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  1. #21
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Erika Indira
    World
    Sargatanas
    Main Class
    Pugilist Lv 75
    "Red Mage as a jack of all trades class"
    impossible with the armory.
    (0)

  2. #22
    Player
    Akira_Tenshi's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,381
    Character
    Akira Tenshi
    World
    Odin
    Main Class
    Weaver Lv 80
    Give them a break man, the game has only just released and with 2 new jobs.
    (0)

  3. #23
    Player
    Kagato's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    627
    Character
    Chie Kaisuri
    World
    Balmung
    Main Class
    Marauder Lv 60
    So far, the only classes/jobs I have even seen being hinted at by the dev team is the Musketeer. However, Yoshi-P did come right out and say he's thinking of how to include Dark Knight, whether it's a branch off from Gladiatoror Marauder, or if it's a different class/job of it's own.

    So we can assume that Musketeers and Dark Knights will be soon, if not next. And I can tell you one thing... I'll be the best damned Dark Knight. Gonna be the very best, like no one ever was.

    Until then, Warrior has been quenching my heavy weapon thirst.
    (3)

  4. #24
    Player
    Mazi's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    274
    Character
    Mazi'to Apkallu
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Mazi View Post
    We then asked Yoshida whether other classes will have access to multiple jobs, much as Arcanists can dabble in Summoner skills. He said that we'll probably see more of that in the future. There will likely be existing classes made able to branch off into other jobs, and he does consider it highly important to have variety and lots of flexibility in the game's class system. 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.

    He also laughed and mentioned that there's a "high possibility" of new jobs debuting prior to future expansions.

    http://massively.joystiq.com/2013/09...expanding-fun/
    Oh man so glad this guy posted this lovely interview from PAX that people should definitely read :O
    (1)

  5. #25
    Player
    Beardflex's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3
    Character
    Beard Flex
    World
    Balmung
    Main Class
    Lancer Lv 50
    Can someone quickly explain why Samurai should be a tank? I feel Samurai would branch off Lancer really well. A Samurai to me is a medium armored burst dps, similar to LNC.

    Nothing about Samurai screams tank to me.
    (0)

  6. #26
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Whatever the next job is, it's gonna be a caster.
    (0)

  7. #27
    Player
    Roaman's Avatar
    Join Date
    Aug 2013
    Location
    Garlemald
    Posts
    35
    Character
    Roam Pierce
    World
    Aegis
    Main Class
    Marauder Lv 16
    i'd say musketeer is next because their guild is already in the game but i do hope they'll come up with new never before seen classes and jobs

    New Classes/Jobs
    It’s fun looking back at the various Jobs and classes featured in the Final Fantasy series history as potential candidates to be added to Final Fantasy XIV: A Realm Reborn. Heck, you can even look at Final Fantasy XI for some obvious examples of classes players would probably like to see in ARR. However, the system ARR uses makes considering the logistics of these additions somewhat perplexing. For example, it’s not too hard to imagine Square Enix adding Dark Knight to ARR. GLD+CNJ gives you a Paladin, GLD+THM could easily give you a Dark Knight Job. But what about some other classes and Jobs that aren’t represented at all in either gameplay, theme, or aesthetic in the current game? Are these still possible? Or would Square Enix look more to add Jobs such as Dark Knight, which easily fit within the current crop of classes available in the game.*
    To illustrate my point, I used the example of adding Ninja to the game. You’d probably want a “Thief” base class for that, but this doesn’t currently exist, so would Square Enix still be open to adding it?We were told that, yes, Square Enix would be willing to add these sorts of classes and Jobs if the game needed the team roles and if it wouldn’t break the current balance of the game. Adding something like Ninja (and Thief to go along with it as a base class) would be a massive undertaking as one might imagine, as each class also features its own guild and missions to go with it. For certain iconic classes or Jobs like Ninja, Square Enix is willing to do it, but they are definitely putting more of an emphasis on trying to find Jobs that can fit within the current scope of the game’s available classes.
    http://www.mmorpg.com/gamelist.cfm/g...13.html/page/1
    (0)
    Last edited by Roaman; 09-04-2013 at 03:38 AM.

