Beastmaster healer via pet, Beastmaster Tank, via pet, Beastmaster dps, via pet. /done.
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Beastmaster healer via pet, Beastmaster Tank, via pet, Beastmaster dps, via pet. /done.
Shapeshifter, professional gambler, crystal mage, parasite/magical leech, beast master/monster rancher, bureaucrat/number cruncher/paper shuffler. :)
Huh?
Ul'dah's sister city, Sil'dih was destroyed in a war with Ul'dah when Ul'dah used an alchemical weapon on the Sil'dih which turned their population into undead. Fun fact: The Amalj'aa and Ul'dah were allies in that war.
Technically we haven't seen anything specifically indicating the Elementals have a particular hatred of undead but undead are unnatural so it wouldn't be surprising for them not to like them. I think its more likely that necromancer wouldn't be a Job because its a bit too macabre for FF and also it tends to lend itself to skeletal things which won't sit well with Chinese laws.
I don't know for sure what Jobs will come but I feel pretty confident we will only get one dps Job. You will see a huge spike in people levelling the new Jobs and if they don't have a balance of roles among the jobs you will see very long queues for the people levelling the new jobs. Remember right after Dark Knight came out DPS queue became almost instant.
Freelancer: Has no skills of its own, but is able to 'equip' skills from other jobs. Each job quest unlocks a new slot to equip a skill, and only skills of the same level can be equipped in each slot. Obviously, the player needs to have played said job in order to equip the necessary skills. Able to use a wide variety of equipment, ranging from tanking gear to mage equipment. This job receives no bonus attributes, and instead gains attributes based on the class role of each equipped skill.
Dancer: Switches between various 'stances' while fighting to give different bonuses in battle. A support stance gives healing abilities and minor party buffs, an attack stance is focused on damage, and a defensive stance focused on protection. Rather than being able to fill any role, this should primarily be a DPS, with the other stances being more for support skills, similar to bard, rather than full-time use.
Time Mage: With their power over time, they can turn back the clock to heal wounds, slow their enemies and even bring back the dead. By speeding up time, they can increase the attack speed of their allies, or even bring time to a complete halt for their foes. With their double cast skill, they can repeat any magic in a single cast, allowing them to double up on healing spells.
About the time mage... Astrologian is like a time mage with tarot cards. They use the time and space and the iconic time mage speels, like Gravity, time manipulaton (Like Hast (the Arrow card), time Dilatation, ligh speed, etc). TIme mage seems too redundant having the Astrologian with this things.
I like it!
Discarded.
SE won't give us that much freedom. That would be OP. Let's have a look:
Daggers as weapon, Dex gear.
Now the skills. First goes Berzerk, Ragins Strikes, Blood for Blood, Fight or Flight, Internal Release, Mudras, Kiss of the Viper, Darkside, Life Surge, Salted Earth -- as Abilites.
We take Storm's Eye combo, Scourge, Heavy Thrust, Full Thrust combo, Second Wind-- as Weaponskills
Despite the fact we have only 19 slots here (every class have 22 skills) we are dealing over 9000 dps.
Darkside, since it drains magic it can't colide with static buff like Kisses, actually it is nowehre written it cannot be used together. If not, we take Hallowed Ground.
Now comes the Traits, does this class has its own traits or we can borrow from other classes as well?
In that case:
Enchanced Blood for Blood, Dexterity I, Dexterity II, Dexterity III, Enchanced Fight or Flight, Enchanced Kiss of the Viper, Enchanced Raging Strikes, Enchanced Infernal Release, Enchanced Maim, Enchanced Heavy Thrust, Enchanced Second Wind
Even if there is still open slots, we need no more. I believe we would be able to solo DPS in every party.
Meld full Crit V's for best effect.
Yuni's Freelancer guide ends here.
.
