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Thread: New Job Ideas

  1. #101
    Player Varchesis's Avatar
    Join Date
    Mar 2011
    Location
    Seattle - Pacific Time
    Posts
    61
    OMG here we go...
    Skeleton Job... much like this long zombie argument

    -Drain and Aspir heal or fill MP
    -Access to all and bonus to all dark spells
    -You can have a club, staff or scythe only
    -You would always have on drain spikes or endrain
    -Very weak to hand-to-hand
    (0)
    Last edited by Varchesis; 03-19-2011 at 05:03 PM.

    RDM BLM BLU SMN THF SAM COR ..::{ Desperately Seeking Salvage }::..

  2. #102
    Player Zyeriis's Avatar
    Join Date
    Mar 2011
    Location
    San D'Oria - Phoenix
    Posts
    935
    Character
    Zyeriis
    World
    Phoenix
    Main Class
    COR Lv 90
    Quote Originally Posted by Nu-Hir View Post
    Even with your additional fleshing, the job still seems to be less effective than every other job in the game. Even PUP had advantages over MNK when it was released, not many, but it had some. It would be almost impossible to balance the job without breaking too many mechanics of the game. I personally think that the job would either be too weak to even consider levelling, or too over powered that would cause everyone to level it. It would be just too damn hard to balance it out to a middle ground between the two.



    Umm... Calculator. The most broken job in that game.
    At the very least you've accepted that can certainly be unique. I would leave the actual balancing to SE. Regardless, it's not even the job I truly want, which is Geomancer. /sigh Now that would actually cause a major overhaul in the coding, which is why I think it was part of the WotG expansion but got scrapped (due to ps2 limitations ).
    (0)

  3. #103
    Player Varchesis's Avatar
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    Mar 2011
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    Seattle - Pacific Time
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    61
    Quote Originally Posted by Flunklesnarkin View Post
    Yah.. dude was awesome...
    I'd still like to see CAL95/BLM47 lol
    (0)

    RDM BLM BLU SMN THF SAM COR ..::{ Desperately Seeking Salvage }::..

  4. #104
    Player Reyhan's Avatar
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    Mar 2011
    Location
    San D'oria
    Posts
    8
    Gunbladers: master in the gunblade weapon, hybrid between markmanship and 2hsword in one weapon (put bullets in the ammo space and use it with your blade lol) would be cool to shoot a renzokuken on jagedy eared jack or making a robbery to retto-marutto in windurst pointing your gunblade at his big head
    (0)

  5. #105
    Player Tsukino_Kaji's Avatar
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    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Reyhan View Post
    Gunbladers: master in the gunblade weapon, hybrid between markmanship and 2hsword in one weapon (put bullets in the ammo space and use it with your blade lol) would be cool to shoot a renzokuken on jagedy eared jack or making a robbery to retto-marutto in windurst pointing your gunblade at his big head
    The WSs would look cool at least.
    (0)

  6. #106
    Player jeffanddane's Avatar
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    Mar 2011
    Posts
    384
    Job Trait: You may get attacked by cats or dogs due to open wounds with the smell of fish and gravy , you also might have no friends because hygiene may be an issue. . . .
    Necromancer!
    (0)

  7. #107
    Player
    Join Date
    Mar 2011
    Location
    Windhurst
    Posts
    103
    I saw a couple posts suggesting it,
    Alchemist. That acually has a lot of possibilities if you really think about it.
    It could use club type weapons which are also used to "mix" their materials in their mortar. Higher lvl "weapons" would improve alchemy skills.
    Consumables are combined to create "items", spells/effects
    Items offensive could be created, for example: explosives , using the algorythems used for "Bomb Toss" as a template.
    Spells/effects could pretty much follow the current existing ones, except "cast" by using alchemy instead of magic.
    It wouldn't be that difficult to come up with specifics unique enough to the job so its not just a clone of another job.
    Heh, that would make it lucky 21 jobs...
    Now you got me thinking about it.... Gonna have to work on some specifics....
    (0)
    Last edited by Anela; 03-19-2011 at 06:08 PM.
    "I refuse to be limited by conventional thinking."

  8. #108
    Player Zarabi's Avatar
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    Mar 2011
    Posts
    51
    I suggest Onion Knight^^

    It could at certain levels equip a set amount of job traits, job abilities, and magic spells. But, you must already have gained access to them on the job that it is from.

    Throw in a few original abilities.
    (0)

  9. #109
    Player Xoh's Avatar
    Join Date
    Mar 2011
    Posts
    15
    Character
    Schizm
    World
    Asura
    Main Class
    BLU Lv 70
    I would like an idea like a Ronin job.

    Like SCH did for RDM being able to change between Light and Dark. That made the job fun.

    But what if Ronin let you sub and switch between NIN with Utsu and then SAM job to be able to DD.

    I would like the idea to help jobs like RNG, THF or even DNC to be aggressive in melee and yet flip to use some NIN attributes.

    Don't kill me if someone already said this, just an idea.
    (0)

  10. #110
    Player Ethalio's Avatar
    Join Date
    Mar 2011
    Posts
    169
    Character
    Ethalio
    World
    Ragnarok
    Main Class
    BLM Lv 99
    Ninja was originally designed as a throwing DD. just check throwing skill and shurikens DPS on FFXI wiki

    Alchemist's 2h: doubles the effect of food and medicine effects for 3 minutes (useful in boss fights)

    I suggest: Geomancer and Mimic

    Geomancer:
    main weapon: bells (club skill)
    JA:
    Terrain: can use Buffs, Debuffs and damaging abilities based on the terrain of the battlefield. Uses TP to execute them.

    Mimic:
    The mimic job class can set his abilities like BLU; the list of available abilities (and weapon rankings) depends on all other party members Jobs.
    2h: can mimic a 2h ability of another party member
    (0)

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