell. Mimic would likely have a limit like Scholar's stratagems or such.

One idea for a mimic JA would be a non-magic accession of sorts. I.E. Monk uses Formless Strikes, Mime uses JA, mimics and spreads effect to party.

Or maybe when a party member uses a JA or persistent effect spell the mime could use an ability that causes the JA or spell to 'rebound' and re-effect the original target of the JA or spell once it wears off, but at half duration. Call it "Encore" or something like that.

Obviously there would be balance stuff to worry about, just throwing some ideas out there.

This describes some interesting ways this job could be taken: http://finalfantasy.wikia.com/wiki/Mime

skullreaper
08-27-2013, 09:50 AM
To be quite frank, I don't think there'll be anything else for FFXI in terms of new jobs. While the thought of Necromancer would be fun, it'd be another reason for Summoners to throw a hissy fit. What purpose would a time mage hold aside from haste/slow? The only magic altering time any further is 'stop' which I highly doubt would happen because it'd no doubt be a glorified version of terror since that effect is the closest thing to the ability 'stop'.

Chemist I don't think would serve any difference since...well...most medicines aren't that effective since Abyssea hit and came out with the amazing temporary medicines. Aside from the possibility of hurling a lucid potion 1 at a buddy but in a nutshell the job would be useless if you ran out of meds right? Whereas you can have a mage who can hurl both healing and enfeebling magics, so this job probably wouldn't have much use aside from maybe throwing re-raisers at people or perhaps Hermes Quenchers.

Obviously the jobs would be much more in depth than what you are describing of a time mage or necromancer; however, this really isn't a framework thread so ill just give a little example.

1.) Time Mages: would alter all forms of time to enhance and debuff there allies; while using powerful dimensional magic to deal damage to enemies.

2.) Necromancer: in my opinion necromancer minions would be very weak and squishy; however, there main talent will lie in their allies to heal and enhance with dark magic which they transform from a destructive form.

3.) Chemist: Obviously if Chemist is added into the game many more meds would come with the job, it not like SE would add a geomancer without their own unique spells.

While there are many jobs, what makes this game unique is the vase amount of jobs that it adds to the game, and in my opinion a necromancer or chemist would have been much more unique than scholar and rune fencer which were basically upgrades to red mage melee and casting form yet they were added and accepted.

Anjou
08-27-2013, 10:35 AM
Obviously the jobs would be much more in depth than what you are describing of a time mage or necromancer; however, this really isn't a framework thread so ill just give a little example.

1.) Time Mages: would alter all forms of time to enhance and debuff there allies; while using powerful dimensional magic to deal damage to enemies.

2.) Necromancer: in my opinion necromancer minions would be very weak and squishy; however, there main talent will lie in their allies to heal and enhance with dark magic which they transform from a destructive form.

3.) Chemist: Obviously if Chemist is added into the game many more meds would come with the job, it not like SE would add a geomancer without their own unique spells.

While there are many jobs, what makes this game unique is the vase amount of jobs that it adds to the game, and in my opinion a necromancer or chemist would have been much more unique than scholar and rune fencer which were basically upgrades to red mage melee and casting form yet they were added and accepted.

The fact of the matter however is that Time Mage just doesn't fit in with the current lineup with magic. If things like stop got put in, ok then it'd either have to be one impressive spell or else it'll just be trumped by Absolute Terror from a BLU. Then you have the jobs which can cast Haste, and some that can basically have access to Hastega (SMN and BLU when you diffuse animating wail)

Necromancer is just a summoner with skeletons, there's literally nothing else to it.

Chemist while it would be useful, is probably going to be about as useful as a Ninja when they run out of their respective items. A ninja can evade and preserve their shadows, but if a chemist has to keep spamming their potions and whatnot, you're going to run out and you're going to be useless.

Quite frankly there's more to a job than stats, there's also story relevance such as their artifact quests. They all have a story to them, such as PLD is hunting down a deceased knight and finding a traitor, whereas BLU is the Immortal (You) finding out the truth behind what becomes of a Blue Mage if they succumb to the beast.

