Prediction : chemist (heal)
Expectation : geomancer (heal but I'd rather have it as a tank )
Wet dream : Time Mage (dps caster DoT based job
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Prediction : chemist (heal)
Expectation : geomancer (heal but I'd rather have it as a tank )
Wet dream : Time Mage (dps caster DoT based job
I predict a healer for sure, my guess would be a geomancer, possibly with aura and the ffxi bubble like effects.
The second I’m pretty sure will be a melee as it tends to be the more popular of dps classes over the years. I would love to see a dual axe bst, or a berserker type with a big frickin weapon or dual wield that sacrifices hp for attack power.
Though bst could become a good choice for limited the same as pup. Would also tie in with the blu mage events.
As for job additions to the game overall I will guess 7.0 being the last of them as this will tie in with 10 years of ARR and a good place to switch to completing story arcs and such. But time will tell.
The Luopans?
That'd be interesting, but considering how they neutered the variety of Astro and basically turned Selene to Fae glamour they can't bring to bear all of the different effects those would have. There wouldn't be much point in removing some of the complexity for the sake of generalizing all of the healers and then adding in a more complex one. Especially when they'd limit it to one or two single attack spells, one AoE, and one DoT before everything else being heals or shields. If they were adding Geomancers where you had to collect the spells via different locations, they'd have to make it another Limited Job since they couldn't guarantee everyone would get everything. And that'd piss off this fandom something fierce.
BST and BLU would pair well together though, like in the spin-off games where you need a Beastmaster to take control of a monster and make it use skills it wouldn't on you to learn.
I'm guessing Chemist (healer) and Geomancer (caster dps) in all honesty.
My own wish would be for a darkness using caster dps, be it Necromancer or some iteration of Time Mage, or whatever else they could conjure up. Mystic Knight (melee dps adaptation of PLD, with elemental magic) would be nice as well.
I think Time Mage as a thoroughbred DOT mage (SMN is moving away from this) would make a lot of sense. Given the association it's had with darkness wielders (Nabriales, Gaia), I'd hope they'd stick to such a theme, but even switching between the pacifying effects of the light and enlivening effects of darkness would be cool.
I have been thinking a lot and while I am still 100% sure on Geomancer caster, I think they could really do some interesting things with time mage as a healer.
Mostly because Regen is a time mage spell, maybe give us more of a HoT healer with them (opposed to just Medica II and a Regen), and maybe give them a Haste vs Slow stance to manipulate how their spells cast and work since I don’t think either of those spells will be implemented true to form (no matter how satisfying it was to put Slow on a boss with full mnd gear in 11).
I personally would love to see a split for Archer, into Sniper and Bard, I really want to level Archer, but I have never liked Bards.
I’ll piggyback on this list. My thoughts precisely.
GEO: DPS Caster
CHM: Healer
5.5 Limited job: Beastmaster. And it’ll be a gotta catch em all Pokémon style gameplay where you’ll tame monsters in the field.
BST will be a pseudo tank / and they’ll be able to join other BST in duty finder and go on fun walks together hand in hand owning dngs.
My wishlist: Spellblade / Rune Fencer
Taking everything in account we probably shouldn't expect for an actual BRD split, but I'd love to get a new job that's a ranger or perhaps sniper that uses crossbows (or similar). I wish it to use some type of bow as well but I doubt they'll have 2 jobs using a bow-like weapon.
For what it's worth. Bard right now barely has any Bard elements to it and basically plays like an archer already so it's imo not too hard to roleplay into treating it as an archer and neglecting the Bard theme, you'll have plenty glamours for it too. Only time you bring out an instrument is for playing songs, which is an oGCD every 30 seconds and 2 other support oGCDs on long cooldown. The song oGCDs you play on rotation basically just empower your archery.
I don't recall if I gave my thoughts, but given we know a Caster and a Healer should be coming next it should be those two. With that in mind I'm throwing out Onmyouji as a Caster and Geomancer as a Healer. They could combine the two in which case what we get is harder to predict. Otherwise whatever we are looking at is more DoM stuff so it could be a bunch of things.
People keep saying that new jobs will be based on shoring up numbers along cDPS, rDPS, mDPS, Tank, and Heal lines, but I hope they add more that will diversify gear sets too. There might only be 3 rDPS jobs, but so far only one job utilizes Scouting and Maiming gear each.
We know they care about the five roles, they actually devote attention to those being balanced. Gear sets not so much. If anything I would hope they consolidate the three melee gear sets into one. It's kind of silly how it is currently. It takes up a lot of unneeded space in terms of loot. All four other roles use the same kind, and Ninja at least really could be pushed into Striking with no fuss. Dragoon... eh, you win some you lose some, I would count it as a win because we don't have three armor sets for one role when every other role only has one.
