Chocobos As A Unique Class Entry
Well, we already know Arcanist and Musketeer are classes awaiting to be unlocked in the near future, after all the issues are dealt with, of course. However, here are some ideas I've conjured up through my experiences with the game and it's lore.
Chocobo Handler/Jockey (Disciple of Beasts)
This would/could be a completely new class all together and a unique addition for Chocobos to have a larger role than any other FF game. Dealing with
breeding, raising, racing, and riding of Chocobos as a class in itself. But, just like any other class, you can swap abilities to customize your character, so you can ride a Chocobo as any class. However, to advance your bird skills, and race them etc, you need to switch back to that class for all the interactions.
- Earning money, rare items for crafters to use (I.E. Golden Chocobo eggs, feathers, etc.) and obtaining other rare items only found by digging and racing in races with the bird, not found in any other class.
- Class quests would enable you to dive deeper in the Chocobo lore in Eorzea and also earn a license to race them and such and better equip your bird, by completing the quests and then purchasing the license and new abilites with enough guild points.
- Breeding them would enable you to earn different colored birds with more abilities. You can also buy new gear for them to race better and become stronger/faster out in the field. Crafters could play a large interaction role by making you the necessary gear for them (I.E. Saddles, armored helmets for the bird, protected leg guards, and stat enhancing meals cooked for them by culinarians (Gyhshal Greens and other healthy varieties to improve your birds overall stats).
- I'm guessing at a higher rank in this class you can summon your personal, customized Chocobo with a Choco Whistle and store items on it via Choco Retainer (200 bag space). You can buy a bigger bag with Guild Points and from crafters crafting them for you, and then ride your mount anywhere around the world. Choco Whistles need repairs when you use them too much.
I have some more interesting ideas, but this is just a start for the developers to get some ideas and brainstorm a bit.
Other Ideas Floating Around
Mechanic (Disciple of the Hand and War) *Mixture of Both
- The Garlean Empire have the only known mechanics in the land of Eorzea. They are situated in the far North Eastern part of the map. I'm guessing Cid might have a cameo role in this game by being their main mechanist for hire.
- Imperial storyline quests can enable you to build your own mechas and use them in battle, similar to a Beast master, summoner or Puppet Master.
- Repairing them and upgrading them through Garlean technology, you can use alloys, metals, and advanced technological breakthroughs, Eorzea could change drastically through this new class advancement hybrid.
- This class would/could also enable the repairing and flying of your own Airship, and trading these skills can enable you to fly one as any class and build (customize) your own. Flying them would be completely instanced to make the game concept work smoothly though, but enables you to get anywhere you want. Fuel would be the repairing ingredient needed along with other parts.
Shepherd (Disciple of Beasts/Land)
- Playing as a Shepherd you must herd flocks of dodos, groups of goat and sheep, and other various creatures around Eorzea from various point to points and protecting them from harm.
- This class could also serve as a hybrid class, working as both a Disciple of the Land and Beasts class by extracting meat, fur, feathers, and hides through quest completions and such, but also to command the animals to protect themselves and you from encroaching enemies (I.E. wolves, puks, hyenas, efts, etc.).
- The various water wells you see from time to time around the land can be the water sources you use to guide your flock to on quests and such, along with also being used to heal them.
- Levequests can include, defending the flock for a set amount of time from an encroaching hoard of hungry monsters, guiding them from Point A to Point B, extracting materials from the flock (I.E. rare items, feathers, fur, etc.) and other various concepts.
Summoner (Disciple of War and Magic)
I've read through various levequests, NPC's and other lore-filled text that Arcanists seem to be this games Summoning class. They use staffs with magic genie lamps on top to call forth summons to fight for them.
I could be very wrong though, but I've read on a few levequests that through the Arcane arts,
beasts can be summoned forth through the Necrologos to fight for you, along with other various means.
Arcanists are very knowledgeable with all the books they keep around in their library, but other than that, they are a very mysterious class. The details on the levequest description are all I have to go buy but I am pretty sure this class is for summoners.
- Since their guild and weapon of choice have already been determined, all that is left are the summons from the Necrologos and various other magical creatures that are awaiting to fight for you.
- Titan (Kobold God), Ifrit (Amalj'aa God), Garuda (Ixali God), Leviathan and Bahamaut are freaking HUGE in this game and play a vital role in the Main Story, I am not very certain if they can be called in as possible summons. However, calling forth various creatures already present in the realm along with new and old summons (I.E. Carbuncle, etc.), things are possible for this class to work.
- If anything, with the re-working of the battle system and what not. I can see summoners using a smaller-medium sized summon through out battle, and when enough TP and MP is built up you can summon Ifrit, Titan, Garuda, etc. for a brief cutscene of them entering battle and demolishing everything claimed in the vicinity. The downside to this is mass enmity given off, however, everything might be killed by the summon anyways.
- Depending on your Diety chosen, you get increased stat bonuses for those summons and certain perks.
These are just random ideas. Discuss more and see what you guys can come up with! :p