This is why SE doesn't listen to the western community. If they use polearms, they do. Get over it
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Make the base class Pickpocket and the job Thief. :P
i'd like to see redmage come out of glad+thm as a dps job utilizing fencing and those EN-spells.
i'd love to be a bluemage.
dancer or ninja would make for an interesting evasion based tank with lots of dodges and parries. World needs more tanks.
musketeer which is all but confirmed looks like it could also be tons of fun, no idea what the jobs might look like as a corsair rehash might step on bard's toes.
Red mage and thief just doesn't feel right without them
Sniper, camper, RPG-er, bomber.
Anything but more FFXI rehash
Blue Mage done as a tank would be interesting. it's not the job's traditional role (though honestly, it's traditional role goes from non existent to gamebreaker in ff5 at least), but what is blue mage all about? finding monsters with special abilities, and getting them to use said abilities to melt your face off so you learn them. sounds like a tank to me.
I'd really like them to open up the ruins of Sil'dih and give us the chance to be a Necromancer job (it was in Final Fantasy V). I've been quite interested in Sil'dih's tale, especially after I finished Ul'dah's storyline.
Other than that, we could use a "scout" type class like Thief and Ninja. Also Musketeer as another ranged class.
Anything land or hand, no more combat classes please.
for the hand, someone about engineering? but surely when we will get in the empire territory.
we still miss some mainstream class like an user of dagger and a user of 2 hand sword. especially since soo many main character of the series was using this sort of weapon.
and personally they add one of those i will directly do this one ^^
A tinkerer or engineer DoH class would be interesting, though finding a use for their craft would be difficult. Engineers in WoW had special mounts they could make for themselves, perks and abilities they could attach to their own gear (rocket jets to their boots to allow them to run faster for a few seconds, a parachute on their back to slow fall if they were knocked off a cliff), not to mention stuff like the explosive sheep (minion-type pets that followed you and would home in and explode on mobs and enemy players that attacked you) and grenades.
Of course, in WoW's case engineering was more an attachment to your combat class. Not sure how to make it standalone, much less how to have them create a use for themselves in the game.
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As for me, Fencer (class) => Red Mage (job). Someone should ask Yoshida about this in a specific manner rather than asking "lulz wh3n rDm?!" like the press has this odd tendency to do.
For my brothers I would like THF, RDM, NIN, SAM (Tank) and BST because I know they are super psyched about those. Personally I would like a Chemist healer which uses TP to heal most of all, but if I had to go with something more likely maybe BLU/Morpher. What I really don't want is for them to waste a potential new healer slot on the lame DNC.
Whatever jobs they add though I just want them to come ASAP, for me it is the most exciting thing I am looking forward to in ARR together with the Gold Saucer that has card game.
I'd love to see Wyvern Master, a second job option that requires LNC 30 and maybe BST 15 if they ever add beast. They would be a lancer wielding healer or maybe DD with a wyvern at their side. For heals it could be like the old Drg/Whm in FFXI with the healing breaths. I really miss my FFXI wyvern ; ;
I also saw the chemist idea, and I have to say I love this one! Maybe do Musketeer 30/Alchemist 15? =D They could be heals!
Also for the musketeer class we have coming, I would love to see something like the FFXI corsair with the dice rolling, perhaps a gambler style job.
i still don't see why everybody want to see SAM as tank, by nature the Samurai is an attacker... not really a tank. for rdm, yoshida have already talk about the possibility of cross jobs for this one like whm and blm will unlock it
for the tinkerer/engineer, they can be the one making gun, special equipement for the house,...
SAM was intended to tank in FFXI but the devs never got around to fixing parry mechanics and the other stuff that would make it work. That and the game does need a new entry into the tank roster.
I'm hoping he reconsiders because that means he's not been paying attention to the discussions on RDM throughout beta nor the stuff in my sig.Quote:
for rdm, yoshida have already talk about the possibility of cross jobs for this one like whm and blm will unlock it
even if in FF11 it was planned like this, we already have a tank based on the parry is called the warrior and we see the result.
