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Thread: New Job Ideas

  1. #41
    Player Zyeriis's Avatar
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    Mar 2011
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    Zyeriis
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    COR Lv 90
    Quote Originally Posted by Tsukino_Kaji View Post
    Or so shameful of my own race that I sepukku.
    Did I forget to mention the subligar I'll be wearing? Yeah, that's important.
    (0)

  2. #42
    Player Nu-Hir's Avatar
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    Wynnia
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    Fenrir
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    DRG Lv 99
    Quote Originally Posted by Coldbrand View Post
    You're REALLY still calling DRK emo in the year 2011? Is it really that hard to have an original thought or get over a joke that was never funny?
    Considering I've seen a stupid Last Resort macro recently, yes I am.

    Quote Originally Posted by Zyeriis View Post
    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.
    Yet neither job is a front line healer. Warriors can use Axes, Melee, and use a lot of the same gear that BST does. Let's cut them out of the game. Hell, they can use Scythe and Great sword, let's get rid of DRK while we're at it. Oh look, they have Archery and Marksmanship skill, let's get rid of Rangers.

    Quote Originally Posted by Zyeriis View Post
    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.
    So, what you're saying is that Beastmaster and Necromancer would both be direct damage pet jobs that use charmed/jug pets to fight along side them? So how are they different again?
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  3. #43
    Player Tsukino_Kaji's Avatar
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    Tsukinokaji
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    Siren
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    WHM Lv 99
    Quote Originally Posted by Nu-Hir View Post
    So, what you're saying is that Beastmaster and Necromancer would both be direct damage pet jobs that use charmed/jug pets to fight along side them? So how are they different again?
    Necro jugs.
    It needed repeating.
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  4. #44
    Player Zyeriis's Avatar
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    Zyeriis
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    COR Lv 90
    Quote Originally Posted by Nu-Hir View Post
    Considering I've seen a stupid Last Resort macro recently, yes I am.



    Yet neither job is a front line healer. Warriors can use Axes, Melee, and use a lot of the same gear that BST does. Let's cut them out of the game. Hell, they can use Scythe and Great sword, let's get rid of DRK while we're at it. Oh look, they have Archery and Marksmanship skill, let's get rid of Rangers.



    So, what you're saying is that Beastmaster and Necromancer would both be direct damage pet jobs that use charmed/jug pets to fight along side them? So how are they different again?
    Part 1 (not counting the last resort part)
    You just proved my point.
    Part 2
    Didn't say that, and again, proved my point that you are making assumptions, baseless ones.

    Before you put things in other people's mouths, make sure you leave some for yourself, otherwise your position in an argument is gone.
    (0)

  5. #45
    Player Chronofantasy's Avatar
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    Windurst
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    Character
    Chronofantasy
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    Quetzalcoatl
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    SMN Lv 99
    I have another idea for a necromancer. How about the ability to use a dead player and control their movements to fight for a certain amount of time? Let's say this control can either last based on a skill or have its duration last a set time. The undead mobs can be charmed or called via jugs, and if another pet job's pet dies then a necro can revive them instantly but maybe give this a long cooldown timer. Give them dark magic spells to cast as well with a high rating dark skill and some decent mp. Those are just some random ideas I'm thinking off the top of my head but I'm sure there can be more stuff.

    I'm in favour for SE to give us more jobs since most people can burn all their jobs to max lvl nowadays so soon when cap is 99 everyone will have all 20 jobs to 99 in 3 months to a year after that 99 update. Maybe even less than 3 months if you're that hardcore and already had all 20 jobs at 95 beforehand.
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  6. #46
    Player Yawn's Avatar
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    Character
    Pandamiko
    World
    Shiva
    Main Class
    BLM Lv 91
    Regarding barrier magic; WHM, RDM, SCH and SMN do this with Stoneskin, blink, bar-spells. etc.

    A weaponless mage class sounds very interesting, actually. they could technically use any given offensive magic skill (Dark, enfeebling, elemental or divine) to attack with Accuracy and damage based similarly to MNK's Hand-to-hand skill and augmented by MaB and INT, rather than Att and STR. They could have stances that call on certain magic types, with shared timers similar to strategems, but with longer recast timers. SE could use en-spell, or tier 1 magic effects for the attacks and just generic animations for the characters.

    My question though, is how this would be much different from actual en-spells, or certain bolts/arrow effects? and would a job that can cast free spells out-class BLM, SCH, and such due to their lack of reliance on magic?

    Bladed hoops sound like chakram; which are a specialty of Dancers, are they not? I do like the idea of SE adding wind and fire wheels. Perhaps as slashing weapon alternatives for Hand-to-hand jobs.

    Ninja have tonfas, now. Nunchuku would be an interesting addition, but the mechanics would be wonky.