  8. #28
    Player
    Mazi's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    274
    Character
    Mazi'to Apkallu
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Beardflex View Post
    Can someone quickly explain why Samurai should be a tank? I feel Samurai would branch off Lancer really well. A Samurai to me is a medium armored burst dps, similar to LNC.

    Nothing about Samurai screams tank to me.
    Much like how NIN was actually a Enfeeble DD in XI, Samurai was originally designed to be a tank but some how we all managed to mess that up and Sam ended up the DD and Nin was the tank.

    Quote Originally Posted by Molly_Millions View Post
    Whatever the next job is, it's gonna be a caster.
    We already have a bunch of casters, 2 healers 2 DD, if anything a Ranged DPS like musketeer is much more likely.
    (0)

  9. #29
    Player
    Rythless's Avatar
    Join Date
    Aug 2013
    Posts
    46
    Character
    Rythless Bliss
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Considering there is already a Musketeer guild in the game, I would go with that being the next class, with the job being Onion Knight.
    (0)

  10. #30
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Mazi View Post
    We already have a bunch of casters, 2 healers 2 DD, if anything a Ranged DPS like musketeer is much more likely.
    Here's another idea:

    Musketeer: The use of firearms requires not only intensive training and a good amount of talent, but also sharp eyes and quick reflexes. It is on these ideals that Limsa Lominsa's Knights of the Barracuda test their recruits, and in turn have within their ranks some of the most talented sharpshooters in the realm. While musketeers generally work in units, they are also trained to work on their own and are more than capable of completing mission objectives laid out by their superiors with little or no help.

    Though the musketeer can be seen as someone who focuses on eliminating their targets quickly and discreetly, they are also trained for survival in terrains that may not provide them with ample cover. This allows them to be moved between the medical corps and the gunner batallion, depending on the musketeers' own talents and what the thalassocracy needs.

    Concept: Ranged attacker with some CC and a minor heal. Think a trained soldier that knows how to attack, knows how to temporarily hinder enemy advance and knows some emergency medicine that may keep them going a little longer before having to go see a real medic.

    Sample abilities

    Rifleman' Clip: Stance. Increases damage dealt by 5% while active.
    Focused Shot: Fire two quick, consecutive shots at target enemy.
    Steady Shot: Fire a powerful shot at target enemy. 2 second cast time. Requires Rifleman's Clip or Mechanical Clip.
    Stock Strike: Requires melee range. Hits target enemy with the butt of your musket, stunning them for 3 seconds (could be a knockdown instead)
    Leg Shot: Reduces target's movement speed by 50%.
    Barrage: The next four shots ignore the global cooldown
    Field Potion: Self heal. Heals HP for X% of your AGI.
    Mortal Shot: A low accuracy, high damage shot. Combo => Steady Shot: Increases accuracy. Requires Rifleman's Clip or Mechanical Clip
    Piercing Shot: Deals damage and places a bleed on target for 20 seconds.

    Musketeer Notes:
    - The two jobs to come from this would be, as suggested by the descriptiuon I made, Gunner (DPS) and Chemist (heals). Ideally I would split them by having GUN focusing on muskets and CHM focusing on pistols. As such, musketeer can equip both.
    - To put any fears at ease, Field Potion's scaling would be poor at higher levels, helping you at the most absorb one enemy hit before taking a dirt nap.

    -----------------------------------------------------------------------------------------

    Chemist: Unlike those who use magic to close wounds, chemists prefer to rely on scientific discoveries to heal the ailments of their allies. Using modified pistols loaded with quick-acting salve pellets, a chemist can easily triage a serious wound while preparing a bigger concoction to fully heal their fellows. While chemists prefer to enter the field as battle medics, they are also familiar with the use of science as a weapon, and as such have a couple of tricks up their sleeves should the enemy get too close, and their pistols can easily be turned to their enemies should the need arise.

    Concept: A ranged healer that has abilities that double as damage and heals depending on the target. May be seen as a little more active than WHM due to having buffs to heep up on themselves to heal at max potency.