Dark knight can be more interesting since he can use dark power for cripples monster and make them deal less damage (by example) then even if he is on parry, he will have a chance to shine in endgame.
even if i think some other choice can be good, but for now it's clear that paladin is the best choice (it sad me but... it's like this, to have a ton hp don't compare to reduce damage taken)
about the RDM it's a class way too powerfull, they need to plan this carefully and make it a jobs that recquire jobs for geting it is a good idea. as reminder, the Red Mage it's a jack of all trade. he can do melee, healing, buffing, magical attack and debuffing. in a solo game is ok... in a mmorpg it's a trouble to balance it.
about the tank roster, if you look in the final fantasy series, in the jobs that have appear through all the final fantasy, you don't have a lot.
when i think about it the two evident choice is dark knight and paladin. outside this, what you have that can do it? viking? berserker? (they are both really close of what we have with the warrior)
Evade tank and parry tank are never good... they always fall behind the tank with shield. it's a huge problem to choice a class/jobs to add to the roster of the tank.
and actually what the game lack is debuffing class (and i don't talk of dot, but real debuff)
Well, I never played XI, but I heard about Ninja and Samurai and that sounds awesome.
False. Going into 2.0 WAR went from parry tank to self-heals tank. WAR's survival is entirely tied to self-healing via cooldowns as well as Inner Beast.
Sword, Attack magic, Restorative magic; there's the building blocks for a Red Mage. As per the console FFs a Red Mage would not work in this game. Better to have it lean in one direction and let the armoury system do its thing. Ramsey's idea (the link in my sig) pushes it in part toward DPS the way BRD was, with utility via magic.Quote:
as reminder, the Red Mage it's a jack of all trade. he can do melee, healing, buffing, magical attack and debuffing.
My own suggestion would be to go with that concept and takes it further by giving RDM limited utility via potential off-heals and ways to disrupt enemies. If you're familiar with sword&magic hybrids, the design choices are fairly obvious (most attacks requiring melee range, off-heals being situational and dependent on procs, more focus on front line combat and utility that compliments front line combat).
I'd like the Musketeer atm, though it wouldn't look like Vincent V. from FFVII still would shoot *3* so nice
But I'd really, really and I mean REALLY would love a full debuff ranged mage, totally the opposite of a healer, something that reduces healing effects, applies slows, AoE stuns/sleeps, I don't know if there's a class with all that atm so excuse me if I'm asking for something that exists xD! Not really a Damage Dealer, but just an Evasion debuffer mage, I would main him so bad!!! And if he could summon undead pets to buff his lack of damage I would fap to him badly *3* Some kind of Necromancer? Lol
Every class from 11 should return they were all badass, I'd love to see the subjob return instead of this cross class skill crap.
Call me trite but I'd love to see a pirate class. >_>
Maybe to fit with the lore of pirates being generally bad news in Eorzea they could call it "Privateer", that way you could be a pirate and still technically a hero. <_<
PAX interview: http://massively.joystiq.com/2013/09...expanding-fun/Quote:
Also under consideration is the possibility of combining two jobs to form a third, such as White and Black Mages combining to form a Red Mage.
I'd personally love to see Blue Mage, Samurai, and Red Mage make it in.
Blue mage, and Mystic Knight.
really, the only way to fix the tanking imbalance is to release a new, shiny tanking class that folk'll level just because it's new. Mystic Knight, all the way.
Corsair, 100%. i want it so BAD
We could use another Hand class. With the Musketeer coming, the three cities will be perfectly balanced--each with three War, one Magic, one Land--except for Hand. Ul'dah and Limsa Lominsa each have three Hand classes but Gridania only has two. Bonecrafter leaps to mind (it was a crafting catagory in FFXI), but it always seemed a bit limited and has been thoroughly folded into Goldsmith. Something to do with Imperial tech sounds intriguing, but doesn't seem like it would fit very well in Grid.
THIEF!!!! But really if it's in tactics then I'd like to see it in here.
Dancer, PUG 30 Main, Cnj 15 sub, Support
Dark Knight, Glad 30 Main, Thm 15 sub, DD
Geomancer, Conj 30 Main, Pug 15 sub, DD
*New Class, Musketeer Gun.
Corsair, MSK 30 Main, Arc 15 sub, DD
Ranger Arc 30 Main, LNc 15 sub, DD
*New Class, Thief DW Dagger DD
Ninja, Thief 30 Main, Pug 15 Sub DD
Beserker, War 30 Main, Lnc 15 Sub DD
*New Advanced Classes - Opens a brand new level 1 job.
RedMage, Requires 50 CNJ, 50 BLM, Rapier First Hybrid
Puppeteer, Requires 50 MNK, 50 GSM, 50 SMN Puppet Second Hybrid
Samurai, Requires 50 WAR, 50 PLD, 50 LNC Great Katana, Tank
Nina (Alternative) Requires 50 THF, 50 MNK Nodachi, Hybrid Tank/DD
There is a list of things I want. Go make it SE
I see a lot of love for the red mage but i'm curious how it would be integrated with the current trinity system.