I can see them adding 2 more melee dps over the course of next expansions (1 for maiming and 1 for scouting) and embracing the 8-man comp of 4 melee and 4 ranged meta next expansion. Then we'll have 6 melee dps and 6 ranged (3p+3m) dps in total.
What I'd sort of expect as well as love to see is a one handed dual wielding (axe?) Berserker (or "Viking" perhaps) wearing maiming gear, and for scouting a rogue-ish Rune Fencer (spellblade) would be pretty cool.
So you would want a 5th melee dps just so someone can share a gear set? When it's all out of coffers now anyway. It's not like there are Maiming coffers and Scouting coffers, it's all just Legs/hands,Head/Chest. I would say they will round out the melee gear once there are more than 3 casters and 3 ranged physical.
We need a shield tank with cannons attached. A sniper DPS with a gigantic rifle. A combat medic that isn’t wearing a dress or shoots pretty lights.
I mean, they didn't bother with giving it to Dancer. While I wouldn't say it's impossible it seems like kind of a wasted point if they seriously intended to balance them. Honestly I'd rather they just toss Dragoon into Tank, toss Ninja into Striking Gear, and then give us five jobs for every role, but that's only if balancing the jobs by gear actually mattered.
Seriously though, has it ever been confirmed that they are going for having equal amount of jobs for each category? Cause I always thought they were going for ideal party comp of 2 melee and 2 ranged, meaning that melee is in shortage right now (4melee and 6 ranged). It would also make sense with the fact that melee has 3 different gear types. Like I've said in prev post how I see it they're going to add 1 or 2 more melees.
Melee, often being the poster job, generally seem more popular too. Not right now probably but I think definitely if they add some missing archetypes (Berserker type would be huge).
When asked why Dancer was a ranged job, they answered it was because there was only 2 ranged.
They also added GNB to balance the amount of tank jobs in the game as there was 2 spot but 3 jobs.
Also, Warriors fills the "Berserker" archetype. Angry warriors that (often) use big axe.
Only 2 physical ranged can also make sense as an argument if they want equal amount of casters and physical ranged to stimulate the 1 caster , 1 ranged and 2 melee hypothetical party comp, it was also a response to explain why DNC wasn't a healer probably and it wouldn't be a stretch to assume that there were other reasons that made them avoid adding another healer and couldn't make DNC work yet. Doesn't necessarily have anything to do with how many melee they are aiming for unless they worded it differently.
Warriors are tanks. I'm using "berserker" broad here and consider DRK and GNB also berserker-like (instead of refined precision strikers), but they are also tanks.
Something else that makes me believe they will be aiming for 2 melee and 2 ranged comp in parties is the AST cards, half of which for melee and other half for ranged. Dungeons for sure would would be aimed for 1 melee and 1 ranged (otherwise you need to buff tank), and if you multiply that you have 2 melee and 2 ranged for 8-man parties. Something to consider.
This, as well as 3 different sets for melee and the fact that fight encounters seem to be designed for 4 melee and 4 ranged, makes me think they are aiming for 2 melee and 2 ranged for ideal comp which thus would mean melee is in fact in shortage right now and needs 2 more jobs to better represent ideal comp (especially for dungeons) and also fill maiming and scouting gear sets.
I wouldn't think of Holy Knight personally, but honestly it's just too far from the point where we could even discuss a hypothetical Melee Caster to see how it would work, Red Mage would have been a perfect fit for that role for instance. If we had six roles instead of five it would probably have been pretty different from where it currently is after all.
I can see them just go with 4 jobs per role (so one healer, one physical ranged and one caster to be added). DPS wise, since Shadowbringers it's quite common to see triple ranged and one melee DPS. I'd rather have them go in that direction of flexibility to fill those 4 DPS spots rather than have 4 distinct subroles in DPS, with different jobs competing for these spots (especially with FFXIV's history of shaky balance).
I'd expect Ranged DPS to come in as a single job in the expansion after this one. Maybe. Honestly it's hard to tell. If we had an idea of their time frame for how much longer they intend to go it would be easier to predict. As they have finished off races (barring hopefully adding the other races, gender lock is extremely bad), jobs are likely going to finish soon as well.
well if they going for garlemald theme expansion, i expect some "high tech" looking class.
mechanic maybe? (cid), long range class but you build a defense system like turret, traps or "weaponized flying kettle"
If we get even closer to Garlemald proper, Chemist as some kind of magitek-based healer could be likely (but I think it could also work as some kind of Thavnairian salvemaker, too, there are a few ways Chemist can be interpreted to fit well into FFXIV). It feels doubtful we'll get Geomancer at all because I think there was a lot of emphasis on it as "this is just an Eastern hybrid of conjury with principles of astromancy".
Did anything ever happen with that Onmyouji/Mystic job concept I recall being shelved to do SAM/RDM as fan-demanded jobs instead? That could be a possible caster DPS if they bring it back.
I'm on the same page.
