Beastmaster or a Necromancer
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Beastmaster or a Necromancer
I just want a cool healer so I can enjoy the role again.
Call it whatever you want.
Garlean Magitek class. Tank, healer, dps. I don't care.
Chemist, that's all I want. Or hell any healer class. I don't care about balance anymore, I just want something new to play.
Healer, Physical ranged and Caster. Then we'd have four of each.
Chemist as a Flintlock, potion shooting, Essence mixing garlean healer.
Arithmetitian as a condition-based, distance-dependant, abacus wielding, garlean artificial magic caster.
Beastmaster/Hunter as a Crossbow wielding, pet dependant ranged Dps.
https://ffxiclopedia.fandom.com/wiki/Areuhat
She may be my favorite character in FFXI. She would transform into a Wyrm during campaign battles and Spike Flail the brakes off of everything behind her, or Hurricane foes in front of her. She is a baaaaad b..........ut didn't VII have one too? Yeah, many titles had them.
Now that WHM dropped the nature theme entirely in favor of holy/light, Geomancer could pick it up and be the official "druid"* healer.
(*I have no knowledge of other FF games, just going off name and themes here lol)
Masseur as Healer who heals others with the power of hugs. Standard hug, group hug, Hug over Time, Intense Hug, protective embrace as dmg reduction :3 ... ... ... Jokes aside as I fear the playerbase and/or Erozea would first implode in shock and rejection.
Some kind of Battle Priest as a support healer type who can heal by dealing damage, or has as a group hp-drain skill that emulates a beefed-up Bloodbath on the party.
Maschot for healer so I can fight with a doll... Something with a one handed axe idc what. and I would love something with a larger hammer or whip idc about class/job persay its the weapon I care about honestly.
I would like to see a close range healer next. Maybe like a templar healer with a shield and mace or morning star. Next would be maybe puppet master that give a reason for ones to level crafting to max for crafting puppet parts.
Greatshield tank... >.>
https://www.youtube.com/watch?v=rw6Mi1ZbmE8
- Morpher - Melee DPS
- Chemist - Healer (Non magic casting, finally)
- Beastmaster - Physical Ranged DPS or Melee DPS (NOT LIMITED)
- Geomancer - Magical Ranged DPS
Copied from another post I made, a twist on Beastmaster:
https://pbs.twimg.com/media/EPFqVWQU...g&name=900x900
If they tried to make it like the XI version, it'll most likely be a limited job. This concept, borrows from Monster Hunter where you fight beasts to capture or to kill.
I can't say that I'm really excited about the prospect of any potential new jobs, because...
1) DPS-ing is still fun, but the ratio of DPS jobs to tanks and healers is already ridiculous.
2) Healing and tanking are no longer fun, and are super-homogenised, so I don't know that it would mean all that much if they added another job to share in the misery.
3) BLU makes a convincing case against the desirability of limited jobs.
3) The current lineup satisfies most of the job fantasies that I can really conceive of as working within the FFXIV universe.
Please no new jobs. Get the ones we have right first. Especially the tanks and healers. Horrible.
People were mad they didn't get a new healer.
So what do people want healers do to, more DPS? I know some healers that welcome the change. I think fflogs turned people into parse junkies anyway.
Gunbreaker is what other tanks should be as far as damage tools as a tank, I did like that they got rid of stances. Warrior feels so sluggish now.
Maybe instead of having healers nerfed so they can't DPS as much, maybe boost defensive/healing capabilites of DPS and reopen some of healers damage abilities. DPS are glass cannons, too many trials now punish you if one DPS dies and causes a wipe over multi mechanics. If DPS use their defensive tools, it would give healers more leeway to DPS a little bit and make the healing life less of a headache. I feel DPS needs at least ONE defensive cooldown if we made a mistake.
As a person who enjoys healers more than dps or tanks I often play them not for the dps or even the healing they have its that they are background supporters that just happan to heal at the same time. As In other game rangers are just damage, they don't and shouldn't get support abilities. The Healer should be pure support and medic. Yes I know I'm not that far into it, but from what i've seen in groups, healers lack any real support skills and that right there is a major problem building that into range dps.
Ps ya I know i'm a newbie and have no place to talk about it thats just my opinion of how it seems from what I've played through I might be extremely wrong just a personal view point based on how I play healers in other mmos and overall any game.
However to Finalize what I was looking for in a healer on here was the ability to support with defense cds,speed cds, attack cds,magical cds etc on party members some examples or Faith,bravery,protect,shell,reflect,Vanish,reraise etc Thats what has many support character in ff my favoirt not for there dps or looks but beause they highly aided the party outside of just being the background Sakura casting cure and maybe hitting stuff with rocks.
