Character: Harpalina, Rank 10 Windurstian
Server: Valefor, formerly from Kujata.
Jobs: WHM/BLM/RDM/BRD/WAR/DRK/DRG-90
BST-85 PLD-69 MNK-55 (Retired) BLU-50 [THF/SAM/NIN/DNC/SCH-49]
Defeated Maat as: WHM/WAR/BLM-Maybe one day I'll go for Maat's Cap...
Crafts: Alchemy-81 Cooking/Woodworking-60
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.
Necromancer would do nothing more then just charm and control undead, which are honestly, very few in number and none are even that impressive over the "living" beings you can charm.
Not really my cup of tea
Sigh, is is really so complicated. Every point you just made about the actual differences between the current jobs, is exactly what I was trying to point out to you. Your very argument against Necromancer is that it'll be like Beastmaster, just because it also controls other creatures. Thieves and Dancers both use daggers, does that make them the same? No, they have different abilities to complement their uniqueness, which you clearly know and understand from your post.
You want me to go into specifics? I will but, these are merely ideas. I didn't want to do so because it would make my argument similar to yours under the fact that these are all mere opinions of what Necromancer would be like. You don't have to like the ideas but, at the very least, they are drastically different from Beastmaster. First off, Necromancer would likely be capable of commanding multiple undead creatures but would have far less in terms of commands, as they would mostly be mindless killing machines. Necromancer would also have mp and be magically based. It would have primarily dark skill spells (like a Drk, no argument there but that's not what your main problem seems to be). Bio, Drain, Aspir, etc. I would also like to think it would have some form of dark based raise spell (perhaps giving a buff of some sort but with a longer weakened state following it). It wouldn't be able to control creatures equal to or greater than it's power, perhaps no higher than easy prey, as to not overpower it since it would be capable of controlling multiple monsters.
Need I go into more differences?
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.
What about the 'wizard' jobs like in FF1? I guess it'd knock off most of the solo friendly attributes (melee, physical defence) and focus on pure casting. They'd be hard jobs to play as you'd nearly always need a tank or some sort of support but it'd be a good challenge.
Just so you know I've not actually unlocked these jobs yet on FF1 so I might have got the wrong end of the stick!!!
BLW all the way for me.
That is not relaly true. Undead are strong versus many types of damage-- especially ghost (which have a ton of HP). Ghosts' high damage resistance could easily be used to solo NMs, should you find a decent-sized group of them. I still think the job is a bit too limited to be a viable job, however.
"Scratches head"I would also like to think it would have some form of dark based raise spell
....
How on earth would this work or even make sense, The closest thing i can think of when i saw this is a spell which the name has escaped me that's on tactics ogre that "raised" a living dead member to undead. This would just be a contridictry spell. as Raise is a form of holy/light magic, i guess you can make it seem like the Dark Holy spell from FFT.
What you really are saying is you want a DRK that can control undead..it simply just won't work, nothing you can give it will make it susbsational to be useful over the already exisiting jobs.
Rightfully "Paladin" is Actualy a Holy Knight, but they didn't call it that..
and as such a "necromancer" is simply just a Dark Knight/Summoner
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