Honestly I think that would be a bit to similar to SAM for them to do it, particularly the expansion after SAM was released.
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In case you didn't know, a mob can only be debuffed 3 times, with diminishing returns, before mob becomes immune to debuffs for a while.
Debuffs don't work on bosses, 99% of the time, so a debuff job would be completely USELESS.
The only exceptions are debuffs that reduce defenses or attack (Virus/disable, trick attack/ballad)
It would be awkward to have a job centered around it, when pretty much every job already have multiple debuffs. Unless debuffer job has stronger debuffs than every other job, then it would be useless - if its debuffs are stronger than everyone elses, then it would be OP, and make everyone elses debuffs, useless.
It counts as support role, and there's no support roles in XIV.
Every job has support skills, because there's no support roles.
If they add dancer, it may be a healer with some utility skills, like the other healers. Either way, forget everything you know about dancer from XI...because XIV dancer won't be anything like it.
Dancer - Healer
Whipmaster - Melee/Ranged Hybrid
Puppetmaster/Mime Hybrid - Bit of everything with a focus on DPS
I am afraid they gave their reasoning for not adding more Egis. They felt that the existing Egis covered all the bases of what a SMN is going to be doing and so felt adding new Egis would just be replacing older ones.
I am not saying I agree with it, but that is the reason they have given and the reason they look at Egi Glamours.
They have already pretty much ruled this out. Yoshi P said he would prefer to spend the time it would take giving an existing Job another role in just adding a completely new Job.
the comments above rule out your suggest.
I for one would love see beast master added use the whip for combat reason having more hybrid pet and character melee dps combat role
i would like see adding the blue mage as a tank mage need a tank job, i would love see if SE could master adding jobs middle patches this way give more players more look forward too
i think interest ideal if it would demo for expansion number 4
This i also agree with, and i feel is the real tragedy here. Nothing would have drawn players to the Tank role like Samurai, nothing will be able to in future installments. Until we get a system that leans more in to jobs choosing their roles as in WoW we will have this issue (i feel this would only be a another band aid fix to limp along a shattered kneecap issue...).
I have my job and enjoy the idea of it's thematic presentation being upgraded. Players that wanted an Eastern themed job do not have that. Of those that switched to Dark Knight for it's overall presentation i feel very few will stay DRK in favor of SAM. I know i am considering making SAM my main DPS job over MNK but still keeping my Main as Dark Knight. I know i wont be going back to level 50 content to help taxed DF que times, why would I? My main is level 60, im getting it 70 asap then going back to see what DPS i will trade MNK for. I am not alone, and expect that it will be a tremendous issue. I hope the dev team learns fully what happens when cornerstone roles are left without something to occupy their attention. However i don't think anything will change really, nothing will invigorate Tanking like SAM could have.
Bluemage and puppet master
I think they may have to introduce hybrid jobs in order to give us more flexibility across the jobs we WANT to play and not just "X job shoehorned into Y battle".
If they don't plan on adding more then they can remove them and add a super power that comes from each of them that would be far better then having access to only three of them kind of like bahamuts power. They should have held off on releasing summoner because its obvious that it was rushed and not planned out properly. I'm interested in seeing what the changes will be in the expansion for the job.
Healer: Dancer
Tank: Beastmaster and/or Blue Mage (I really want a magical based tank job)
well, i m a tank so:
Tank:- RunicKnight
- an sort of illusionist swordsman would be great
- or a tank with axe/shield
stop asking for dps, i want more tanks class /o/!!!!!
You need to remember that if Shogun were to be introduced, it would have to be an original job. If going by theme, then shoguns would not be possible this expasion. The far east do not seem to have military power. Judging by the setting, far east is in a Edo time setting. So if we were to see a Shogun and subsiquitly a trainer, it would most likly be far into the future when they want to introduce a original job and when the far east have some form of military involment to allow such characters to appear.
Shoguns may need to use diffrent weapons like the Nodachi, dual katana or even gun katana. Though if they really wanted they could still use a single katana, but without Iai moves and change the playstyle, like SMN, SCH, BLM, and WHM.
And if I recall Yoshida also did mentined that if Samurai was to be a tank he would call it or make a Shogun. So technaclly Yoshida did root the idea and possibility of introducing a shogun in the furture.
Chemist- Healer, directional potion throwing would be kinda cool
Mime- Tank, copy-cat damage negation, parrys?
