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Thread: New Job Ideas

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  1. #1
    Player Zyeriis's Avatar
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    Quote Originally Posted by Yawn View Post
    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.
    Don't play WoW, wouldn't know. The word totem was probably a poor choice though.
    As for the main handed item, perhaps an orb or crystal of some sort, maybe even magicite, if we want to go lore on this idea.
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  2. #2
    Player Etrigan's Avatar
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    Etri
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    Asura
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    MNK Lv 99
    Quote Originally Posted by Zyeriis View Post
    Necromancer
    Geomancer (Scholar weather spells in no way cover geomancer)
    Green Mage (though it would have to be fleshed out a bit more)
    Machinist
    Berserker (Hammer DD)

    And those are just previous final fantasy jobs. FFXI is capable of original jobs as well such as corsair.


    I'd like to see a job centered around a giant bladed hoop (like Tira in Soul Calibur 4).

    A job that excels with the Great Sword (Yeah PLD WAR and DRK can use it but it's hardly their best weapon by far). Berserker could probably fill this role as well.

    Nunchuk/Swordchuck class (or give them to ninja/monk).

    A weaponless mage class that uses magic in it's basic attack (geomancer could do this but i'd prefer geomancer to have a bell weapon).

    A Barrier forming class, this one may be impossible to implement though and we "technically" have this in White Mage (protect/shell) but the difference is that the barrier class would be create physical barriers and auras.

    A gunblade class (this could be added to corsair's weapon selection).
    <2gil>
    They could add machinist to the job list, I would imagine instead of buying weapons, they get new ones that they can craft (sort of), the result would either never or almost never yield a critical break (depending on materials). For example if there was anything explosive or potentially explosive in the materials there would be a chance for an explosion during synthesis creating a critical failure and causing damage to the player. (I guess it would be like synergy now that I think about it).

    But they would have resulting weapons that come out -2 -1 nq +1 and +2, now at first you would think... why the hell would anyone want a -2 let alone a -1. This would have the whole goblin effect with a real game of chance, such as when a goblin or moblin uses a bomb/candle it has that chance at backfiring on them, but if a -2 or -1 succeeds then it deals extra damage. This could also lead the way into them crafting new weapon combinations for other jobs (Gunblade for cor) and swordchucks for Blu..On that note.... SE please add Nunchaku as a new weapon exclusive to the Monk job class

    </2gil>
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  3. #3
    Player Zyeriis's Avatar
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    Quote Originally Posted by Etrigan View Post
    <2gil>
    They could add machinist to the job list, I would imagine instead of buying weapons, they get new ones that they can craft (sort of), the result would either never or almost never yield a critical break (depending on materials). For example if there was anything explosive or potentially explosive in the materials there would be a chance for an explosion during synthesis creating a critical failure and causing damage to the player. (I guess it would be like synergy now that I think about it).

    But they would have resulting weapons that come out -2 -1 nq +1 and +2, now at first you would think... why the hell would anyone want a -2 let alone a -1. This would have the whole goblin effect with a real game of chance, such as when a goblin or moblin uses a bomb/candle it has that chance at backfiring on them, but if a -2 or -1 succeeds then it deals extra damage. This could also lead the way into them crafting new weapon combinations for other jobs (Gunblade for cor) and swordchucks for Blu..On that note.... SE please add Nunchaku as a new weapon exclusive to the Monk job class

    </2gil>
    I was literally about to repost the part about the Machinist as no one commented on it.
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  4. #4
    Player Nu-Hir's Avatar
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    Why the hell do people want a necromancer? It would be the exact same thing as Beastmaster, except instead of charming mobs, you'd bring them back from the dead. So essentially, you'd have the same mob, except one is rotting and smells really bad. I fail to see the upside?
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  5. #5
    Player Zyeriis's Avatar
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    Quote Originally Posted by Nu-Hir View Post
    Why the hell do people want a necromancer? It would be the exact same thing as Beastmaster, except instead of charming mobs, you'd bring them back from the dead. So essentially, you'd have the same mob, except one is rotting and smells really bad. I fail to see the upside?
    Beastmaster can't control humanoids, that would be what Necromancer does. Skeletons, Drauger, Ghosts (though not a humanoid), undead creatures in general. I won't deny that it would like Beastmaster but, then again so is Puppetmaster yet, it still has enough about it to make it unique.
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  6. #6
    Player Tsukino_Kaji's Avatar
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    Quote Originally Posted by Zyeriis View Post
    Beastmaster can't control humanoids, that would be what Necromancer does. Skeletons, Drauger, Ghosts, undead creatures in general. I won't deny that it would like Beastmaster but, then again so is Puppetmaster yet, it still has enough about it to make it unique.
    Necro jugs. lol
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  7. #7
    Player Zyeriis's Avatar
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    Quote Originally Posted by Tsukino_Kaji View Post
    Necro jugs. lol
    That thought haunts my mind in so many ways, there are so many ways to interpret that, especially if I took that combination of words, completely out of context. *shivers*
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  8. #8
    Player Nu-Hir's Avatar
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    Quote Originally Posted by Zyeriis View Post
    Beastmaster can't control humanoids, that would be what Necromancer does. Skeletons, Drauger, Ghosts (though not a humanoid), undead creatures in general. I won't deny that it would like Beastmaster but, then again so is Puppetmaster yet, it still has enough about it to make it unique.
    It's still a beastmaster, just with different target mobs. There's no reason to add the exact same job to the game, just because people want to take their emo brooding past levelling Dark Knight.
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  9. #9
    Player Zyeriis's Avatar
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    Quote Originally Posted by Nu-Hir View Post
    It's still a beastmaster, just with different target mobs. There's no reason to add the exact same job to the game, just because people want to take their emo brooding past levelling Dark Knight.
    Under that logic, so many jobs should be removed from the game because they share something in common with another job such as Dancer, using daggers, so does a thief. Dancer, dual wields, like a ninja. Let me escalate the difference between beastmaster and necromancer. Beastmaster is solely melee based. Necromancer would be magic based and have mp. Seriously, you are merely making assumptions about what it would actually be like. There are many ways in which Necromancer could be completely different from Beastmaster, whilst still being able to control another creature.
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  10. #10
    Player Yawn's Avatar
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    Pandamiko
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    Shiva
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    BLM Lv 91
    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.
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