I know it won't happen but I would a pure selfish DPS bow job, I have always enjoyed bow aesthetics but the bard element just puts me off too much, something Ranger or something would be cool
Printable View
I know it won't happen but I would a pure selfish DPS bow job, I have always enjoyed bow aesthetics but the bard element just puts me off too much, something Ranger or something would be cool
You have Summoner literally casting aoe wind and earth spells using magical rocks.
I don't understand why people still think Geomancer would actually contribute to job diversity at this point. SMN basically stole their niche with the EW overhaul.
Propose something we *don't* already have, like say a caster that uses primarily water- or light-based spells.
(Same thing for everyone proposing Rune/Mystic Knights when we have RDM (enchanted blade), SAM (wind/ice imbuement), GNB (fire/lightning imbuement), DRK (darkness imbuement), and PLD (light imbuement)).
DRK rework, the rest be damned.
I would expect Geomancer to use more water spells.
They've gone the whole onmyoji, feng-shui route for Geomancy so far, feng-shui literally meaning wind-water.
Besides some kind of ground based skill like Doton, and maybe a stoneskin-like utility skill, the main rotation should be wind and water.
Sniper, basically physical ranged BLM with slow casts but high potency and long range.
See SWTOR for a really cool Sniper class.
Edit: It could even be an Assassin, with a Sniper Rifle.
NIN doesn't rly cover that, there's very little about it that comes across as '' Assassin ''.
Hide even feels a bit tacked on tbh, it's mostly just a lore quirk than anything in regards to the gameplay really.
It'd be cool to get a Sniper Job with Assassin themed skills.
If the only functional difference between GEO and SMN is a few water spells versus fire spells, I don't think that's a sufficiently strong case to introduce a GEO job. Not to mention I don't know why you would call it a "Geomancer" if it primarily used wind and water spells but no real earth spell focus. The feng shui connection works for theming enemies in a dungeon, but becomes pretty thin when you try to translate it to a job arsenal alongside SMN which now has 2/3 of their expected kit.
Idk, the whole idea is too convoluted to me. One, because I wouldn't call a "wind-and-water" mage a geomancer just to toe the lore line. And two, because the lore itself is all over the place between whether they are Eastern AST, Eastern WHM, or something else entirely.
As far as I can tell, Swallow's Compass was a deliberate concession that the devs believed Geomancer didn't have much potential as a job. At the time, CNJ/WHM had a similar spellkit, and even as we have phased out Aero/Stone, Summoner just came right back in to take up all that freed up design space. At this point I don't want the devs to cram another earth/wind job down our throats when there are less elementally-restricted concepts they could be designing. Nor would I really want the creativity of Swallow's Compass to be diluted by allowing us to play GEO vs. Geomancers.
It could happen though. People miss the Stone/Aero White Mage. I could maybe swallow a GEO more if it were made a DPS-y Healer instead of a DPS.
A pure gunner job class with no magitek attached. Either a dual wielder or sniper wielding type.
Some things I would like to see:
-A more whimsical Puppetmaster (that isn't a limited job)
-Mascot from X-2 >w>
-Green Mage
-A job that uses nature magic (seeing as WHM is now a light user now)
-A whip using job
-A crossbow using job
-A job from the Fae on the First
-More rarely used jobs in FF's history or jobs that are unique to characters from past FFs
Geomancer is more focused on Feng Shui rather than “elements” in this version. From what they have shown so far this expansion it’s gonna be heavily talisman based. Will it have filler stone/wind/water spells? Yeah. We don’t have anyone mailing them anymore, there is no way we just keep getting blizzard and fire while stone/aero are left in leveling roulette.
Would love if we get Puppet and Beastmasters.
I’m still waiting for the Musketeer Guild in Limsa to start accepting adventurers again.
Golemancer. There is already lore of their existence in Amdapoor. So why not?
How can I forget the Corsair! We may have machinist which I very much like but having another firearms would be nice. :)
Something that uses some of the levels in the Grand Company that are still unobtainable.
Only one job needs to be added in which I hope they do not foolishly make limited...