Blue Mage- melee magic DPS, learns well known enemy abilities such as bad breath, 1000 needles, Fire Breath, Aqua Breath, white wind, mighty guard, magic hammer, goblin punch..etc
I forgot about chemist that would be a good idea. But i don't know chemist sounds a bit like alchemist lol
I wouldn't mind dancer thou
Just add more dps. Dancer dps
Blu dps
No need for tanks or healer
But a realy good idea will be not to add new jobs but give a new weapon to the one we have now . somthin like what gw2 did.
Then you have drk and war as dps nin and sam as tank and so on.
There are a lot of Tactics jobs that I thought were cool that would be interesting to see implemented in this game: Sage, Elementalist, Hunter, Animist, Dancer... There are plenty of ways to make these more unique in terms of playstyle.
My argument is Samurai should have been a Tank, Ronin the DPS (what they gave us as Samurai) and Oracle as a healer. But they short sidedly shot gunned two DPS at once for a expansion launch. As of now Samurai may have the most appeal thematically and as such will pull huge numbers of the player base to it regardless of role. the issue comes form that role being DPS. Tanks want it, DPS want it, some Healers may want it. I struggle to think of what other job can claim that kind of fan base. I do not believe anything can. As such i feel SE not only shot themselves in the foot, but rubbed $#!+ in the wound for good measure. This decision will have ramifications for a very long time i think.
Just make DNC nearly the same as FFXI's DNC
Personally I would like to see a Beastmaster job or Corsair :) love the job designs!
To be honest, I agree that Samurai would be better as tank. Part of me wants to think that Yoshida knows what he is doing and is aware that Samurai is the number one most desired job and will noticably sway the playerbase to a role. But he seems to be using 3.0 new job release data as the defining factor of why Samurai is a DPS... Using that logic is incorrect and dangerous, since he circumstance for 3.0 was 1 of each role. People had room to gravitiate to diffrent roles, and Some people wanted Dark Knight but I dont think there was a massive desire for it like samurai. Astrologer was a job that no one wanted, and machinst was talked about but not really all that desired compared to other jobs.
But what done is done, so personally I think its best to ask for the next best thing, which is Shogun. I honestly do not see alot more jobs that can be used as a tank. So sooner or later, and orginal tank job would appear, and heres hoping it would be shogun.
Mysric Knight tank.
Chemist Healer(TP based healer)
I liked FF10-2's Alchemist. I can see it being a healer. Maybe using a mudra-like combinations of "items" for their more advanced healing/ attacks?
Can we stop asking for the last European styled sword using knight job (mystic knight/rune fencer) to be a tank, please. Some of us are tired of having to tank all the time cause that's the only sword using knight job in the game.
Why not, oh I don't know, a Geomancer tank with a mace weapon so we have blunt tank for a change and have all their actions fueled by MP alone so we get the much wanted mage tank too. Now there's an idea that isn't just "DRK, but less edgy".
The only "Mystic Knight" I know is Dragon's Dogma. And the only RUN I know is FFXI, and there were no turban's on it in FFXI, it had more of a Norse mythology themed in that game.
If it's not a "knight" maybe change it's name? If it was say "Mystic Swordsman" I wouldn't have even thought to make my post about it being a knight. I would have pictured something like a BLU and RDM hybrid and just walked away.
Edit: Not trying to start a fight or anything. Just stating where my point of view came from is all.
I think Chemist could be a fun healer to play if done well, though I enjoyed the TP healer dancer ideas on the forums also.
As we get more jobs they will all need a greater sense of identity in general. For example, WHM lacks this currently compared to SCH and AST.
Personally I loved summoner and scholar in ARR. They aren't specs, but they work like specs (a familiar gameplay, but another role in a party). Certainly the most interesting 2.0 jobs to me, changing between them and still being a decent player is why I rerolled this one as arcanist.
But they got really lazy with summoner in the expansion, not sure why. I mean, it's not like anyone rages at me for using Ifrit in duties, perfect balance isn't needed at all. The most important thing in a job is "feel". Even if the elemental wheel was removed, black mage still has this "feel" (cast big destructive spells).
I wonder how much of this balance obsession hinders new jobs from being what they could be? Like, I imagine that if we had beastmaster it could have only one pet. Or, if we had, lets say, a ranger, it would probably have black mage-tier mobility. It kinda sucks when I think about it.
If egis are a problem for smn , I honestly wouldn't mind if they do DWT with Ifrit Garuda and Titan. Rather than having the pet might as well suck the pets powers and play it as it currently is (DWT action)
Beast master or blue mage.
Chloromancer loved that in rift. Converts damage into healing
Beast master tank would be really interesting.