I reckon something to do with Chemist for a healer job, and Geomancer (by way of amalgamating Yanxia Geomancy and some Onmyoji concepts) as a caster DPS.
I can see Geomancer working with ground based AoE effects (think Doton, Sacred Soil etc) as a support caster DPS, with a similar level of rDPS to Bard.
Bundle in some channelled 'spells' and a unique rotation and there's enough there for a caster that works differently to the other three.
[Also Beast Tamer as a physical ranged limited job wielding a Whip, but let's not go too far down that road right now...]
I always figured GEO's terrain manipulation stuff would make it tough to implement because the game has dropped ground-targeting reticles for DPS jobs. Only the healers have one each, plus DRK's Salted Earth, and I think it's because they're relatively infrequent even used on CD. If skills like that are handled like Doton and just make the target the central point of the effect, I could be convinced hahaha. Those Sai Taisui in Swallow's Compass are pretty obviously offensive GEO concepts. I think some lore would need addressing to make it a support caster though, because of how it's been painted as a healing practice in-game already, I think?
Oh my sweet summer child, you have opened that can of worms. It basically comes down to Yanxian lore not having them as healers. But Kyokuho is mending a barrier surrounding Kugane that his great grandfather built in the Ast story.
It basically comes down to nitpicking some poorly translated quests wording and how people interpret what the npc’s in the quest say.
Give the ground effect dual purpose.
Perhaps one has a HoT for party members and a DoT for enemies within the AoE.
Perhaps it has a slight DPS buff for party members and a damage down debuff for enemies.
Or a defence buff for party members with a defence down debuff for enemies.
I'm talking 2%/3% effects similar to Bard.
That reflects the 'healer' aspect in the form of a support DPS role.
There was a mock up made pre Stormblood that had this really intricate playstyle that involved a buildup of Water/Wind/Earth aether and involved having Geofields placed automatically at your feet and you popped them after you were done in a certain aether to buff your team. I think popping the water one gave an mp refresh, wind gave haste, earth gave regen I think? Granted this was 2017 so some of the concepts do not age that well in certain regards.
Would be a fun way to fill in support caster role without having to place anything by hand.
what i really want is a class that is magic focus but melee based. so basically like a battle mage or something. no RDM didnt count because 70% they are still on range casting spell.
i want something like melee sword but the class imbued it sword with element to hit their enemy and maybe some close range magic spell that active via combo or proc (rune based maybe?)
A Spellblade?
something like that. though i guess considering the simplicity of FF14, it probably just end up as melee class with "magic" flavor and attribute. standard 1-2-3 combo and end with instant melee range magic spell and whatnot.
its not original yeah but i kinda want one because i just realized that none of the dps class in this game actually wield sword like standard knight/warrior class in other mmorpg (in here they end up as tank)
i just want a dps class that wield 1 or 2 handed sword damnit lol
I'll try to make a big compendium of everything we can get so far, don't hesitate to add somethings and criticize things you don't really appreciate.
Everything that is listed below are entirely subjective, and I don't rely on anything but the current state of the game and the FF series in general.
I want to add that I'm not a native english, so excuse me for my writing in general.
So let's start by making a non exhaustive list of recurrent jobs present in the FF series and that is not currently available in FFXIV :Now that we have a list of possible jobs, let's think about the different difficulties / things that we need to consider in order to implement the job in FFXIV :
- Geomancer : Focus on earth / rock magic who are capable of modifying the battlefield.
- Sage : Considered as the ultimate magic class, because it can basicaly use any black and white magic spells.
- Chemist : Pretty self-explanatory, use self-made potions or elixirs to heal / attack.
- Gambler : Use random to attack
- Mime : Copy ally ability
- Time Mage (Weapon : Daggers, staff) : Use time magic to support ally or debuff ennemy in some case.
- Mystic Knight / Spellblade : Use magic to enhance their swordsmanship
- Beast Master : Use ability in order to tame beast and use them to fight
- Green Mage : Mage focused on debuffing ennemies and buffing allies
- Weapon diversity : The weapon of the class have to be most likely different from every class (WHM/BLM are slightly different and SCH/SMN came from the same class)
- Job diversity : As we can see in this chart I quickly made below, SE try to seperate by one expansion every role they add(Didn't count BLU, because it is a limited job), we can expect to have a healer, and a caster or a melee for the 6.0 (or maybe all of them if they add 3 jobs like HW)
https://i.imgur.com/p5LkcIu.png- Job uniqueness : One of the things I think they take in consideration, and we don't directly see but we can sense, is the fact that they try to make everyone of them different to play, not only by their playstyle, but by their identity, so a berserker (which is a job I didn't listed before), will be pretty similar to a WAR, so pretty sure it'll not be in 6.0 at least.
- Job popularity : If a job appear in multiple FF jobs or more emblematic one can greatly influence the decision of choosing this job or not.
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