View Full Version : New jobs ????
Sydebeheln
04-10-2011, 04:48 PM
Greetings everyone,
I was thinking about new jobs today, and why we haven't had any planned for the next installment of ffxi? It would awesome to see maybe the legendary Chocobo knight? =]]
I mean.. it would make since, they have a story and placement in the world of vana' diel. GIVE ME CHOCO KNIGHT! =D
lol what jobs would you like to see, if any? =]
Tsukino_Kaji
04-11-2011, 02:51 PM
This would require an actual expansion and not just some mini bull. Which of course they have nothing planned.
Zeilakin
04-11-2011, 08:12 PM
Chemist! Various item-requiring abilities, or abilities to mix ingredients to heal, cause dmg, buff, debuff, etc!
Apocalypse
04-12-2011, 12:15 AM
If my memory serve me correct.. SE stated they "wanted" to even the jobs list when they released WotG and probably will be the last thing they added and 20 jobs is alot to play with :0
Swords
04-12-2011, 12:33 AM
This would require an actual expansion and not just some mini bull. Which of course they have nothing planned.
If I recall correctly, when they were developing A Shanattoto Ascention they made numerous refrences to implimenting a Judgemaster job. Then again they also said they were going to divuldge into the mithran homelands (Naja Salahem's home country I imagine) but we saw what happened there.
Sydebeheln
04-12-2011, 08:30 AM
I dont really think this would require a full expansion like Wotg, or CoP.. I mean it's extremely easy to just create scenario expansions revolving around the release of new jobs. like judgemaster or chocobo knight. We know chocobo knights are from the past, you could make a scenario expansion involving areas in the past(that aren't connected to wotg) that bring these jobs back into existence in the present time. It wouldn't be that hard, plus I agree when you look at it from a balancing out the number of jobs stand point. 20 jobs looks and sounds better =]]
Karbuncle
04-12-2011, 09:02 AM
As much as I'd like the idea of new jobs. The Choices are Limited. Its hard to make a new job Unique, but also not so unique/useless it only fills 1 niche and isn't used over other jobs. I Could brainstorm a few Idea options, But things like Chocobo Knight, Necromancer, some old Suggestions i recall hearing just wouldn't really work.
I mean, Without the option of Ever riding a Chocobo for "Combat", What would a Chocobo Knight be? Chocobo's aren't "Combat' creatures, They're transport. even Chocobos trained for the Crystal War weren't good fighters, just more armored. So using a Chocobo as a PET instead of riding it wouldn't work either. It'd make more sense to have Onion Knight, but for all intents and purposes WAR is Onion Knight in FFXI, has skill in almost all weapons.
Chemist could work... But It'd be so redonkulously expensive and Inventory Wasting if it used Current Potions/Items as tools, Instead of creating entirely new sets of Items. I.E instead of a Potion, You could use a Recipe thats like...
Alchemy(10)
Yield: Restorative Potion x33
HQ1: Restorative Potion x66
HQ2: Restorative potion x99
Potion x 3
Light Anima x3
These would be "Teir 1" Potions, Equivalent to Cure II, Less Enmity etc. System like that could be used up to X-potions for "Restorative Potion IV" about the same power as Cure V.
Each Anima could be used to craft a different potion. For instance, Potion + Fire Anima would create potions to remove Amnesia(fire based Debuff).
Okay yah I'm stopping there before i get too far into detail. back to my Original Point, Creating a new job would be hard. It would have to fill a spot not filled entirely, Or be good as a Support Job role (like SE said they designed DNC/SCH for). It'd be hard to create a job that didn't just do something another job already does to the point it has no unique aspects..
Venrymel
04-12-2011, 06:37 PM
Time Mage—with a whole slew of positive effects speeding, negative effects slowing spells/abilities—I think would work. I know RDM have Chainspell and SCH have Celerity/Alacrity, but I'm talking about speeding Regen on players and poison on enemies, slowing elemental DoTs on players and Regenerative Over Time on enemies. Not just "haste" and "slow", but specific aspects of all the timers we now have.