Time Mage would be far too rare and significant for players to play like crazy, there'd have to be a huge story behind the reappearing of time guardians (Since most time-based individuals are considered guardians of space and time). While it'd make for amusing plot that maybe the current time guardian is about to pass, and has selected you to carry on his task.

Chemist I don't see how anything plot-wise could come of it besides a few luls-worthy cutscenes of experiments going awry.

Duelle
08-27-2013, 05:08 PM
Not to rain on the OP's parade, but job fixes, revamps and redesigns should come before they even think of adding more jobs to the game.

That said, Chemist would make sense if it used a similar scheme to NIN's reliance on items (of course, with ways to easily obtain said items outside of the AH). I would want to see them focus on using guns, but more akin to the skill level a THF has with crossbows when compared to a RNG.

Kristal
08-27-2013, 05:55 PM
Between RDM and GEO, there's no room left for Time Mage.
Necromancer is a gimped BST/SMN, and was replaced with Puppetmaster halfway through the design because it couldn't be made to fit the game lore. This is why even today SE still likes to put PUP on mage gear, despite lacking any and all casting skills and spells.
Mime is already covered by BLU and PUP.
Onion Knight is mostly covered by WAR (can equip most weapon types), and would be the equivalent of Red Mage on casting. A gimp-of-all-trades and a master of lol, best left at lvl 49.

Chemist might have some role, but not in the way many people describe it.


That said, Chemist would make sense if it used a similar scheme to NIN's reliance on items (of course, with ways to easily obtain said items outside of the AH). I would want to see them focus on using guns, but more akin to the skill level a THF has with crossbows when compared to a RNG.

Chemist shouldn't have to rely on inventory items. Rather, it would use a seperate inventory like Puppetmaster to store ingredients and concoctions.

Tohihroyu
08-27-2013, 06:08 PM
Only Job I can see them adding is Necromancer since it was going to be added way back during TOAU but Pupppetmaster took its place. Though in dyna areas the "Necromancers" are summoners...

Source: http://finalfantasy.wikia.com/wiki/Necromancer_%28Job%29#Final_Fantasy_XI

OmnysValefor
08-27-2013, 06:29 PM
22 jobs.

18 in an alliance
2-3 go to healers
2-4 go to bard/cor
1-2 to a tank/tanks/zombies

Leaves so little room for the jobs we do have, especially now that SCH/blm has a nearly permanent role, and usually 2 of those, and geo is desired as well.

There's a lot more jobs now than spaces available, I wish they'd stop adding jobs.

Camiie
08-27-2013, 08:55 PM
Not to rain on the OP's parade, but job fixes, revamps and redesigns should come before they even think of adding more jobs to the game.

Sadly the need for such things never stopped them before.

Trumpy
08-27-2013, 11:36 PM
They changed necromancers into puppetmasters cause for some reason not even strong magic could keep undead out during the day (even tho they are up 24 hours in dungeons) and they would have limited us to night time only pets for serious!

skullreaper
08-28-2013, 12:17 AM
Current Runner Ups are:
1.) Chemist: 4
2.) Necromancer: 3

While I understand that their are many jobs that need adjustments and some people don't want new jobs that isn't the point of the thread, the point of this thread is to see what jobs the playerbase would like as the next ones even if they might never make it to the game.

Rwolf
08-28-2013, 03:03 AM
I second that sentiment. Jobs just came out a few months ago and there's a lot of current job fixes, redesigning and revamping that needs to be going on. Jobs are also something that's meant to push advertisement with a new expansion. Doubt they'll consider until years after Seekers of Adoulin. Anything discussed about new jobs now will just ultimately if it's a good idea, end up in current jobs. Defeating the purpose.


22 jobs.