Beastmaster.
You know instead of "adding" new jobs the traditional way why not make it so that we build from the jobs we already have? For example Warrior can switch from its original tank form and switch to Berserker/Fighter for DPS or Machinist can switch from Machinist a mid range DPSer to "Gunner" for long range which does more damage but has cast timers or something. It would save space in terms of weapons/armors and job stones taking up slots? It would also cover people that love certain jobs looks but don't like being a tank/healer or DPS.
Just my two cents.
Gourmand. Based off of FF9's Blue Mage's culinary design. Except you gain new abilities over time at first through the Job story by targeting and "eating" the aetherial energy of specific foes to grant yourself greater power temporarily until you release it through your various attacks and abilities.
Gourmand would be heavily reliant on filling its gauge called "Feast Gauge", where the more enemies you attack and defeat, the more of their aether you absorb and contain in your body.
By just attacking enemies, you gain a little bit of their aether with each successful attack you pull, filling up your Feast Gauge bit by bit. But once the gauge is Full, you automatically go into phase/stance called "Stagnating Light", that automatically boosts all your attacks and abilities and making you defensively much more robust than usual, but at the cost of making your character slower both movement and attack and ability wise, until your gauge has been completely emptied.
Once you've completely emptied your gauge, you will then automatically go into your next phase called "Ravenous Darkness" that grants your character overall increased movement and attack/ability speed, but at the cost of your attacks and abilities being noticeably weaker, despite how quickly you can move now, along with your body be more vulnerable to attacks, making it easier for you to take more damage than usual.
But once you gorge upon enough enemies, you can go back into your Full status and Stagnating Light reactivates itself. And you just repeat this process over and over again. Much like how Black Mage functions when it uses Astra Fire until it depletes all its MP and then recovers with Umbral Ice spells.
While in Stagnant Light phase, all your attacks and abilities all change to light themed attacks and abilities while your Ravenous Darkness phase changes them all to darkness themes.
For weapons, Gourmand would use a large fork and knife simultaneously as its weapons of choice. And as for what type of Job it would be amongst the trinity, I can see it being either a Tank class that balances both defense and offense or Melee DPS.
With the story and dynamis.... I was getting a psionic ranged dps vibe potential. Non-elemental ranged dps. Since our character was said to sense dynamis and could hear thoughts... it seems we might be an entelechy.... so makes sense.
While I haven’t read the rest of the thread, I’ll just say my ideas for what I’d like to see I. Each of the 3 roles:
For healer, I’d like to see Green Mage. With the removal of the DoTs from SMN we could use a DoT focused class, so why not make it a healer? Since Green Mages revolve around applying various buffs and de buffs, could be a fun support healer.
For tanks, I’d like to see a Barrier Mage. I know Barriers are already a healer thing, but I’m not sure what a better name would be, and I would just like to see an entirely magic themed tank class.
And for DPS? I’m actually not too sure, it feels like we already have all of the ‘iconic’ weapons represented, but a dynamis-themed class would be cool, maybe something FF9 based (IIRC Trance was supposed to be all about surges of emotion? So a class the relies on a Trance phase could be nice)
And super pie in the sky pipe dream? Beast master as a limited job. I know it won’t happen because they’ve said in the past how much is a pain it is to make pet classes work, but you can’t make me stop wanting more limited jobs!
I've noticed another thing that needs considering when making new classes, and that is what the weapons are actually called and if we still have enough variety of design space left to name things. Because jobs don't have a *single* weapon; they have a weapon *archtype* that incorporates several similar-functioning weapons.
For example, RPR lays claim not just to scythes and war scythes, but also sickles and Zaghnals. SGE seems to draw more widely from beads/stones, getting milpreves, but also syrinxi, dzi, and wings/pendulums. PLD has scimitars, Monk has cesti and tonfas, NIN has swordbreakers, etc. etc.
