Enfeebling/Draining Magic (Jeweled Wand)- Arcanist (Thaumaturge)
>> not working, because they have 2 guilds in separate city.
@ARoy : Could you tell me how to crop classes rank data on custom signature?
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Enfeebling/Draining Magic (Jeweled Wand)- Arcanist (Thaumaturge)
>> not working, because they have 2 guilds in separate city.
@ARoy : Could you tell me how to crop classes rank data on custom signature?
My personal belief is they should just tack the Job System ontop of the Armoury System so that you have two Wheels to pull from. One being Class (Your Weapon) and one being Job (Your Hat)
If You Equip Gladiator and Paladin you get a bonus for equipping skills native to both Gladiator or Paladin, but can still equip skills from outside those grouping it just costs more to equip them and you do not get bonuses.
The bonuses could be anything from augmentations to other skills, Or Stat Bonuses for each skill similar to Blue Mage from XI.
So in That Example if You were a Gladiator/Paladin
Equipping Cure would still give you the bonus even though Cure comes from the Conjurer Class, and you can use it similarly as Conjurer would Because Paladin is proficient with it.
Yes, but I'm also of the mind that equipping skills that aren't suited to your job should make them either unusable or incur penalties. They already do this for some skills (non casters can't AOE, using a slash skill with a thrust weapon is weaker than on a slash weapon with the same numbers).
Alise; I'm using a different signature generator than you are, don't know the link but you can view the image in your browser to find the URL and work from there. Think I'll put this in my sig when I get up in the morning...
lol i find this funny because if you look at FF jobs fusilier, flintlock & cannoneer from the FF tactics series they had a magic gunner types which magic infused bullets that would do cure+regen (sounds familiar?) or status effects like protect's +def or stoneskin. even in sleep and confusion, these job was among my favorite jobs with in any of the FF series. it is like how i wish FF 11 red mage was a range melee like guns.
In my system Equipping Skills not native nets you no bonus and there is a higher slot cost to equip them. If like I said the bonus is the introduction of stats when you equip a skill (IE Equipping Cure while Job is White Mage gives you a bonus to MND and MP) then equipping non synergy skills grants you no bonus and you use it at your detriment.Quote:
Yes, but I'm also of the mind that equipping skills that aren't suited to your job should make them either unusable or incur penalties. They already do this for some skills (non casters can't AOE, using a slash skill with a thrust weapon is weaker than on a slash weapon with the same numbers).
Correct
All of these ideas are great. But I just can't believe they left out two handed sword on FFXIV. Anyways, if the weapon is the job class, than its impossible to be a mage with a great sword. But only can be a melee class with great sword using some mage magics. I think the weapon should not be the job class to avoid this. Even though the hat equipping for job class is possible, but still the same concept.
Here are my thoughts, if only they take the weapon job class out and bring back job class like FFXI combine with FFT. As others already said, this should make the job class more unique. For this I like the idea of weapon bonus to favor job only, and also magic or abilities bonuses to favor job. This is the way to go. What do you guys think?
I added some responses and additional thoughts in my original post
:O
I really like this idea!
Start out with basic jobs....and as you learn your skills you can handle more and more challenging jobs!
I'd throw in a quest (similar to FFXI, but not as cheesy) to unlock the more advanced ones as you level up too.
Also...I loved that in Tactics each job had it's own unique look. I really hope SE throws in some Class-Specific gear soon. (With the current system it's impossible to tell by armor what job someone is...only the weapon matters. :/ )
This idea would be a bish to put into the game now.....but they could use the classes they have now as the basis for the advanced ones mayhap....
THM30 -> able to unlock (or major) in different magics such as mob-used ones
GLA30 + Sentinel30 + CON25-> Paladin quest!
or something. :D
Great brainstorming!
XD I like the hat idea. A lot. It's genius and just crazy enough to work.