EDIT: mudras take 4 skills total, so just get rid of second wind
Huh... those sound rather similar don't they? We're never getting Time Mage because Time Mage and Gambler went someplace quiet and <censored> like rabbits until Astrologian popped out.Quote:
Astrologian: With their borrowed power from the heavens, they can rewrite fate to heal wounds over time or prevent them from even happening, weigh down their enemies, and even restore their allies to fighting form. With the blessings of the stars, they can increase the strength, defense, speed, and resources of their allies. Upon mastery of their art, they can bring the heavens to a complete halt for their foes, stopping them in their tracks. With their Lightspeed ability, they are able to rapidly cast healing magic on the move, and with synastry between themselves and an ally, even go so far as to cast their healing spells on multiple targets or even twice upon the same target.
As for the main topic...
I'd love to see Red or Blue Mage show up as a melee-based disciple of magic. Whichever one does show up, I would also like to be based around Dexterity or Strength for their main stat and use Ninja (Scouting) or Monk (Striking, renamed to Dueling) gear. In the case of Red Mage, I feel that Scouting equipment would be ideal, since they would likely use a rapier, while Blue Mage would work with renamed Striking gear, since they would likely use their scimitars.
Another I'd love to see would be Necromancer, we've had quite a few Necromancer NPCs so far, and I think Necromancer would be an interesting mage to round out the three. We have Black Mage, the classic explosive burst mage and Summoner, the now-classic damage over time mage who has a companion popularized by WoW's Warlock. Necromancer meanwhile could serve as the swarming minion master, calling upon umbral magic and raising tons of undead to swarm and corrupt their enemies to death. And with SE hopefully dropping the PS3 in 4.0, I don't think their spells and abilities would be a huge issue.
The final Job is another Job to fill a niche we're lacking in, we have two ranged damage dealers who are focused on debuffs, Summoner is obvious, but also Bard. Yet, no melee Job that relies on their debuffs, I think Samurai is the perfect fit for this niche. Samurais in the series have always been an awkward Job, not quite Knights or Paladins, nor Fighters or Warriors, Samurai sits somewhere in the middle. However, they have always, with the exception of FFXI, been a damage dealer, and the most well known modern Samurai, Auron, was a debuffer. I think it would be healthy for them to also share Maiming gear, especially with the focus on debuffs.
The Rising
last year they mention blue mage, red mage and samuria.
i do think blue mage tank would awesome wield duel scimatars
I love see beast master use whip for combat but not on his pet.
Here are my thoughts:
Red Mage (Tank role) - The RDM uses a rapier for it's main weapon and focuses on evasion tanking, using dodge and other spells to debuff the enemy. They also have the potential for light healing (think how a PLD can cross class Cure and Protect).
Samurai (DPS Role) - front line DPS with a role similar to BRD and MCH but focused more on buffing melee combatants. Uses a katana for their weapon.
Dancer (Healer Role) - front line healer class. Uses fans for their weapons.
all i care about is red mage ♥ loved this Job in ffxi. i also liked puppetmaster, would be nice to have another pet class
I like what Mimilu said:
"Dancer - Front-Line Healer with buffs and debuffs. Uses Physical Attacks for DPS.
Puppetmaster - Physical DPS summon a pet that they can augment and upgrade with various parts.
Red Mage/ Mystic Knight/ Spellblade - DPS that mix Magic and Physical skills and can buff allies and debuff foes."
Noteable mentions:
Could also see Beastmaster.
What I think we'll get is Samuari (would could be fun)
I don't necessarily have a specific job in mind that I think would be necessary for 4.0, but my thoughts are that it should be 2 Tanks and 1 Healer type class since we're so saturated with DPS...
Would really love to see Magic based Tanks (Red Mage? Could almost see a Geomancer or Beastmaster tank role if they were built out right...) and the Dancer Class (Healer?) added. :)
We won't get two tanks.
This is not the lack of tanks problem, that queues are long or something
It is a role problem. Playing tank is too much for more casual players, especially when it comes to raids or Extreme trials.
Besides, we have composition 1 tank, 1 healer, 2 dps - having equal amount of tanks, healers and dps will only give us (us -> tanks by heart) more choice, what to spam expert roulette with.
Eventually more bad tanks, that wanted to have Red Mage as tank, spaming forums with "RDM tank pl0x" and then suddenly realized, that tanking is not what they wanted, spaming forums with "fix RDM to dps pl0x".
