But they added two DPS this expansion. There is RPR and they've killed off SMN and replaced it with the Braindead Mage.
my bets on another ranger and caster than a scouting. IDk if Geomancer is still too lore related to be a job but ill take Geomaster or Terrarian to be a sepreate sect of geoamancy like AST was. Rangers are abit tougher to do and would probably have to think outside the ff norms like SGE. Perhaps idk variants to the gunner job such as Launchers or pistols with the ff spin
I would like to see Thief and Geomancer to be the next jobs for Final Fantasy 14
SMN Job was already in the game, reworked not added. Not sure what "Braindead Mage" is, but they haven't added that Job to the game.
They added RPR and SGE. SGE is a Healer, not a DPS.
The last time they added two DPS Jobs was SB.
And even if we pretend SMN was a new Job - then the point stands in the sense they still added a NON-DPS Job.
So if you want to be a smart-alex about it (you knew what I meant):
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I feel like they COULD add _a_ DPS Job, I just don't see them adding _only_ DPS Jobs for an expansion unless they completely forgot about how bad early SB was for DPS ques...
Geomancer as caster DPS. The time is now. It doesn't even need to resemble Doman geomancy. There is enough room in the world to give it a unique design.
split archer into Ranger physical dps with pets eagle bear and wolf with a bow and bard with a harp and magical dps songs.
Then add one more dps to share gear with ninja.
Honestly, I know they'll NEVER do it, but they could add GEO as a CNJ split with WHM like how Arcanist works with SMN and SCH. They WON'T, because they hate the class system and don't want players to have two-for-one leveling (though I have no idea why, since leveling isn't EXACTLY difficult or time consuming once you have everything unlocked and a max level Job already...), but all it would take is to give them some melee weaponskills starting at level 30, give them some kind of Job gauge (I can think of several things offhand), and give them some way to access those spells in more limited ways (hardcasting would be a DPS loss but casting with whatever gimmick buff would be the optimal rotation). Could even do something simple if they wanted, like rip off WAR/NIN's 1-2-3 + -4 every 30 sec for a self-buff system, where the finishers give you a free instant cast at 200% damage of Stone, and you do something with Aero (maybe the -4 buffs its damage so you use both every 30 sec) and throw in a Water spell for AOE in place of Holy on WHM and bam! You've got yourself a DPS Earth/Wind/Water elemental themed reverse-RDM "Caster" Job. And who wouldn't like a melee staff fighter? Despite them being prevalent across world history, it's rare for a game to give players one, even if we often see enemies go all Monkey King.
...granted, that would also make the Devs prissy about Caster vs Melee slots...so I guess just keep it a Caster and have it wreck butt using Quake/Flood/Tornado? I dunno, it shouldn't really be that hard to come up with something either way.
As you say, doesn't have to be Doman Geomancy, either. Especially if we're going to Merycidia or the New World or another Shard or something. Ishgard and Sharlyan are relatively near each other on the map, yet they came up with two completely different forms of Astrologians. Nothing saying Geomancy can't have its own variation like that.
I'd really like to see some form of representation of FFT's Divine Knight that links in with the Corvosi Unyielding Blade, given that Meliadoul's techniques share the same name and aesthetics. I'd also like to see a Shapeshifter, Merchant, Chemist, quarterstaff-based melee range healer, and a job that uses a weapon that changes form in battle, like the Armiger Arsenal or Fusion Sword. In practice I expect that we'll get a DoT based caster next, although I hope they go the Void Magic route with this.
I admit, I did not see that coming.
It's surprising and disappointing to have yet another melee DPS back to back but not a tank.
MeleeTrail let's go.
I mean, I'm a Healer main. /shrug
I just think it's dumb. We already have done this, arguably twice - 2.4 with NIN and all of 4.X with SB. But if they want to make perma 45+ DPS ques, I don't care, I just think it's dumb.
I said I highly doubt it, not that it was impossible. If they want to go the stupid route...well, I'll see you in DF. I'll be on my 5th dungeon when your que finally pops.
EDIT:
I mean, the jokes on you trying to que at all this expansion. /shrug
Yup.
Where everyone's Melee and ques take forever. :D
...well, unless you're a Healer/Tank. If so, enjoy instant ques for two years. : )
This sort of thing affects queue times initially less than you think, because the player shifts tends to occur within roles rather than across them. It's slower when people get around to levelling their second jobs, of course, because that's when everyone (including tanks and healers) goes to try the new ones out.
R.I.P. to all the ninjas that finally have to share alliance raid and dungeon drops, I guess.
next job will be a Hammer Stunder strike job..
why ?? because the tshirt refer form the movie where MC Hammet make the gimmic soundratck
https://youtu.be/oZxajc3IHTM
You know, I've heard this, but I once went through the WayBackMachine's various records of FFXIV census' numbers, and that wasn't really the case. New Jobs added to roles does seem to change the distribution of players. The bigger issue, though, is that it changes the distribution of ques. For example, more Jobs within a role means people leveling multiple Jobs within a role (a pretty common thing; I've had at least two Healers I leveled to max in every expansion starting in 2.X itself, and I've had every Healer Job at max level since ShB. This means players will be quing up more as a given role if they're leveling additional Jobs for it.