18 in an alliance
2-3 go to healers
2-4 go to bard/cor
1-2 to a tank/tanks/zombies

Leaves so little room for the jobs we do have, especially now that SCH/blm has a nearly permanent role, and usually 2 of those, and geo is desired as well.

There's a lot more jobs now than spaces available, I wish they'd stop adding jobs.

Unfortunately, it wouldn't matter if they stopped at Rise of the Zilart with jobs. You'd still have the exact same setup with less jobs because that's a playerbase mentality for optimizing. We don't need 18 jobs for an 18 alliance. We need job balance so jobs are more equal to others.

Jobs are imbalanced now because the focus is trying to make players feel their job is unique and they have an ability someone else doesn't have or can do, but not as well. Where the focus should be on unique gameplay so the jobs feel different but do similar things.

As boring as some find it to not have a unique role that someone wants them and only them for, it's the only true job balance. Otherwise you'll always have players asking for this job only and rather bring multiples of that job then invite all of them into one event.

OmnysValefor
08-28-2013, 03:39 AM
For sure, an alliance of 18 unique jobs wouldn't work in most setups. Jobs like NIN, BLU, DNC, THF, RDM, SMN, BLM don't have a place in delve really (PLD is kinda on that list) and RUN... works more effectively as a sub than a main. Counting PLD, that's 9/22 lol.

Of those, SMN, RDM, & PLD is desired at WK, but the rest aren't.

And really, pld is nice for diaga tanking a blitz at skirmish, but the rest of the list isn't the best choice there either. RDM, I suppose, for self-sustainability.
I simply meant, we're never going to see all jobs useful when there's too many jobs to bring anyway.

Wait, 9/22.. All SE needs to do is just add 5 more useful jobs and we can fill an ally with unique jobs!

Dragonlord
08-28-2013, 04:47 AM
I would like to see a Morpher type job created. Yes, it would be similar to blu, but it would be the physical side of the spectrum. Instead of casting spells to use mob moves, the morpher would first turn into that monster, and then use a system of tp and/or charges (like strategems) to use abilities.

The job would be designed similar to monstrosity's instinct selection layout. It could be like blu spells where equipping differnt mob forms also gives you some stat boosts. I think this job would be a true jack of all trades. Such as how pup changes its automaton to adjust to the situation, Morpher would choose its roles based on the forms it has equipped, and would take some time to change roles to avoid being too strong.

Place in an alliance:
Chances are something on a tp/charge system won't be able to keep up curing (like dnc's fate), so that's out of the question for bigger fights. Although it could make a good support healer in low man setups.

To support, the benefits would have to be greater than brd or cor. This i think could be a main role for the class. There are many mob buffs that are unique and can be used to fit different situations if made AoE. Wild ginseng from rabbits comes to mind, like a mini-embrava. There's def/atk boosts, a few different haste boosts, etc. Its fallback would be the time to morph between forms to buff, like cor has its cooldown timer. It would also be restricted by not getting its own type of icon, but instead being overwritten/overwrite other effects.

DD, pretty straightforward, think of all the damaging tp moves there are. Morpher could adjust to different damage types frequently. Gnole for blunt, for example. Giving it the versatility in fights like muyingwa where the damage taken from different types changes throughout the fight. The morpher could also change forms to counter the mobs offences, like going to a turtle when a big physical move is coming.

Overall, i think this job would have the versatility to never be shoe horned into only 1 role (like smn and PD), but the time to change between roles would prevent balance issues.

Spectreman
08-28-2013, 04:54 AM
I second that sentiment. Jobs just came out a few months ago and there's a lot of current job fixes, redesigning and revamping that needs to be going on. Jobs are also something that's meant to push advertisement with a new expansion. Doubt they'll consider until years after Seekers of Adoulin. Anything discussed about new jobs now will just ultimately if it's a good idea, end up in current jobs. Defeating the purpose.



Unfortunately, it wouldn't matter if they stopped at Rise of the Zilart with jobs. You'd still have the exact same setup with less jobs because that's a playerbase mentality for optimizing. We don't need 18 jobs for an 18 alliance. We need job balance so jobs are more equal to others.