I hate to say it, but I really hope we don't get Dancer as a job. The main reason for this, is because I love the Dances we have in the game, in general. XD I feel like this game unlike FFXI doesn't really have as much a place for Dancer with all that we can (already) dance around in. But that might be my personal bias.
Samurai is definitely a job I want to see added. It fits with the Doman theme that Ninja introduced and can help give us extra Lore (awesome!)
Beast Master or Red Mage would be one of the Ala Mihgo jobs I'd want. Beast Master as a sort of post-war job (Wherein it was a way to survive, moreso than a way of life. I'd prefer something more primal than what FFXI had the BST as originally.)
I don't imagine having a Dancer class would in any way interfere with dances being offered going forward. I'd like to imagine it's two separate things.
I'm not completely disagreeing with you; but for me personally - the bigger tank problem is that I don't necessarily enjoy melee classes. I think having a few more rounded options might open up the pool of potential tanks.
Well they already said they won't be doing 3 jobs again in a expansion because of how much work it requires. They said it generally takes a year to make a single well designed job. I will still give 3 anyway for the thread.
Samurai
Red Mage
Chemist(maybe?)
Here goes a like for you sir, but let me add something. While Dancer is generally a support (at least i remember it as one) it would be possbile to add Dancer as a dps on same rule as bard as a support.
Thou in reversal way. As a debuffer (iirc, FF tactics had debuffer dancer), or buffer (that would collide with bard and astromancer, but i quess there is no DRG/MNK whining about too much TP restoration or some additional dps on heavy raids).
The amount of debuffs applied on enemies would have to be unique to do not overwrite other's classes and that means those debuffs would be kinda weak. Thou all classes already have their debuffs, thats why another debuffer would be a crowd in a party, if those debuffs woudn't stack.
Another problem are buffs Dancer would have to apply. what kind of buffs would it be? they cannot be similar to AST's ones and they cannot be RNG, or AST would become totally useless furing heavy raiding. (RNG on cards is successfully preventing some statics to recruit ASTs...). So what are we are beeing left with? dmg up? nope, AST has. Mana refresh? TP refresh? Blunt dmg up? Defence up?
Maybe some kind of 'Parry up' or flat chance for auto-attack avoidance. That would be unique and quite helpfull. At least for me, since i am tank <.<;
And what about main arm? i still don't know if i would like to see Dancer using Cloth as her main arm, or a handbag lol.
Not sure if RDM woudnt fit Sharlyans (Old World lore stuff) better than Ala Mhigo, but i like that way of thinking.Quote:
Beast Master or Red Mage would be one of the Ala Mihgo jobs I'd want. Beast Master as a sort of post-war job (Wherein it was a way to survive, moreso than a way of life. I'd prefer something more primal than what FFXI had the BST as originally.)
Much better than "lets make RDM and BST because whips and rapiers"
For a Dancer I would imagine something like using a Fan or dual wielding chakrams.
Maybe if they have chakrams they could have two types of stances and their abilities change based on the stance, a Melee Stance to do dps and maybe debuffs and the like and then a ranged mode which is the Healing Stance were they have a typical healers repertoire + their unique abilities / gimmick.
Though as you said for them to work, they'd need to have buffs which don't outclass the AST they'd need to be able to gel well together / work in tandom in the event you have a raid team with an Ast / Dancer combo.
I agree with this sentiment. The devs trying to entice people into the least-played role by placing a frequently-requested job in it is a poor way of incentivizing more people to play that role- you instead end up with people playing that role poorly (see DPS DRKs whining, early HW) and just stoked to be playing their favorite job. This makes me very uneasy about what XIV's devs might do with popular jobs like Red Mage and Blue Mage that are known for being flexible in past iterations.
On a somewhat related note I'm also not sure if the devs can feasibly make healer Dancers work. There's so much fundamental changes and balancing they'd probably have to make for a job that can main-heal and stay in melee range, and then the inevitable healer DPS arguments will pop up, among other things. It really just sounds like more work than what the devs have been known to bother with.
