<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>
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.
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.
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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