For this reason, I think Corsair actually won't happen because pistols and revolvers are primarily what MCH weapons are termed and I don't think the devs could eek out COR names avoiding those terms and resting mostly on "flintlocks" (which I believe MCH also has at least one of). Yes, Corsair *could* get scimitars from PLD who stopped using them, but that would feel more NIN and would be missing out on a primary feature of the pirate job fantasy. Same thing with cannons--maybe a tad more likely than scimitars given cannoneer was an actual job, but again what a weird direction to take that job fantasy.
Green Mage will also be difficult since WAR has one "hammer" and one "war hammer". But I think it's not totally gone because 1) WAR does not have multiples of either termed weapon; 2) the term that could comfortably apply to most GRM weapons could be "greathammer" without stepping on toes; and 3) there are yet other terms for variations that GRM could still use like "sledge," "maul," "morningstar", and even "mace" or "bell." So I am still predicting a strong chance of GRM because there is still a lot of design space, even though WAR is a soft GEO with a lot of earth-shaking moves.
Blitzballer, Shaman, and Sender/Ancient are all fine. Shamans could have reflectors: mirrors, glasses, nealika, tolii. Sender/Ancient could probably eek out more blunt polearms in addition to spades.
And then on top of that, I would predict that we will very likely see a whip class at some point that uses chains, scourges, flails, sjambok, bolas. I *suspect* BLU would have used this instead of a cane if the devs didn't have some idea in mind for whips, so I'm guessing this may end up being a Beastmaster weapon or retooled into a new non-limited job. It could reach into a magic job if necessary.
And even though I struggle to think of fun mechanics and animations surrounding it, there is quite a lot of unused design space for one-handed blunt weapons (clubs): cudgels, shillelagh, and since PLD hasn't used Macuahuitl in a while that could resurface. It would have to be a melee job and not a caster though, otherwise the whole point of having blunt weapons is lost.
So that sums up my safer job predictions, I think:
* Blitzball (Blitzer)
* Greathammer (Green Mage)
* Spade/Polearm (Yuna/Aerith original job)
* Reflector (Shaman)
* Whip/Flail (Beastmaster/Trainer?)
* and maybe a Club (???)
* Nix on Corsair unless we get a weird Cannoneer job
* Nix on Judge until I figure out wth the naming conventions would be
Odd thought: Barring the general fix of just calling the weapon set's (especially for multi-weapon users like a pistol-and-blade) "<Job>'s Regalia", you could now call a given Corsair set... a belt (since both the sword and pistol would be attached thereto). Sorry, sorry; I'll show myself out.
Note: Gladiator/Paladin had daggers until Rogue/Ninja was added, at which point they were offloaded to Ninja and new weapons were given to GLD for the overlap. The same would probably occur for Warrior's hammers is a true hammer-based class were added. Barring that, it's likely the new job would take the larger or more 'normal'/'default' span of names, while WAR would be stuck with stuff like "Greatmaul".Quote:
Green Mage will also be difficult since WAR has one "hammer" and one "war hammer".
Personally, though, I've always preferred the idea of a Green Mage as a cranky old druid with a cudgel or a heavy, slightly magically reshaped branch or staff (again, good for beating people with, rather than anything fancy), especially since BLU has already been constrained to pimp-canes anyways.
I bet they add 2nd Scouting dps
I cringed lol. It's not...impossible? But even when we look at jobs that have peripherals or belts, the weapons are termed by the main hand weapon. Machinist has pistols/revolvers. Astrologian has planispheres/torquetums. Even RDM has rapiers and hangers as opposed to foci.
Agreed, they could do this in the case of several subweapons, especially ones that aren't used much any more like macuahuitls and scimitars, or in the case of one-offs like WAR's hammer/war hammer. Though in both cases I could see why they might just leave the models as they are and just allow exceptions to exist. In the case of older ARR weapons, I don't think the devs would spare the resources to make new models for such old content. And in the case of weapons that just came out for WAR, I don't see the devs replacing content they just released when they could have just waited two years to release the same weapons. MCH still has one bayonette/gunblade if I recall even after GNB released. It's not a total travesty if a weapon bleeds over here or there.Quote:
Note: Gladiator/Paladin had daggers until Rogue/Ninja was added, at which point they were offloaded to Ninja and new weapons were given to GLD for the overlap. The same would probably occur for Warrior's hammers is a true hammer-based class were added. Barring that, it's likely the new job would take the larger or more 'normal'/'default' span of names, while WAR would be stuck with stuff like "Greatmaul".