In FF XIII, there are some birds monsters dancers DPS who use "Last Dance" as attack and one type of this bird is a dancer support who inflict debuff to our team with "Disastrous Dance" and can buff his team.
i think it could fit well with Doma and maybe we will see these monsters in one of the next expansion.
http://vignette2.wikia.nocookie.net/...20140221151211
That's true, but there is also the other end of the spectrum, there might be able who will be willing to get good at tanking because they really like a new tanking job. This is purely anecdotal evidence and obviously won't apply to everyone, but to use an example from my own personal experience, I had a friend who was never in to tanking at all, didn't like the role or wanted the responsibility.
But while we were playing WoW together, once the Death Knight came out he suddenly got really in to tanking and actually got really good at it. Now again, this won't apply to everyone, but I'm sure there are some individuals just waiting for the right class to come out before they try tanking.
I don't know about it needing to be in melee range, the only experience I have with Dancer though is in the first Final Fantasy Tactics, in that game she could stand anywhere on the field and just dance to debuff her enemies without being anywhere near harm's range since the dances had unlimited range and automatically hit all enemies, it was awesome.
I hope the future classes will be fresh and different from the current ones.
I want Samurai as the first class to be either DPS or Tank. And if it has to be one role then DPS.
I wouldn't mind another gathering profession called a Collector. Instead of simply being a mat bot for crafting professions, Collectors can venture out to collect relics that combine into sets to create unique glamours and heirlooms (for housing). The system would be similar to collectibles in other games such as Rift and Everquest; I think it would work pretty well in FFXIV (with cards and people crazy-farming for bird whistles and all that).
I'm going to go with
Samurai (DPS)
At this point I really think SAM has to be in there. The leaked/spoiler/mistake/tease in that one live letter and the talks about it have kind of really hinted that it's in development and it seems to make sense for the next location so... In fact, I would not be surprised if it is the first job announced or the job the derplander or whatever his name is in the trailers changes into on said trailer.
Mystic Knight / Rune Knight/Fencer (Tank)
I'm thinking more like Ceres and General Leo (FF6), but the Mystic Swordsman (FF5) also has a turban and an Eastern theme to it. Though the Mystic Swordsman was much more a dps than a tank if I recall correctly, though I think it could work as a tank.
Seer (Healer)
I mean they did kind of tease Ninja in the main story quests... so why not?
https://encrypted-tbn0.gstatic.com/i...kwaaqFdJZU3MQB
http://vignette3.wikia.nocookie.net/...ume-Devout.jpg
I would die to see RDM/Spellblade in the next expansion, but I'm really not going to hold my breath for it.
I'd love for Thief to be a real job and not a half baked class.
I was ok with it because in the original FF thief got class changed to ninja. of course in that game thief didnt even steal, just "supposedly" had alot f luck that allowed you to flee battles easier. NIN in that version used low level black magic, at least. But with later iterations making both an official job, i feel you, but how exactly would you make a thief job? They even furthered the nope with NIN new enmity changing skills
I think Doma is still a ways off, so next possible place could be Near East aka Thavnair? That being said...
Tank - Mystic Knight
Mystic Knight so fits Thavnair, turbans.
Imbuement of sword = tank stances? Fire = dps, Blizzard = tank, changing imbue could also change certain combo effects/ability effects.
Lightning for utility, stun, range pull, etc.
Various shields, Shell, Barrier, and Wall.
Dps - Geomancer
Still no new Caster Dps! Does fit Heals more but would be neat as a Dps, though may differ to original ff geomancers.
Sandstorm, sinkhole, petrify?, Quake LB!
Could still play support role like that of MCH and BRD. Something like changing terrain = effects similar to songs?
Healer - Dancer
Dancer outfits, Does fit Dps/Support more but would be neat as Heals.
Various buff/heal dances, melee ranged heals - Dance Partners! XD
Would still need some form of range so it doesnt have a disadvantage to other healers and to prevent tunneling. >.<
That's mathematically incorrect. With 1:2:1 light parties and 2:4:2 full parties, 3 new jobs should leave us with 4 tanks, 8 DPS, 4 healers.
