Did I forget to mention the subligar I'll be wearing? Yeah, that's important.
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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.
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.
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.
Purely for my kinky side ~ Whipmaster /nod nod
Who wouldn't like to run around spanking things?
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?
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.
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.
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
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.
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.
"Scratches head"Quote:
I would also like to think it would have some form of dark based raise spell
....
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
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.
And Dark Taoist is already a job. I'm really not sure what this magic monk would be called.
Witch Doctor!
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.
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.
: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?
I disagree, while it shares the same spells SCH allows you to use those spells in a more complex andQuote:
A Scholar is just a Black Mage/White Mage then, should be removed.
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 toolsQuote:
A Dancer is just a Ninja/White Mage then, should be removed.
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.Quote:
A Blue Mage is just a Red Mage with Spells he learned from animals then, should be removed..
I dont think you're even trying anymore, why not try actually playing these jobs?Quote:
A Corsair is just a Ranger/Bard then, should be removed.
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.Quote:
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?
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.Quote:
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.
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
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?
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.
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.Quote:
Diablo III.
I am sure someone as clever as you can come up with something very interesting and productive to this conversation, should you try.