Page 2 of 2 FirstFirst 1 2
Results 11 to 16 of 16

Thread: New jobs ????

  1. #11
    Player Ethereal's Avatar
    Join Date
    Mar 2011
    Posts
    82
    Character
    Ferocity
    World
    Siren
    Main Class
    PLD Lv 99
    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
    (0)

  2. #12
    Player Ethereal's Avatar
    Join Date
    Mar 2011
    Posts
    82
    Character
    Ferocity
    World
    Siren
    Main Class
    PLD Lv 99
    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.
    (0)

  3. #13
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Quote Originally Posted by xiozen View Post
    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.
    (1)

  4. #14
    Player Gnoir's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    25
    Character
    Gnoir
    World
    Shiva
    Main Class
    SAM Lv 90
    Quote Originally Posted by Karbuncle View Post
    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
    (0)
    "Say what you feel, because the people who matter don't mind and the people who mind don't matter" (Dr. Seuss 1904-1991)

  5. #15
    Player Sydebeheln's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Saiyd
    World
    Shiva
    Main Class
    WAR Lv 18
    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.
    (0)

  6. #16
    Player Bloodkraft's Avatar
    Join Date
    Mar 2011
    Posts
    10
    Character
    Bloodkraft
    World
    Cerberus
    Main Class
    MNK Lv 95
    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.
    (0)

Page 2 of 2 FirstFirst 1 2