More specifically we should have 4 tanks, 4 melee dps, 4 ranged dps, 4 healers. Looking at the existing jobs, we're missing 1 tank, 1 melee dps, 1 healer.
There's more to it than just that in FFI, Thief upgraded to Ninja. Ninja has a long history of requiring Thief, or heavily benefiting from levels in Thief in the series. The first named Ninja, Edward "Edge" Geraldine, even had both Steal and Mug as abilities in FFIV and the After Years. Meanwhile, in all three Tactics games, Ninja requires levels in Thief to unlock. In other games where Ninja is again, unlockable, it is often a while after you get access to Thief and shares a lot of equipment with Thief. Honestly, just accept that Ninja is to Thief and Rogue as Paladin is to Gladiator or Black Mage to Thaumaturge.
[QUOTE=MiniPrinny;3699824]There's more to it than just that in FFI, Thief upgraded to Ninja. Ninja has a long history of requiring Thief, or heavily benefiting from levels in Thief in the series. The first named Ninja, Edward "Edge" Geraldine, even had both Steal and Mug as abilities in FFIV and the After Years. Meanwhile, in all three Tactics games, Ninja requires levels in Thief to unlock./QUOTE] yeah i wasnt gonna go as far as to add edge and all but youre definitely right, in ff5 i think they made a distinction to seperate the two main things(3 as well? cant remember just know ninja was the ultimate melee in that one as sage was the ultimate caster) anyway yes youre absolutely right, more reasons behind what i was saying, but i am curious as how they would make t different and distinct to ninja/rogue is in 14
Already put up what I would think 4.0 could have, but thought I would add a few for other possible places like the Garlean Empire and Doma >.<
Garlean
Tank - Whatever Rhitahtyn is suppose to be with his Gunshields, or... maybe a kind of engineer that uses smaller magitek armor? XD
Dps - Definitely a gunblade wielder, not sure what called, Ravager? Duelist maybe?
Heal - Chemist, simple enough >.<
Doma
Tank - Samurai, still unknown for being dps or tank, but cant really think of anything else that would fit
Dps - Kind of want to see a Gambler, RNG dice and even cards but with possible bad effects unlike AST's card, oh the pain XD
Heal - Exorcist would be pretty neat, heal/buff party members while removing buffs or adding bad effects to enemies, and maybe getting some help from friendly spirits!
I know this will probably never satisfy the proponents, but I doubt that we will ever see Chemist as a job. Mainly because we already have Alchemist as a DoH class. We may get a class that has mix as an ability, but I seriously doubt it'll be called Chemist. And I can virtually guarantee you that we'll never get a job healer or otherwise that will require consumables just to do its job. I could see a job such as Oracle or Onmyoshi getting the mix ability potentially.
If 4.0 is in Ala Mhigo
Tank : Viking (With Hammer - Mjolnir for Relic)
DPS : Mystic Knight (Ala Mhigo = Ilberd = Enchanted his sword)
Heal : Chemist (Not a magic healer and this is very cool)
If 4.0 is in Doma
Tank : Samurai
DPS : Beastmaster / Artist (Weapon : Brush - Paint Beast and Yokai with Ink and magic Ink power - Okami x Naruto's Saï)
Heal : Exorcist / Onmyôji (Weapon : Talisman or Amulet)
Assuming Ala Mhigo
Tank: Runic/Mysic Fencer/Knight: saber type swords, stances are enfire, enblizzard, and/or enthunder. Tank stuff.
DPS: Red Mage/Ravager (rapiers as weapon, each ability will be element based like fire strike and whatnot and has some party buffs and multiple enfeebles [or multi dots since debuffs we get are generally useless in most situations]. Dps in between bard/machinist and monk/drg/nin).
Healer: Dancer (TP based frontline healer similar to the ff11 version. Waltzes as cures, sambas as buffs [i.e. drain samba restores health like bloodbath for the party members attacking yhe same target], steps as debuffs, and a combo or ability that restores some TP.)