True, but you broke the #1 rule which is: Using logic when creating new classes.
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new class idea: Sin Eater
Weapon: Sythe/Poles
melee DPS with absorption moves (absorb stat/hp/mp/tp) and Sythe attacks
Job1: Dark Knight (tank) job abilities add in "spike" spells (ice spikes for increased magic defense, earth spikes for increased physical defense, fire spikes for increased enmity)
Job2: Mime (tank) job abilities absorb/reflect damage and special attacks
granted its 2 tank jobs, but we can always use more tanks
See below. I hope they change it some because the job system will be awfully boring if they stay with the exact same weapons for all jobs from their classes. Also, they could just change the requirement for MRD weapons to 2 handed weapons in general rather than 2 handed axes specifically. Also, Hand to Hand combat could become Dual Wielded weapons. They made the system. They can therefore change it to how they see fit.
Ya jobs now may appear the only way but the plans to have Jobs affect skills and their functions base classes have is what will define the Jobs.
We have seen the early version of this Job changing base class skills with Arcanist 2 Jobs having the Jobs affect only the Arcanist Summons.
I still think Marauder will get Berserker for its 2nd Job due to the set up of marauder being a Berserker type class and how Marauder already has Berserker's signature skill Berserk.
Most likely Enmity effects on Marauder base skills will be replaced with damage buffs, DoT effects, and debuff effects or/and their Potency will be increased.