Blue Mage tank please :3
Necromancer Tank
The necromancer summons the spirit of a famous dead warrior and becomes one with it, employing the skills of the fallen warrior.
-Spirit blade: damages and cancels the next skill/spell the target will use (like a pre-stun)
-Peace unto death: Upon slaying a target, restores 10% of hp to the party member with the lowest current hp.
-Death Knight: Upon slaying a target, target returns to life as an ally for 15 seconds
-Walking Dead: When user dies, automatically revives as an uncontrollable npc for 10 secs
-Doom: Target dies in 10 seconds. Can only be applied when target had less than 10% hp.
-Death: 50% chance of killing a target
-Mega-death: 50% chance of killing multiple targets. Death Knight does not activate after using this skill.
No need for new jobs give new weapons to the one we have now.
Rune-keeper
Loremaster
Captain
oh wait... different game... :o)
People keep saying Beast Master as Tank and I really think that's a long shot to say the least. Pet jobs have yet to feel like anything more than a gimmick and like it or not BST and PUP simply don't have the draw in factor to be viable.
Jobs should pull players to them, get people excited for the role and add new and interesting options in both representation as well a function in party dynamics. A Shaman (Double Voulge) or Dancer (Silk ribbon and hidden arm blade) who lives in melee range doing HoT ending combos with healing criticals and shields. A Templar ( Spear and Shield or Two Handed Hammer) or Mystic Knight (Scythe) using magic or physicals to debuff the targets, tearing them down and setting up the kill. It all comes down to a presentation that can grab the attention of people who may not have a play style that fits them yet.
The Dev. team will want to make something that can pull in people to Tank roles in post Samurai 4.0 FF, Beast Master wont do that.
yeah i get the point, i was just talking about classic FF jobs that werent altered because 11. I did like the MK in Dragons Dogma, but besides enchantments it was entirely different from the original one, that debuted in the same game as BLU and Time Mage. in that game BLU didnt look persian neither, so its all good. Just think FLARE SWORD and M BARRIER as a base for what i mean.
If you played the original tactics, Beowulf, the Temple Knight is a pretty close representation of Mystic Knights debuff sword abilities, I just think the concept would be great for a tank whether you make it called a rune knight, spell fencer, or M.Knight/Sorceror. Mystic Knight though sounds more like a tank name than the others
Looking into Mystic Knight from past FF games what you say does make a lot of sense, tank does fit it better.
The main idea of my suggestion of making it a DPS was based on something from RUN in FFXI. Gambit, which lowered a monsters magic DEF based on the element of the runes you had up. And Lunge, which dealt magical damage based on the runes you had up. Combine the two and you could deal some really high damage to a mob. I then borrowed the RDM concept from here, FFXIV, and flipped it around so that instead of being a mage with powerful melee finishers it was now a melee with powerful magic finishers.
The knight theme was from my frustration at how poorly SE has done with PLD in this game. Non-kingdom origin and lore, almost no holy powers, boring and plot-hole filled pointless quest twice in a row, and the weakest tank since 1.0 to present, add that so far the only known tank overhauls are removing 2-3 of our actions and making them general "tank" skills so the other tanks don't need to level PLD anymore and I've pretty much reached my limit of putting up with being kicked in the dirt all the time. So I wanted to infuse this "melee-mage" with a bit of real "noble holy knight" for a change. So I kind of stuck the "Rune Fencer" name on it since it was the only FF name I knew that might work as a knight style melee-mage, and used things like Dragons Dogma to support the idea even more. Though I ended up being wrong. ^^;
The only way I see this working out for both of us is if "Mystic Knight" is tank using classic FF move sets like you want. And "Rune Knight" is a completely different job using the melee-mage move set I want. Though, we both know SE would never have enough time/man power to pull that off. xD Most likely outcome, if they do add a Mystic/Rune Knight, is the tank theme since we have enough DPS as is. All the same I still feel a bit better at least saying what I want, even if I'll never get it, then keeping quiet and just getting more and more frustrated about it.
Oh, and thank you for being civil, it's a bit rare on these forums. Good luck to the both of us, that we may both get what we want in some way or form. ^^
I would love to see:
- Tank: Beast Master, a pet based tank that wields 2x 1 handed axes.
- DPS: Green Mage, a melee mage that can debuff the enemy, with RDM they are mostly casters who sometimes go into melee, I want Green Mage to be the opposite, the Green Mage wields a 2h hammer.
- Healer: Dancer, a TP based melee healer that wields whip.