Only trouble is what? lol
Printable View
Only trouble is what? lol
It would be a lot of work. Probably more than making a battle class because balancing issues and the # of recipes that'd be affected.
Chocobo Digging?
Archeologist. Venture into dungeons while avoiding enemies using stealth skills. It would give dungeons more life at least.
With the current design of gathering classes.
Whats the difference lol,
Just different name & action icons lol
Someone once suggested Trapper - harvests bones, hides, and meat. It'd probably work a bit more like FSH than it would MIN or BTN, though.
Though it's kind of hilarious to imagine it DOES work like MIN or BTN: a trapper walks up to a Pieste, opens up a gathering window, and starts hacking away with a skinning knife or something while the Pieste patiently waits. XD
They added gardener a while back. All it requires is having a personal house or access to a FC house garden.
A long while back they were talking about adding Herder/Shepard job class where you raise mobs for their hides/skins/meat. However tho it seems they scrapped that idea since nothing has ever been talked about it anymore.
Maybe a bird catching class? Kinda of stupid I know, but it would be to collect or "harvest" the feathers from the bird then return them to the wild. The feathers could be used for weaver to make different kinds of hats with them little feathers on top? It could also be used for the ink and quill recipes? Just a thought.
Archeologist, go to various ruins throughout eorzea to harvest artifacts, which can be used to craft new recipes for other crafts, or are used in actual recipes. Could be used to also add some lore to places like Nym or Amdapor.
Junk Monger
How would you propose giving them items to collect that fit into old recipes? That seems like a large logistical hurdle.
Assuming this question is in reponse to the Archeologist suggestion, in addition to artifacts, bones are something an Archeologist could certainly find which would fit into a number of existing recipes. Additionally, Archeologist could find things like Aged Spear Shafts, or other aged items used to create Zodiac weapon quest items; currently these aged items are only available through desynthesis, but as relic quest difficulty gets nerfed as time goes by making these items available through other means certainly isn't out of the question.
There are doubtless other ingredients that one could finagle into Archeologist that aren't immediately apparent. After all, Botanist has a few oddball harvests (like frogs and scorpions), and so does miner (Adamantoise shells and ogre horns). There's probably a few other existing items that you could think up some excuse for Archeologists to find. Tallow Candles? Tiny Crowns?
This is the question for all of the gathering classes being proposed. Like you, I can only think of a couple, and they are all available through other means. To warrant a new class you'd need 100s of nodes all giving a variety of unique items. Those items would have to be useful for something. So you'd probably have to create all new low level recipes to be retroactively added to various crafting classes.
Or you create a new gathering class that has it's completely separate eco system? In which case how do you envision that working?
I like the idea of a new gathering class, would be fun, but it won't happen in 3.0 series and... it also seems like a logistical nightmare.
SE adds new low level recipes all the time. The biggest batch, of course, came with the addition of housing. In addition to an entirely new category of housing items, things like nails, mortar, and such were added to the existing Crafting Log. Since then, new low and high level recipes have been added pretty steadily, at the rate of generally a few per update.
Would the addition of Archeologist (or any new gathering class) require the addition of a lot of new recipes to be worthwhile? Sure. It certainly wouldn't be the first time SE's added a bunch of new recipes at once, though, so it wouldn't be out of the question.
papparazzi. take photos of players in various glamours to level up.
Hunter! You hunt for game in special spots. Game can only be killed by hunters, and they get skin, meat, bones, feathers etc. Much more than you get with regular mobs. You can set traps with your secondary tool.
How about it?
Shepherd was in the 1.xx .dats but never implemented. The Shepherd's guild still exists.
Of the various classes proposed on the forums, archeologist would be the easiest to implement, but open world, not in dungeons as mentioned above.
We have a LOT of ruins after all.....
I see shepherd a little overwhelming since they will need housing like instances for each player. Unless they use a farm per Housing kind of system. I think an implementation of the companion chocobo with abilities for the DoL and DoH would be easier if not more feasible. Jus like a chocobo helps with healing/DPS/tanking it can help while gathering or leave a treat ability for DoH
Materia maker. Crashing the market 24/7 and forget Sb
Dumpster Diver !
Materia maker just made me think a bit. We already have the lore around aether trough Moenbryda. So how about an "Aether chaneller"? Depending on area and strength of the gatherspot it could give different materia. Maybe it could be even a minigame like crafting which desides the outcome of materia. As this could have a heavy inflict in materia prices, there could also be the possibility for "clear demimateria" like items. So just gil.
I think that could be a fun class if done right.
As a bonus it wouldn't mess with all the recipes for the DoH ;)
Treasure hunter.
Bonus points if it gives us a way to actually chance at picking up what others have discarded, complete with craftsman names, materia included, etc.