Jobs are imbalanced now because the focus is trying to make players feel their job is unique and they have an ability someone else doesn't have or can do, but not as well. Where the focus should be on unique gameplay so the jobs feel different but do similar things.

As boring as some find it to not have a unique role that someone wants them and only them for, it's the only true job balance. Otherwise you'll always have players asking for this job only and rather bring multiples of that job then invite all of them into one event.


Exactly. You can even create new jobs for new visuals but in the end they really needed to address the balance between existing jobs.

skullreaper
08-28-2013, 05:19 AM
I would like to see a Morpher type job created. Yes, it would be similar to blu, but it would be the physical side of the spectrum. Instead of casting spells to use mob moves, the morpher would first turn into that monster, and then use a system of tp and/or charges (like strategems) to use abilities.

The job would be designed similar to monstrosity's instinct selection layout. It could be like blu spells where equipping differnt mob forms also gives you some stat boosts. I think this job would be a true jack of all trades. Such as how pup changes its automaton to adjust to the situation, Morpher would choose its roles based on the forms it has equipped, and would take some time to change roles to avoid being too strong.

Place in an alliance:
Chances are something on a tp/charge system won't be able to keep up curing (like dnc's fate), so that's out of the question for bigger fights. Although it could make a good support healer in low man setups.

To support, the benefits would have to be greater than brd or cor. This i think could be a main role for the class. There are many mob buffs that are unique and can be used to fit different situations if made AoE. Wild ginseng from rabbits comes to mind, like a mini-embrava. There's def/atk boosts, a few different haste boosts, etc. Its fallback would be the time to morph between forms to buff, like cor has its cooldown timer. It would also be restricted by not getting its own type of icon, but instead being overwritten/overwrite other effects.

DD, pretty straightforward, think of all the damaging tp moves there are. Morpher could adjust to different damage types frequently. Gnole for blunt, for example. Giving it the versatility in fights like muyingwa where the damage taken from different types changes throughout the fight. The morpher could also change forms to counter the mobs offences, like going to a turtle when a big physical move is coming.

Overall, i think this job would have the versatility to never be shoe horned into only 1 role (like smn and PD), but the time to change between roles would prevent balance issues.

I always imagined morpher making it into the game one day, but I think that its very unlikely because monstority basically accomplishes the same thing a morpher would do except that you can't party with party members, but who knows perhaps it could happen.

Ryanx
08-28-2013, 05:44 AM
I remember reading something while ago it said there where 2 expansions in the works for 11 and this was before seekers so we got seekers so should be least 1 more expansion in the works

OmnysValefor
08-28-2013, 06:17 AM
I always imagined morpher making it into the game one day, but I think that its very unlikely because monstority basically accomplishes the same thing a morpher would do except that you can't party with party members, but who knows perhaps it could happen.

Two problems with "Morpher"

1.) Monsters tend to attack with, and be strong against, the same element. Fire attacks are pointless on Tojil, Byakko used to resist flash, etc etc.

2.) Since most moves are stunned, because they're so nasty, morphers would haven't a lot to do.

Vivivivi
08-28-2013, 07:04 AM
Onion Knight / Mime
VIKING! :D

Aprian
08-28-2013, 11:01 PM
Sage
Time Mage
Morpher
Viking
Mime
Defender

skullreaper
08-28-2013, 11:39 PM
Current Runner Ups are:
1.) Chemist: 4

Deadlock:
1.) Necromancer: 3
2.) Mime: 3

skullreaper
08-28-2013, 11:41 PM
Sage
Time Mage
Morpher
Viking
Mime
Defender

Added Sage, Defender, and Viking into the mix but what would these jobs do?

In addition to these jobs added another one I created:

Mystic
-Role magic damage dealer similar to black mage but relies on the elements of light and darkness here is a small preview of their spell list.