    Geromancer and Green Mage would thrill me to no end.
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  7. #47
    Player Vortex's Avatar
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    Character
    Mystina
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    Cerberus
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    RNG Lv 99
    The only thing Time Mage could even have to stand out is Haste 2, hasetga, Stop or many other things like an ability/spell to be in chainspell/hundreded fists mode, (Similer to overdrive for our Saga frontier veterans) but that would be pretty OP

    I think the current jobs are fine, they just need more tweaking.
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  8. #48
    Player Lollerblades's Avatar
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    Character
    Mephista
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    Asura
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    SCH Lv 99
    Purely for my kinky side ~ Whipmaster /nod nod
    Who wouldn't like to run around spanking things?
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  9. #49
    Player Nu-Hir's Avatar
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    Wynnia
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    Fenrir
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    DRG Lv 99
    How did I prove your point? Dancers are not Thieves or Ninjas. Warriors are not Beastmasters, Dark Knights, or Rangers. Each job, while having overlapping skills, have other skills that define them. They have more than just subtle differences to set them apart. Beast and Necro would be the same job, different damage source.

    You cannot argue that since Dancer and Thief share daggers they are the same job. Dancers are front line healers. They can deal damage while healing other players and debuffing the mob. Thieves are front line hate control. They are able to change enmity levels for other players while dealing a consistent amount of damage.

    Dancers and Ninjas are not the same as one, again, is a front line healer, while the other is an evasion tank. While it's true that Dancers can also tank, they do it via a different skill set. Ninjas evade damage and cast elemental (damage, not elemental type) magic and debuff mobs via Ninjitsu. Dancers tank by hopefully evading damage, and healing what damage they do take. They also debuff but it's via job abilities and not magic.

    Warriors the jacks of all trades. They can fill in for all damage types, whereas a Dark Knight or Ranger (the two examples I used) excel in two different weapons that pertain to their job. Dark Knights have job abilities and spells to compliment their damage, making them a pure damage dealing melee job. Rangers excel in the use of ranged weapons, and have abilities to increase their damage, making them a pure damage dealing ranged job. Warriors have damaging dealing abilities, and damage mitigation abilities. They also have hate control abilities. They can do it all. All three jobs have abilities that separate themselves from each other. They're not clones.

    I'm making supposed baseless assumptions because you're not even trying to prove your point that they'd be different from each other. Looking at the above text that I've typed, I've left plenty of words left in my mouth, and I have even more to defend my side. I'm not proving any of your points.

    There are several jobs in the game that have overlapping abilities (WHM, RDM, BLM, and SCH especially), but each job has something that separates them from each other, each job has something unique that separates them from other jobs. Even Puppet Master is more than just a Monk with a pet. You still have not answered this question, what would Necromancer have that would separate them from Beast Masters, aside from a different type of damage source?
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  10. #50
    Player Zyeriis's Avatar
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    Quote Originally Posted by Yawn View Post
    Regarding barrier magic; WHM, RDM, SCH and SMN do this with Stoneskin, blink, bar-spells. etc.

    A weaponless mage class sounds very interesting, actually. they could technically use any given offensive magic skill (Dark, enfeebling, elemental or divine) to attack with Accuracy and damage based similarly to MNK's Hand-to-hand skill and augmented by MaB and INT, rather than Att and STR. They could have stances that call on certain magic types, with shared timers similar to strategems, but with longer recast timers. SE could use en-spell, or tier 1 magic effects for the attacks and just generic animations for the characters.

    My question though, is how this would be much different from actual en-spells, or certain bolts/arrow effects? and would a job that can cast free spells out-class BLM, SCH, and such due to their lack of reliance on magic?

    Bladed hoops sound like chakram; which are a specialty of Dancers, are they not? I do like the idea of SE adding wind and fire wheels. Perhaps as slashing weapon alternatives for Hand-to-hand jobs.

    Ninja have tonfas, now. Nunchuku would be an interesting addition, but the mechanics would be wonky.

    Geromancer and Green Mage would thrill me to no end.
    You misunderstood the barrier mage idea. It was about actual physical objects being added to the field via magic to protect people or give auras, sort of like a class that can use magic totems to create energy fields. It may be tactically and progammingly impossible though.

    As far as the Weaponless mage class is concerned, it would use abilities much like puppetmaster's element maneuvers but it would only affect the mage, changing the element type of their basic attack. There would be an actual piece of equipment in the main hand slot but it wouldn't be a visible weapon or have weapon skills. I would also envision the basic attack's skill stat to come from a corresponding magic skill already out there (and perhaps job abilities that change what skill stat is being used, also affecting the type of attack). The difference from en-spells is that the attacks would be purely magic damage, rather than melee damage followed up by a slight magic damage hit. I am unsure how it would go about a actual magic spells. Perhaps make your selection based upon your sub job, like how a Dragoon's wyvern is affected by it's sub job.

    I should've made a note that I did not mean something so small as Chakram. Think of it as more of a bladed hula hoop. If you want a reference look up Soul Calibur 4's Tira character.
    (0)

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