Originally Posted by
MariAmaranthine
Maiming Melee:
Mystic Knight / Rune Fencer etc - One handed axe with a magic focus similar to Red Mages offhand that turns into battle-axes, sword, spears etc, and a shield for the element they are casting. Since their main benefit in FF5 was exploiting elemental weaknesses and that doesn't exist in FFXIV, their class abilities could be basically debuffing the enemy so they can get a big chunky hit after their combos. These debuffs are for themselves only making it more of a selfish DPS. Their job gimmick is empowering their combos from fire/lightning/ice to get better spell blades (flare, freeze, break, tornado etc) think Red mage like with a lot of melee/mid attacks. Give them a drain and osmose weapon to sustain hp and mp. Also give them an ability to earn 'Wall' through play, to lower physical and magical damage of the party by a small amount using the shield form of their focus. LB 3, all their elemental weapons combine into an Ultima weapon attack.
Ranged Physical:
BST - Whips/Doggo - Have their attacks be different creatures that launch themselves at the enemy. It stops it from bad pet AI if the pet is just an animation and the BST gets a whole variety of pets to fling at the enemy. Have some pets that leave bleeds on the target and some with magical and physical attacks that enfeeble the target (Think bad breathe). A bestial roar that buffs speed. Their 'auto attack' could be a beast like Interceptor from FF6 that joins you from the beginning of the class quest. LB3 All your pets stampede the target.
Chemist - Vials / Philosopher stone - Make this the alternative to SCH with high dps like WHM. Shield with stoneskin potions and use morphine to "ignore pain" essentially creating beefy shields. They can have some sort of mechanical alchemic station (like Asylum) they plop down that chucks potions at teammates within the range. The potions have a small heal and a big chunky shield. To make them feel a bit different all of their potions could add a temporary shield (effective health) then a heal that is a bit delayed replacing the leftover shield. This adds to the theme of medicine taking a moment to work. Over heals would be added as a shield to a certain %. Damage wise they could have multiple dots with acid, phosphorus portions. Explosive potions with fire patches on the ground. Their job gage could be a set of ingredients needed to be combined to either heal, shield, or buff a party member to do more damage. LB3 chuck a large potion on the ground that is a mega elixer.
Necromancer: Ritual knife or floating skull- To make this healer feel different have it channels spells with minions. It is basically a hot but there is a beam coming from a ghastly creature that smart heals like Eios. These minions are created from using dps abilities. Have this job be the gunbreaker of healers and play like a DPS. DPS on the targets that channel healing into your team. Give them a Buff (debuff?) they place on team members to make them 'slightly dead' this is how they get the heals from the dps done. They have to reapply it every 30 seconds to a minute. Larger heals (Cure, Cure 2 level) that come from 2.5 second casts on the target. To further the difference have emergency heals (Think medica) that are cast when not attacking the target drain a small percentage of the caster's HP and have the abilities that attack the target drain HP to replenish the casters hp. Alternatively, you can sacrifice your minions to get HP back when there is nothing to attack. Give it a high skill ceiling rewarding it with high DPS ( Slightly below lowest dps). Let's shake up the healers a bit. Nothing beats the idea of a "Dark" healer too when the current healers are all light-based, stars and glitter, or pretty with fairies. LB3 is a gigantice black circle that raises everyone from the dead with the undead scream like in hero's gauntlet, places the slightly dead buff on everyone for further heals.
Geomancer: Bells and chimes - Go back to the FF3 big nukes implementations. Floods, quakes, avalanches, falling rocks, typhoons and tornadoes. Lets get another caster that plays similar to BLM with huge hits that move that HP bar and make your laugh maniacally - but do lower dps because they buff team members. Have them set up totems to buff dps and have them use rain to add a weak aoe heal to the party. Wind totems to speed up party members and ice to slow the enemy attack speed / cast speed. have totems that pull enemies or stun them in an area to help with large pulls in dungeons. LB3 splits the ground causing lava to erupt.