So even if we take at face value the claim that people playing new Jobs within a role were already playing the role and were not people coming over from different roles (which isn't the case, but let's pretend), that still doesn't change the que time effect.
Again, we've done this twice before, 2.4 and 4.X, and both times, DPS ques went through the roof. In ShB, there did seem to be more people quing as Tank - you can argue if it's new Tanks or just existing Tanks leveling more blue Jobs, but the effect was the same. Healer was consistently the bottleneck in ShB. in EW, things evened out a bit since we got a new Healer Job.
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But no need to take my analysis for it. Or history showing it having happened before. In 12 months, you'll see it for yourself.
Relax guys there’s still time for them to listen to feedback and not introduce another me- who am I kidding?
I actually did happen to swap from Tank to Melee this expansion and levelled RPR as my starting 90 job for Endwalker. There were no problems with the levelling process. You need to remember that if players are truly serious about switching to a new job, they will probably reach max level well before a lot of other people manage ten levels on their existing job, even the ones playing support.
If you have an interest in either of the new jobs in Dawntrail, your main goal out of the gate should be to pull ahead of the levelling pack. Once you get to level 90 it will be a non-issue anyways, because the MSQ will likely have enough EXP in it to take you to 100 even without having to do any grinding. And it's not like the dungeons are a hard gate, either. If there's no queue pop (which usually happens on the later dungeons because you get there before everyone else!) you'll probably be able to brute force it with a trust just to keep moving.
The only people who get stuck are the ones who want to level another job first and figure that they'll offspec to one of the new jobs just to dabble in the experience. I deliberately put RDM and DNC at the very end of my list of jobs to level when they were released, simply because I had no intention on doing them first. If you're in, you're all in.
They could just call it something else. Evoker was the precursor to summoner in ff3, but they could pull a sage and repurpose the name.
There’s also magus, elementalist, oracle, sorcerer, mystic to name a few from the series.
There’s also Druid and shaman which aren’t really final fantasy, but they would fit the Geomancer playstyle.
I do agree is there’s ever going to be a nature themed caster job it’s either now or never. This expansion is perfectly themed for it.
I think it’s the reason I’m so against the pictomancer theories. It’s just so random. Also I feel like a paintbrush seems very limited from a weapon design perspective.
Okay... so I'm going to retract my initial guess of being a Rune based job or Sword Saint and jump on the possible Sword 'n' Gun combo bandwagon, however I have a new theory for this.
It's probably going to be a pirate job, maybe Corsair though not quite like XI's Corsair. XIV devs are more inclined to make it their own variant while keeping the name of the job.
Just watched this out of the blue: https://www.youtube.com/watch?v=oyGOH0Rz_mc because I never played DMC5 but wanted to see if this is something to add to my backlog as next year after 6.55 will be quite the lull until DawnTrail.
Another DMC5 weapon showcase has his full arsenal: https://www.youtube.com/watch?v=YVPKoh-6bJo. but I'm focused on a few select weapons.
However, aside from Dante using a sword and guns, The first video, 0:42 stuck out as he's now wielding nunchucks, then what looks like an electric staff. He already uses a sword. Also, he mutates into a beast during combos. I've never played this game before, but it's got my brain second guessing some things. Now it could still be 'called' Corsair, but it won't be like the XI variant. No, this could be XIV's version of Corsair, with some over the top moves and magic thrown in. The DMC stuff is a reach, though I'm focusing on the weapons used and did the comparison to the TMNT hint.
I'm basing this on how they've done other jobs, like Red Mage. Black Mage in other FF games could also cast Stone, Wind, Water, but that was reserved for WHM for some odd reason. XIV jobs have their own twist on things so I wouldn't put it past them to name the job Corsair, but it doesn't play anything like FFXI's Corsair. Also, if this was going to be a complete pirate job, the shirt could have just been Jack Sparrow or One Piece. TMNT mutant mayhem seems a bit left-field for a pirate job aside from the in-joke of pirates v ninjas though the Tortuga hint has more weight, so it could be pirate themed but with over the top abilities. Considering it's likely a scouting job, and it's about mutant turtles wielding various weapons.
But hey, that's just a theory. I'll be laughing in October on how far off the mark I am.
its probably corsair guys. even if it doesnt hype me that much the extansion and the wol have very pirate vibe on the trailer...
but few things are still curious for me: the sword used by the wol doesnt fit with pirate sword imo ..? it looks like a mystical sword.
and where is link beetween ninja tortu and corsair? maybe its to hint that it will be corsair but with dual sword instead of a sword and a pistol? ( aka the big tortu in front of the shirt).
Sometimes the shirt references are fairly literal. Machinist was a 007 t-shirt because it had a gun on it. Reaper was a Reaper t-shirt. This could just be a case of a job with two swords (assuming that it isn't a Caster reference).