This job class...
https://i.redd.it/5qmjg53tesn21.jpg
Hammer Class - Like Nero - Melee Healer
Ranged DPS - Uses long chains, perhaps a ranged whip class
All other categories have 4 classes, while Healer and Ranged DPS only have 3.
i just wish there‘d be a melee healer, fighting along our beloved tanks and melee dps! would bring some fresh air into the healer category!
a non magical job (chemist with a crossbow for example) would be also awesome!
well, a cat can dream i guess...
to be honist , there is only one true answer to it : Puppet master , make it happen : D
Another melee that is dex based. With reaper coming in Endwalker it appears now that only NIN will be the one in the corner with no one to share gear with. Have them use something like Tonfa or a Bo-Staff.
Outside of that 1 thing I've noticed in terms of in game content.
Gambler - Ranged DPS using thrown weapons themed after playing cards, darts, dice. Skills with RNG components to them. Job build focus IMO should be more about being fun to play with the RNG elements and less about how they can make it fit in any kind of min/max meta. It would be nice to have a job that was at least somewhat unpredictable.
Puppetmaster - This might only work as a limited job of sorts tbh. I'd go for an idea theme based on how it was implemented in FFXI. However instead of having the player character actually fight, use the mainhand slot for interface or controller options to control the automation or perform maintenance commands on it. The automation itself is a base frame that upgrades as the PUP levels up allowing more components to be installed which allow use of it's equivalent of skills and abilities and also impacts it's stats allowing it to be customized into a sort of role. Parts can be found, purchased from NPCs, crafted, or obtained from PUP quests.
Need more info before I'm entirely certain but I think I'll still want to see a transforming based job. Reaper may have that, maybe not. Going anime super power bleach mode isn't really transforming imo. Which isn't to say I don't find the job interesting, I'm totally going to level Reaper and I think it's going to be a lot of fun, and looks cool so far, the comment just being I don't, so far, consider it a transforming like job.
I would toss my table and fan scream if Reaper ended up being able to go Diabolos like mode though.
If Reaper doesn't have that element an Esper (the Zodiac "primals") would be a cool transformation theme'd job, potential inspiration also from the new FF game I think- as it appears to have not exactly transformation but at least imbuement / near cohabitation of space (though upper levels of the job I'd still want full cohabitation, not partial). While anyone, I think, who wants a transformation job knows that too much customization is difficult (like those who play Druid in WoW are used to not having their armor set represent), I do think you might be able to come up with some level of throughput. In the dark transformation job thread I suggested cloaks, scarfs, sashes, and the like as the weapon. Then design the transformations with intentional space for this weapon to show up on the body. Like if you imagine a wolf transformation (big wolf like Sif in dark souls) then your cloak you're wearing might show up as a big similar cloak in your wolf mode. Relics might introduce minor further customizations like the wolf becomes elemental / other effects or texture tweaks (like if the weapon had some blood moon history then you might leave darkened foot prints have glowing eyes and a smokey red aura of power with a minor tinge of red to the fur, being a special tweak for that relic). I just picked wolf randomly as an easy example, obviously epsers wouldn't be animals like that, though I would be fine with an animal based transforming job too.
I like the Geo Knight idea formed over a few threads- a Golbez, Ex-Death, Suaron (LotR) inspired heavy bruiser mage job. No elegance, very aggressive, everything is crunchy, like fist punch to the face fire exploding out in a huge torrent, clench fist upwards causing earth to pillar through enemies, hands clawed towards each other causing a huge orb of water suffocating and raising an enemy in the air (raised if stun debuff applies, otherwise just orb over enemy), might pull one hand away while the orb is formed and call lighting down like zeus and pierce the bubble. Weapon might be a two handed mace (with perhaps a bell built in). Originally I had thought of elemental pylons, but seeing as we've sage now I think that's a bit out lol.
I'd love to see holy element used in a more aggressive manner as well. That might just mean some more Paladin spells but currently the major holy spells in this game are fairly regal (like snowflake appearance to Paladin's holy magic). Some inspiration from Dark Souls holy magic, Crusader from Diablo, perhaps the bible old testament (with all those anger moments and wild angel looks).
My guesses is based on roles that would be overdue for a new selection in 7.0:
Physical Range DPS:
Chemist: While I would love to see them as a healer I doubt we’ll see a new healer till at least 8.0. Their mix mechanic could be quite interesting and I’ve always liked jobs that are different from the norm.
Tank:
Mystic Knight: I love everything about these elemental magic knights and would love to see how SE would implement them into FFXIV and if they would keep their roots from FF5.