    Sample Abilities

    Medic's Clip: Stance. Increases healing done by 15% and decreases the GCD of all healing abilities by .5 seconds. Disables auto-attack/auto-shoot.
    Focused Shot (Medic's Clip): If used on an ally, heals that ally for some HP per shot. Using Focused Shot on an ally or enemy grants the buff Medic's Aim.
    -Medic's Aim: Increases all your healing effects by 10%. 12 second duration.
    Alchemist's Potion: Replaces Field Potion. 20-yalm range. Heals target ally for moderate amount of HP.
    Homebrewed Mega-Potion: Throw a flask at a targetted area, causing it to emit healing vapors that will heal allies that step on it for X HP. Lasts 8 seconds.
    Remedy Dart: Removes all enfeebling effects from target ally. Requires Medic's Clip.
    Tranquilizer Dart: Puts target enemy to sleep. Requires Medic's Clip.
    Phoenix Pinion: Throws a Phoenix Pinion at an unconscious ally, reviving them. Can only be used out of combat.

    Chemist Notes:

    - General CHM gameplay would be along the lines of opening up with Focused Shot or getting Medic's Aim up before the fight begins, then following through your rotation of Alc's Potion, Mega-Potion as your AoE heal and Focused Shot supplementing that. May need an additional heal in there but I'm not sure how to go about it.
    - The idea behind making certain abilities require Medic's Clip is that you're going to be set into your own role. In the case of CHM, switching to Rifleman's Clip would be more as a last resort bit, as you'll have plenty to do while healing to want to switch clips for the shots that require Rifleman's Clip.
    - Though not mentioned in the intro, CHM would have a native bonus when equipping pistols, with a hidden penalty for equipping muskets (just to keep things orderly).
    - Since CHM gets to keep Barrage, you can go heal spam by activating barrage and using Focused Shot four times in a row with no GCD.
    - Between Leg Shot, Tranq Dart and Stock Strike, I'd say CHM's also set for PvP, as most strategies involve ganging up on the healer as soon as the battle starts.
    - I'm not going to lie. I fell in love with the idea of shooting at allies to heal them a while back while playing SWTOR. The style seems to suit Chemist quite well while also playing on the fact that FFT's Chemist had access to guns.

    ------------------------------------------------------------------------------

    Gunner: Limsa Lominsa's Gunner Battallion is comprised of the elite of the elite in the use of firearms. Specializing in long range combat using carefully calibrated muskets, these Gunners have made the difference in helping the thalassocracy protect its territories in post-Calamity La Noscea. While their numbers are few, the support a Gunner can provide to the front lines has not gone unnoticed, and troop morale seems to quickly rise at the knowledge of their presence on the battlefield.

    Concept: Long range attacker that focuses on high damage and weak CC.

    Sample Abilities

    Mechanical Clip: Replaces Rifleman's Clip. Reduces all shot GCD by .5 seconds. Increases frequency of Auto-shoot and increases all damage dealth by 5%.
    Improved Mortal Shot: Requires Mechanical Clip. Mortal Shot now places the debuff Marked for Death on target enemy.
    -Marked for Death: Increases the damage of all shots on target by 10%. If the enemy is below 25% HP, the damage increase is 20%. 10 second duration.
    Sudden Shot: Requires Mechanical Clip. Interrupts target's spell-casting.
    Head Shot: Requires Mechanical Clip. A critical shot that deals heavy damage on target. Combo: Mortal Shot => Crit rate is increased to 95%
    Combat Flare: Requires Melee range. Light a signal flare in the eyes of the target enemy, disorienting them for 6 seconds.
    Sniper Shot: Requires mechanical clip. Deals damage. If the target is affected by Piercing Shot's bleed effect, deals increased damage and renews the bleed's duration.

    Gunner Notes:

    - Again keeping Barrage in mind, this could be a potentially powerful job if played correctly (Steady Shot => Barrage (no GCD) => Mortal Shot => Head Shot x 3, anyone?).
    - Mortal Shot becomes Improved Mortal Shot only when you equip the GUN crystal.
    - I know some want Corsair to be one of the jobs to stem from Musketeer, but I couldn't really figure out how to make it work.
    - Yes, Gunner would make a mage's life in PvP completely miserable due to being able to interrupt them from range.
    - As with CHM, GUN gains a bonus for equipping muskets and a hidden penalty for equipping pistols.
    (0)

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