The aesthetics of the equipment and the expansion theme push it in favor of Corsair. However, it could just as easily be something completely original, given this game's aversion to 'randomized' variations in damage output. I wonder how they would make a job that uses two short swords (of any variety) visually distinct from Ninja. If it wasn't for the t-shirt, I would have guessed that the weapon is something non-standard, like a bladed whip, judging from the unusually designed forte. It almost looks segmented.
In EW, I leveled MSQ as SCH, while also doing a couple daily roulettes on GNB. Hit 90 on SCH/SMN towards the end of Elpis, but my GNB was already level 88. So ran a dungeon or two, got it to 89, then picked up and finished the MSQ on GNB to hit 90. End result was a Healer (my main), Caster (dps), and Tank at level 90 ready to go. I have an eternal struggle each expansion between WHM/RDM and SCH/SMN (in the end, I just level them all eventually; RDM I mostly did with FATEs and WHM in roulettes), but the latter is definitely more efficient for initial leveling and I like being flush with options from the jump for when people start doing max level content. Especially early on, being able to flex is pretty useful.
Honestly, my bigger issue is leveling OTHER roles for the role quests. ShB wasn't too bad since I just had to level one physical DPS (MCH), but in EW they split Melee and Ranged, so that was kind of annoying (ended up leveling both NIN and MNK, though it's nice NIN shares half its gear, right side, with MCH/Ranged). I eventually leveled RDM and AST and SGE and BLM and PLD and WAR...but honestly that's too much. Thinking in DT I'll stick with the essentials: A Pure and Barrier Healer (probably WHM/SCH, though possibly WHM/SGE), a Caster (probably SMN but possibly RDM if I don't level SCH), a Tank (probably PLD, though WAR or GNB are options depending on how they look to me then), a Melee (NIN or possibly the new Job if it looks interesting to me; I don't really like any of the Melee Jobs in the game right now, tbh), and a Ranged (MCH since it's honestly the only one I like). That way I can do all the role quests and unlock the bonus one when it comes out, and can flex for my main role of Healer as well as to whatever else I might need. 6 Jobs (possibly 5 leveling if SCH/SMN) isn't TOO terrible since I won't be doing them all at once, just the first 2/3.
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As for the Jobs:
It could be anything, though it's probably Corsair or something SIMILAR. Though it'll probably not be quite the take everyone's thinking. Even if it's outright COR, it's not going to be a gambler thing (since they clearly don't like that level of RNG if the changes to AST over the years are any indication), so it'll probably be more in name than the FFXI RNG Job. It may have some party buffs and things (to kind of mesh with the Scouting/NIN role in the party right now), though.
Hell, it could be "Explorer" an Indiana Jones archetype with a whip/whipsword being a pseudo-ranged/pseudo-melee like a reverse DNC with animations like Bart from Xenogears.
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Though I do agree the shirt might be more of a red herring than people think. The Sam Rami thing really threw people off, but as Mr Happy noted, Yoshi P said at the time something like "I really like the Sam Rami Spiderman movies", kind of giving the hint people eventually used (that quote) to decipher the clue.
He didn't really do anything like that this time...but then the shirt isn't obvious for any Job that isn't NIN, which we already have. Batman for Dark Knight, 007 for MCH, and Reaper for RPR were all ridiculously obvious by comparison. But we don't really know if the TMNT shirt is for the Melee or the Caster, either.
My dream job would be Green Mage with a hammer that plays like old DoT Summoner.
Not worth putting too much thought into it. However, I think FFXIV could really flesh-out a job that doesn't have a real identity. It's closest identity was a "support caster". Kind of pointless though and there's a reason why you typically see its spells on White and Black Mages.
Hammer because I like the bonk. I also like the way hammer-casters look such as the Yuke from FF Crystal Chronicles.
I enjoy DoTs and think a class built from the start to use them could fit in with modern FFXIV. It could use a combo system to dictate a more clearly-defined rotation. Like, it has a spell Oil. It also has an ability Fire Lash (or whatever). Both apply a weak DoT. But, when you use Fire Lash on an enemy suffering from Oil, then they ignite and now the weak DoT is a strong DoT. Just to give a basic example. That would be the flow. A debuff/weak DoT turned into a strong DoT. The ramp-up problem could be handled via a cooldown that just applies all your DoTs at once. Kind of like a Manafication. It could even have an execute to consume its DoTs to deal instant damage. Of course it would have a DoT spread for AoE (I miss PvE Bane).
My copium is that's why they removed DoTs and old SMN in the first place. To create a class dedicated to DoTs that could have a solid identity and the QoL needed to make it fit with today's FFXIV.
But, anyways. Yay pirates.
If they ever did green mage, they would have to blow me away aesthetically.
Job visuals and fantasy are really important to me and the worst part of pre-EW summoner was the poison aesthetic. Green and purple blobs are boring.
Maybe if they could take a different spin like mixing it with what Geomancer would be with earth, wind, and water dots and debuffs, I could get more onboard.
Never say Never.
Congratulations: you won!
I'm still kinda shocked they're doing it. I still remember the horribad DPS ques of SB.
Meh, glad I'm not a DPS main, I guess, lol