-Spells-
1.) Umbra I-IV (Deals dark elemental damage)
2.) Banish I-IV (Deals light elemental damage)
3.) Banishga I-III (Deals light elemental damage to enemies within area of effect.)
4.) Umbraga I-III (Deals dark elemental damage to enemies within area of effect.)

Rubeus
08-29-2013, 02:52 AM
Mime and Engineer.

Mime would use job levels and spells you've already got accomplished in conjunction to whoever is in your party (for balance issues) and have A+s in all stats and ALL skills, except be under permanent SJ restriction as well as have permanent encumberance (in keeping with traditional FF games). Their 2 hour would allow them to access jobs not currently in the party that they already have personally leveled in order to use their spells and abilities. They wouldn't have any job traits.

Engineer = Chemist. their primary ability would be "Mix" and they could provide temporary items by using Recipes in a similar way to how corsair consumes dice to permanently add them to their repertoire; items would scale with level, obviously, but be usable by the party at a time best left up to the individual players. "Busting" a recipe would provide the engineer with "Medicated" and therefore be unable to make more temps until it wears off, with a given chance corresponding to the difficulty of the item in question. Base items would be consumed but function similar to ninja tools (so no need to clog your inventory up with 400 unstackable potions just to make an elixir), and they would be "Sets", like chemistry sets. They would also get offensive abilities (which would be a seperate category from Mixes!) called Tools and would get the traditional items from previous final fantasies that either inflict a status ailment on an enemy or do some kind of elemental damage; every FF past 7 included things like "Earth Drum" or "Blizzard Fang" which dealt damage, or "Spider Web" which inflicted slow. Engineer's 2 hour would be "Machina" in which they get magitek armor for a set time, allowing them access to beam attacks and changing their type from human into biomechanical being; like ultima weapon. They could also possibly get permanent, non-item-consuming tools in a way similar to how Edgar in FF6 functioned. These would be equipped in a sub-menu (like how puppetmaster or blue mage functions) and be "Gears", which would enhance various mixes or tools or allow access to specific non-consuming tools. Gears could do things like reduce mixing mishaps or doubling the strength of a standard potion as well.

I'd need a bit more time to actually come up with individual abilities and traits and so on for various levels, but that's how I'd break it down if I was SE; most of these systems are already practically in place for them so it wouldn't really be a whole lot of coding.

Aprian
08-29-2013, 08:14 AM
Note: Information taken from Final Fantasy Wikia

The sage could be considered the ultimate Mage, being able to cast Black Magic, White Magic and Summoning Magic. However, the Sage is physically very weak with virtually no prowess with weapons. They also have low HP and speed and weak physical defenses as most mage-type classes do.

Magic Skill:
(A) Dark Magic
(A) Divine Magic
(A) Healing Magic
(A) Elemental Magic
(A) Summoning Magic (only can call Hybrid Elementals and take full control all magic and ability)

Combat skill:
(C) Staff
(C) Evasion
(C) parrying

Job Ability:
(Recall Cure) Use 1 Magic Healing of available free of charge
(Recall Element) Uses 1 Elemental magic available free of charge
(Bless) While Recovering Hp and Mp are praying (only on combat)
(Spell Again) You can use the latest magic no cost
(Relex) Creates an image which absorbs an attack
(Shield Bearer) Creates a shield that protects 1 Elemental magic
(Diligence) Reduce consumption of Black magic (25%)
(Betterment) Reduce consumption of white magic (25%)
(Good and Evil) The next elemental magic damage will be to cure group members

Aprian
08-29-2013, 08:22 AM
Note: Information taken from Final Fantasy Wikia

Morphers mastering all Beastmen form. When morphed, they can use all of the skills and magic the monster has in battle. The effectiveness of the Morpher will depend on the stats of the monsters.