I just want a job which uses a big hammer so I can flatten my enemies. Viking from FF3 could work.
I doubt this would happen, but I wish they would give archer a split job upgrade like SMN/SCH with a selfish dps job. The ranger job from the series would fit in well.
I can see them going with some kind of DoT focused job, since they have been reducing DoTs on other jobs for quite some time now. They could pool all of those together on one class and come up with some abilities that would work around them like all these jobs used to have and there you have it.
I would like a new job that levels my other jobs, 1 at a time, when I'm offline.
Ultimately the problem will be just leveling up this new job, which will go 50% slower than the others in getting xp.
What I would like to see:
Melee DPS: A Job where you can duel wield swords (The closest we have is Rogue/Ninja, but as much as it's my main, it's just not the same).
Range DPS: A true Ranger job that focuses on AOEs (Give us back Flame Arrow, but also an Ice Arrow that functions similar to Doton).
Magic DPS: Gun Mage with different elemental bullets.
Healer: Chemist. We already have Gun DPS and (technically) Gun Tank. Might as well make the whole set.
Tank: I would say hammer, but many would rather have it be a DPS job, so I'll go with Shields.
Dual shields would be dope
This is entirely just pet-peeve territory, but... why do we have Soul Crystals if base classes are defunct and weapon choice determines the job anyways?
Honestly, I'd love to be able to play a Warrior with a greatsword if I so choose, or for a nimble nodachi and a greatsword clearly twenty times its weight to play a bit differently on a Dark Knight. If we were to add, say, a Ulfhednar (Norse Wolf-warrior, fitting slightly into Viking, Berserker, Wildling, and Druid archetypes) job, I'd love to be able to choose between duel axes or axe-and-shield or shield-and-shortspear. Etc., etc. If we're to have what would otherwise be a redundancy, I'd rather see one small but (among certain jobs) powerful point of customization.
Less of a hot-take, though: I'd really rather we have more Armory Bonus categories, embrace multi-jobbing (with people playing along a span of roles, now with many shades), and thereafter break away from these 'template plus mild variances and a core gimmick' design philosophy for job-building. That's not to say that every job shouldn't be competitive for all content, but it shouldn't necessarily be competitive in the same way, with little to no impact on how your party will play. Interaction is fun, especially as people increasingly get over a need for their rotation to be set in stone with every comp in every encounter or curse the gods at the first sign of variance.
I like the idea of a shapeshifter type of job, but I doubt that will ever happen outside of deep dungeons.
Necromancer, and closer to a DAoC Bonedancer.
https://www.youtube.com/watch?v=Qt939XeWOTI
Name: Sumo
Trinity: Tank
Specialty: Heavy Defense and Counterattack
Origin: Hingashi/Kugane
Another Addendum: I think our future whip class might in fact be a grappling whip.
I see a lot of loose appropriation of popular anime media in FF's job design. Even excluding anime staples like RPR's scythe and the overall concept of SAM, I see some Dragonball in MNK, some FMA in BLM. And now with Sage we have a Gundam job fantasy.
Between Legend of Zelda and Attack on Titan, I think some sort of clawshot/maneuver gear is a pretty popular niche that FF has not touched on yet. It would also add a bit more interest to an otherwise kind of boring weapon concept. When I look at other options to spice up a whip class like having a counterweight-ball-and-chain or a segmented whip-sword, they might be fine, but they don't hit on popular archetypes from other media. Not to mention I think a clawed-whip seems to lean-into and augment the niche a whip job wants to occupy--facilitating quick character movement and imitating the feral "lashing" movement of whips--rather than overextending and diluting the uniqueness of a whip.
So I'm betting a whip class will not just be a whip but a claw whip.
Much as I'd love a new caster, I imagine they'd probably expand on limited jobs next. Plenty of options.
Beast Master
Puppet Master
Morpher