Exactly. You can even create new jobs for new visuals but in the end they really needed to address the balance between existing jobs.
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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
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.
Onion Knight / Mime
VIKING! :D
Sage
Time Mage
Morpher
Viking
Mime
Defender
Current Runner Ups are:
1.) Chemist: 4
Deadlock:
1.) Necromancer: 3
2.) Mime: 3
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.1.) Umbra I-IV (Deals dark elemental damage)
-Spells-
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.)
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.
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