A lot of people have jobs they'd like to see (lol), this is mine. I did what a few have done and actually create a list of spells/abilities/attributes/skills. I submitted most of it to SE years ago, so it technically belongs to them. It's part of what keeps me from posting it.
The problem I ran into with it was how to make the numbers keep them almost strictly in the backline, specific enough to Time relative stuff, but not so week that people wouldn't be willing to fill the sixth party slot with them. I tried to resolve that issue with "only one Time effect possible per target". It's designed to be support unless you have a full alliance of them; a balance that meant their miniscule damage would add up to devastating.
Septimus
04-12-2011, 07:23 PM
New jobs do not technically require an expansion. For example, Summoner was added with the Rise of the Zilart expansion but does not require RotZ to do the job quest. (You do, however, need RotZ to get the 6 prime Avatars and Artifact Armor.)
So theoretically we could learn the Necromancer job from the guy who lives in the Phomiuna Aqueducts or the Viking job from a new Gnoll NPC in Jugner Forest (S). But chances of any new jobs is exceedingly slim- it is late in this game's life and most of the game's development resources have been shipped elsewhere. (Read: FFXIV.)
xiozen
04-12-2011, 08:05 PM
New jobs... No thx! I mean, come on... we have 20!!! we don't need new jobs in this 9 year old game. That would require more work than is necessary... practically every item in the game that would be impacted by the addition of new jobs would have to be modified (equipment, weapons, accessories... blah blah).... so no new jobs plz.
Ethereal
04-12-2011, 11:13 PM
A chemist could maybe use temporary items, or create temporary items in zone based off a ja timer. That temporary item is lost after zoning or maybe after a set time it loses it's potency.
A chemist could then finally utilize throwing skill or maybe throwing WS to chuck offensive potions at enemies or healing potions at party members. Tactics style :)
I would say the craft alchemy would have no bearing on the chemist job to keep that balanced
Ethereal
04-12-2011, 11:23 PM
Can't edit post on iPhone :(.
But also if alchemy could effect Chemist maybe they could do it so that potions/ethers actually become more useful by allowing chemist to empower the effects of these items. Because these items haven't really been worth their time to use them.
Karbuncle
04-13-2011, 12:01 AM
New jobs... No thx! I mean, come on... we have 20!!! we don't need new jobs in this 9 year old game. That would require more work than is necessary... practically every item in the game that would be impacted by the addition of new jobs would have to be modified (equipment, weapons, accessories... blah blah).... so no new jobs plz.
Actually adding the new job to the armor would probably take the least amount of effort :X
But i believe SE wanted an Even number jobs. we stopped at 20. We also have 20 macro books. it seems like this is where it ends.
Gnoir
04-13-2011, 07:09 AM
i believe SE wanted an Even number jobs. we stopped at 20. We also have 20 macro books. it seems like this is where it ends.
I unfortunately think you are correct
Sydebeheln
04-14-2011, 03:43 PM
I also thought a "judgemaster" job would be cool. The ability to tank with 'melee nuking', using JP as a stamina gauge, and creating combo's at the cost of this stamina. The more JP a player uses in one consecutive combo, the slower the JP stamina gauge would refill(allowing SE to balance out the DPS over other jobs). Also adding the traditional abilities like "red card" and "yellow card" which are forms of 'penalties'. Example, every 5 minutes a judgemaster can use "red card" once a target has used a weapon skill, this penalizes the target and leaves them immobile for 30 seconds. On top of that judge masters could be the great sword A+ job we are lacking, and fill the role as a new tank.
Bloodkraft
04-15-2011, 01:00 AM
I would like new jobs too - preferably Druid or Necromancer. However I think 20 will be the max. I do think we may see a class section of jobs with merits at 99, I have seen this in other games. For example Necromancer may be a class of the job summoner, you use your merits at 99 to "Specialize" in a Necromacer line of merits/abilities.