Would it be the first legitimate dps or healer class? this would require a rework of the duty finder. As well as dwarf both white and black mages.
Would it just be a "gimped" dps class that could help out with heals? Who would ever want this in there party?
Would a new support role be added to redefine the trinity? Could include time mage, red mage, or any standard dps.
Not sure if anyone has addressed this or not but i'm just curious.
the best way to handle RDM, imo, would be to just make it a DPS class. WoW's solution to hybrids was pretty much -- have them take a defined role, and give them some versatility (usually some decent off-healing) that defines them as hybrids. Enhancement Shamans in that game are probably the most "RDM" feeling class i've ever played in an MMO, and they did melee DPS. they have a buff that stacks on melee hits that makes spellcasts instant at 5 stacks. i could see something similar working for RDM. throw a few sword hits out, gain the ability to toss a insta or very fast cure/fire/whatever out.
Personally I prefer if Yoshida's team focused more on classes that actually do something rather then put in pointless class bloat like Tanaka did in XI.
Classes and their jobs I would like to see.
Thief: A dual wield dagger class.
- THF 30, PGL 15: Ninja- adds a shadowstep and shuriken toss job abilities.
Swordsman: A greatsword using DPS class.
- SWD 30, LCN 15: Samurai- A pure melee damage job
- SWD 30, THM 15: Dark Knight- Gets the standard Darkside ability and a few dark spells to throw around.
Fencer: Rapier using melee class.
- FNC 30, THM 15: Red Mage- Gains the ability to reduce the cast time on spells through melee strikes.
Purely the Job's I would like to see.
Geomancer: THM 30, CNJ 15- Gains the ability to use all the elemental spells while under the Astral/Umbral effects.
Dancer: PGL 30, CNJ 15- Does some damage while interspersing healing dances and buff dances.
Dark Knight: GLD 30, THM 15- While already stated above, it would be nice to see a sword and board build in a dps role.
I lean more towards 3.0's ret paladin, but enhance shammy would also work.
As I see it, you enchant your weapon (seals, enspells), have a hard-hitting attack determined by the enchant (Judgment, Magic Sword), have a nuke that takes a while to cast but can become instant through procs (Exorcism, *insert any nuke you want between Fire, Blizzard, Thunder, etc*), have a heal that is expensive and inconvenient when used outside of procs (Flash of Light, Chant), maybe an MP refund mechanic when Magic Sword is used (as RDM wouldn't have Aetherflow or the BLM MP mechanics). This is on top of whatever offensive skills it would gain from its parent class (which IMO should be Fencer).
Ooh just thought of something for RDM that just might work with the current system!
New disciple of magic CLASS not just job. It starts out as a DD that combines Enspells with some nukes while using a sword of some sort for their melee damage. Also with them being a Disciple of Magic, their En spells could be based on the magic stats that would be already found on most DoM gear.
At 30 they unlock 2 jobs. Not sure on the names of the jobs, but one could continue to be a DD with more nukes and En spells to continue to enhance their damage, while the other could branch off into more healing and become the healing side of RDM.
In this way it would use a very similar set up to the current Arcanist branching into Sum and Sch.
The big one I want to see is Dancer. I would love if it branched from Pugilist and was some sort of melee healer.
I also really hope Geomancer comes from Conjurer, even though I wouldn't play it. I just feel like it makes a ton of sense thematically and would be a nice way of giving Conjurer a DPS Job.
I'd love to see Red Mage, but I'd almost rather they did a new class for it. I'd hate for it to be relegated to pure caster. It would be cool if there was a Class that had Red Mage and Blue Mage as its Jobs.
The only way RDM can capture the feel of the RDM classes on the consoles(and not the refresh bot from FFXI), is to turn it into a tank class.
How the class would work:
You gain MP everytime you autoattack. (This forces the RDM to be in melee range to be effective.)
Their enmity generating skills are RDM versions of Fire, Blizzard, and Thunder.
Their survival tools are Blink, Reflect, Slow, and Cure.
Their interrupts are Silence and Break.
I would love to see some type of DoM Tank added. Would also love to see Dancer as a tank/support type job.
I stand in the making Red Mage DPS with utility camp. Sword and black magic are for killing, and those comprise of 2/3 of the school of Red Mage, with the white magic part being there for use if a situation arises when needed. Categorizing it as a primary healer is an insult to the other parts that it is.
Necromancer
Time Mage
Musketeer