Caster:
Time Mage: We have two casters that focus on elemental magic with one moving slightly to more arcane magic (BLM), and SMN which has been focusing more and more on their trances/summons. While Geomancer is possible I think Time Mage would introduce more interesting magic and it’s a unique school of magic that only AST have hints of. Plus another support mage like RDM “Yes Please”
Scouting melee:
Chocobo Knight: A quirky melee fighter that uses “chocobo magic”.
Mime
Except they wield a gun-based weapon that changes depending on the ability you used.
-Six weaponskills are given (layout 123 456)
-Have to chain together a three part combo from the six weaponskills (example 153 or 126 or 423)
-You'll have 4 ogcd abilities based on what weaponskill you used last called Offensive Protocol I and II, Defensive Manuever, and Beneficial Operation (example using Storms Eye will change OP I to Fell Cleave, OP II to Inner Release, DM to a shorter, weaker Vengeance, and BO to Shake it Off)
-Magic based attacks from DoW jobs will get a visual overhaul to stay within the jobs design (Dragoon's Gierskogul will fire a missile)
-AoE weaponskills will only need 2 combos and will not break your current single target combo
-AoE weaponskills will also their own ogcd ability called Overwhelming Force
As for the weapons, PLD will look like regular Garlean blade guns, WAR is Nero's Hammer, DRK is Hydrus' Buster Sword, GNB idk, DRG is Lanatus' Gunlance, MNK is Livia's Gunbracers, NIN idk, and SAM idk.
The purpose of this job is to be a melee alternative for Blue Mage. Instead of heading out into the world and acquiring spells you'll have to know what weaponskill does what. A dream for this job would be that all the ogcd and gcd weaponskills/abilities will work with each other. Mime only copies the movements, not the traits.
Finally, Mime will unleash a hard hitting move that consumes all of the buffs. I would genuinely love to design a job like this.
https://na.finalfantasyxvi.com/asset...a/kv/kv_pc.jpg
(source: https://na.finalfantasyxvi.com/)
Hope the game is good, looks fun, am excited to play it.
Was just thinking of FFXVI so I looked it up and yeah- this as a job, but ensure it goes deeper into the 'form' as you level or do some mechanic. I hadn't seen the art till now but I was like yeet that's purty. I know from the trailer seeing titan fists and stuff and that was the reference I made in my post but you can see in this image there is direct onto body change.
So yeah primal-y transformation job would be chef kiss, please and thank you lol.
(Again self admission we don't know much about Reaper, maybe it is kind of that, maybe it's not- currently we see a bleach like form but I'd not count that really in the line of what I meant, and also again that's not an insult I'm totally going to play reaper even if that's all for it's form, but bleach mode != transforming like job, imo).
Also I would like to add a something like a dps (magic and physical)/tank. Something like this
https://i.pinimg.com/originals/39/97...6831b7f896.gif
Or something like magic we can use with are own hands. The weapon can just be like a glow like ball that illustrates the hand. Something like this
https://64.media.tumblr.com/31f480c3...p4ago6_500.gif
I want dual wielding pistols.
Yes.
Also duel swords not ninja daggers
maybe a gun mage if possible
geomancer as a melee tank would be cool
Swashbucker wouldnt be bad
gun and blade not gunblade wouldnt be bad either
chemist for sure plz
something that would capitalize on crafters would be cool
and... Onion knight as a limited job
Thanks for clarifying, I read that and was like hmm interesting but wanted to know what you meant.
Mentally I sprang into three directions when reading it:
- Magitek Pilot as a limited job, taking some of the really old ideas our dev team had for magitek combat mixed with perhaps some of the fancy g-warrior content they made
- Engineering job, before we had a healer announced had suggested a Garlean inspired combat medic which used technology to craft some potent healing / buffs (as their gimmick) while also having a large kit of other technological inspired tools. Like orbital strikes, structures, drones, grenades', etc.
- Advanced craft jobs, like Paladin in FF history (no longer really in FFXIV unless you're thinking really really early days). Paladin took white mage and gladiator for example, here you might have advanced crafting jobs (new crafting jobs) such as Materia Maester that can make special effect materia. Or going back to that magitek pilot you might have magitek engineer. Then again I just look at that and wonder why not put the craft under goldsmith lol. It does add some opportunity to have more leveling later in an expansion or what have you (say 5.5 adds 10 more levels to magitek engineer, that could be cool), fields of focused types of crafting, might be some exclusive gimmicks you can have (when crafting as a magitek engineer the UI changes a bit some unique new mechanics, etc), it's not .. not useless but you'd have to take advantage of the separation in a way tangible enough to not just be a way to obfuscate things.
Crafty damage dealer could work as well, though it is semi-related to MCH ? Crafty tank is certainly a more open field though.