Edit: I gave it the wrong title, I'm sorry.
It seemed redundant to make a new thread. I really didn't want to. But the thread it was in kinda died, without any sort of criticism. I'm well aware of some of the already existing threads. I'm also aware that there are an abundance of these threads. Please, take the time to read it and offer constructive criticism. No "PS2 Limitations", No "You suck", just your opinion on whether or not you think the back stories and general premise of their functions would work in the context.
That being said....
What we need is unique jobs! I'm all for recycling older jobs, because the history of the series is coated in a literal plethora of great ideas. But each game that had a job system had either characters with unique jobs, or they added new jobs entirely to increase the library. Even the most recent DS title added brand new jobs onto the veritable army at the player's disposal. To sum up (because of the wall of text), I suggest "Berserker" (new playability compared to old versions) and the entirely new "Enchanter" and "Guardian" roles. They follow the role of DD, Pet, and Tank. Details will come after the story though (because I love lore mostly, I tried really hard to stay within the context of the universe).
The Idea:
During the infancy of the Great War, in the back of dark taverns, there were hushed whispers of powerful beastmen capable of decimating entire platoons alone. When worst fears were realized and the Confederate Commanders took arms, those who had heard these tales assumed it was them. But, there is more to this story. The brave adventurer who first told the tale was not speaking of these great warriors. He had come to find unique armies within the confederate, armies they chose not to use at the behest of the Shadow Lord, whose might convinced him he would not need these forces. Betrayed by their kin, they had told the adventurer their stories as a means to go against the darkness, where he had interpreted it as a warning. Years later, the stories were analyzed more closely, and the truth was revealed. The superstitious say that they continue to approach strong fighters even in death, teaching them their skills and pleading for aid to dethrone the Shadow Lord.
The Yagudo: Castle Oztroja wasn't built in a day, nor was it built by Yagudo hands (as research has come to suggest). Instead, a lesser class of these people were used because of their talents. The Enchanters, or "false wizards" are seen as an affront in the Yagudo faith. Lacking pure magical talent, they cannot cast spells, yet the strong attraction of arcane texts and creatures leads the Yagudo to believe they are possessed by evil. On top of this, they are a rarity, further backing up the false understanding. It was these poor souls who were tasked with the construction, using the nearby evil weapons of the Crystal Line as slaves on top of their own beaks and claws. Their position socially forces them immediately into lay-work, caring for and crafting Yagudo arms and armor as well as handling the day-to-day maintenance of settlements. Seen as shameful, they are locked away until needed, which is why the research into the stories was so groundbreaking. When finally organized into a military unit, they became the "Divine Enchanters" and they were headed by Qon Miji the Arcane (the fabled Yagudo who directed the adventurer to speak with the other governments of the Confederate, as well as related the tale of her kind). She was killed for her traitorous decision, and was such a huge morale sink for the Enchanters that they never tried to unite again.
The Orcs: War is life. War is everything. Such is the policy the Orcs have based their existence upon. Second only to the warchiefs, the Berserkers were the basis of the few tales the Orcs would spread. Naturally, being denied access to what is essentially the sum of your entire lifetime did not sit well with them. The name is more for intimidation purposes then literal meaning. While it is true that they channel rage into stamina, the berserker only rarely swings madly. Surprisingly, it is the intense focus and concentration that defines them, and makes their number few. When rumors of unification first reached the ears of the Orcs, they immediately created the "Clan Shadow Berserkers" to meet the needs of the warpath. Clan Shadow had not actually existed beforehand, and Thousandslash Cratbog was more than pleased to become its warchief. Enraged by his clan's refusal, they sought outside help for revenge, and receiving none the clan scattered to the four winds (never to work with the Orcish Hosts again).
The Quadav: When the Republic first invaded Palborough, they decimated the Quadav population and eliminated all traces of their habitation. Enraged, the Quadav began training soldiers whose sole purpose was to defend and protect. Unlike the Shieldwarrior's current Paladins, these warriors only goal in life was to protect the younglings and saw no combat role outside of defending them. It is for this reason they secretly opposed the war, knowing the events of the Palborough Mines might repeat itself in Beadeaux if the Allies were angered. When the Elite Guard Corps were formed, Gu'Gha Griefless had a special request for a small cadre of his Guardians to insure the safety of the other units. Unfortunately for the Confederate, the thought of defense over offense was abandoned and Gu'Gha's Elite Guard was disbanded. As a precaution, the Guardians have sealed most of the egg-chambers and nurseries away from any non-Quadav influence (along with themselves), and Gu'Gha simply accepted the decision after being unable to prevent the war.
These "Beastmen Jobs" are sure to be of interest to any intrepid adventurer, should they find the means to learn their powers....
The Jobs: I'll just give an overview of what I hope they can do (and what I've written so far!). FYI, The artifact will be Beastman costumes and the jobs will be unlocked in the [S] strongholds.
Berserker: Berserkers will be focused on attack speed and accuracy (serving as a DD), and will be an optional choice against ninja for 2-handed weapon users. The 2-Hour "Frenzied Strikes" will add +150 Accuracy and +25% Universal Haste (i.e. if one slot is full, it will overlap into the next empty haste cap), but the player will auto-attack the closest claimed target regardless of current status as well as locking the Disengage and Change Target options throughout its 1min 30sec of effect. If no enemies are claimed, the player will sheathe weapons and wait until the target is in "tabbing" range to pursue them. The effect can be removed manually. A new job trait will be Fury: "The berserker channels rage to reduce attacking speed." It will work like Dual Wield and have the same tiers as it, but will only work with single weapon or 2-handed weapon. In conflict, the highest tier of the 2 wins and they do not stack.
Enchanter: This is a primarily pet job, but it will be capable of so much more. Naturally, they can "Attune" to enlist local arcana, but they can also "Forge" using a weapon category(optional) and monster-based/color-coded oil. Using a weapon will grant the pet a specific subjob as well as give it the full effects of the weapon (a Joyeuse will grant "Occasionally Attacks Twice", but only if the Enchanter meets the level requirement) and any weapon can be used. Once tied to a pet, the weapon is locked in the inventory, and it only needs to meet the level requirement to be used as a source. If the weapon has no damage, it will use the standard of the regular monster adjusted to be more like Summoner Avatars (so that Attune will be more favorable), and if no weapon is used they will have no subjob. They can "Direct" a pet to attack, "Redirect" to have it change tactics, or "Disenchant" to send away. Pet HP will be called "Condition", and will decay slowly over time unless it is a wild arcana. "Reforge" will use forms of Caulk to restore condition and delay breaking (reduce DoT). Lastly, they can "Enchant" and "Spread Powers" to grant additional effects to weapons. "Enchant" is self only, and has higher potency compared to "Spread Powers" AoE buffing. Both use powders as a foundation for use. Blue Mage allows them to "cast" TP abilities instead of waiting for it, but at a reduced potency. Other pet jobs will (for sake of fairness) be denied their pet. The 2-hour "Powers of the Earth" allows free item usage, breaks the weapon level restriction on summoned pets, and removes the DoT as well as increases all their stats by 50% (once summoned). Once the effect wears off, the pet will be "Level Synced" to keep it from being too powerful.
Guardian: This job's primary role is emnity management. The 2-hour "Aura of Pacification" will immediately absorb all party emnity and triple it, then continue to absorb for the next 1 minute as long as the attacking party members are within range of the Guardian. The remaining job abilities will add or subtract the player's emnity, as well as any nearby party member's emnity. I still need to work out a lot of the details on this one though.
So... Thoughts? ^.^