Antica (Paladin)
Bugbears (Monk)
Gigas (Beastmaster)
Goblins(White Mage)
Lamiae (Corsair)
Mamool Ja (Blue Mage)
Moblins (Thief)
Orcs (Warrior)
Poroggos (Black Mage)
Qiqirn (Ranger)
Quadav (Red Mage)
Sahagin (Bard)
Tonberries (Ninja)
Trolls (Puppetmaster)
Yagudo (Samurai)
Pixies (Dancer)
Demons (Dark Knight)
Skeletons (Dragoon)
Vampyr(Summoner)

Xerius
08-29-2013, 08:40 AM
Only problem with Onion Knight is that everyone would only play it since it can be and is every job at once.

Aprian
08-29-2013, 09:04 AM
Note: Information taken from Final Fantasy Wikia

Mimes rely on copying the abilities of other party members. They have no innate abilities of their own and thus can be quite difficult to use. The Mime usually behaves eccentrically, and their clothing reflects this demeanor, yet they will likely be some of the strongest and powerful fighters around, refined, taught, and trained in nearly every discipline known to live up to mimicking their target and their every motion.

Job Ability
Mime 1 (Copy Main job)
Mime Job trail
Mime Magic
Mime Job Ability
Mime Weapon
Mime WS
Mime Merit
Remember 1 (Retrieves the last copy personality)

Mime 2 (Copy Sub job)
Mime Job trail
Mime Magic
Mime Job Ability
Mime Weapon
Mime WS
Mime Merit
Remember 2 (Retrieves the last copy personality)

Aprian
08-29-2013, 09:15 AM
Note: Information taken from Final Fantasy Wikia

Defenders focus on protecting attack when surrounded. but their Aura ability can make them a permanent field party. True to their name, they have excellent HP and Defense which makes them difficult to injure.

Job ability
Aura (Same Aura nm using the abyss)

Creelo
08-29-2013, 11:15 AM
I've always thought the Chemist job would be interesting in FFXI.

Personally, I've always felt like FFX-2 did an amazing job with handling the Chemist job (I believe it was called Alchemist though in that game). The "Stash" and "Mix" commands were interesting, allowing for the Chemist to heal/support the pt well while still dealing decent damage. If there is any new job that has the most potential in FFXI, I'd say it'd be Chemist as well since items I feel aren't utilized as much as they should be for a FF game (minus Temp Items I suppose... w/e!).

FaeQueenCory
08-29-2013, 09:26 PM
If there are going to ever add more jobs... it will be with another expansion.
And seeing as how SoA is shaping up to be 99-120.... I'm afraid to even think about an expansion after that for 120-150 or whatever...
That being said, any new jobs will be added from the list of pre-existing jobs from all other FFs.

skullreaper
08-30-2013, 02:05 AM
Current Tally

Since we now have 10 jobs in the tally I wanted to add the 3rd place jobs, also great ideas guys. I especially like the morpher transforming into beastman since many of us would have loved to play as the our enemy faction.

1st Place :cool:
-Chemist


2nd Place :D
-Mime


3rd Place Deadlock :)
-Necromancer
vs
-Morpher

Kristal
08-30-2013, 07:38 PM
I've always thought the Chemist job would be interesting in FFXI.

Personally, I've always felt like FFX-2 did an amazing job with handling the Chemist job (I believe it was called Alchemist though in that game). The "Stash" and "Mix" commands were interesting, allowing for the Chemist to heal/support the pt well while still dealing decent damage. If there is any new job that has the most potential in FFXI, I'd say it'd be Chemist as well since items I feel aren't utilized as much as they should be for a FF game (minus Temp Items I suppose... w/e!).

Items aren't used as much because they are extremly expensive (and not just gilwise). Inventory room is at a premium. I mentioned it on the previous page, but for Chemist to work it has to use materials from a seperate inventory like Puppetmaster.
If you every played Secret of Evermore (SNES game by Square), that's how I see Chemist working in FFXI. Ingredients could be crafted before being stored in the special inventory, but Scavenge and Recycle also help. (Chemist would be the Throwing Ranged Class, obviously, with unique Throwing WSs based on chemist recipes.)