

i would see rdm as a job that has a bonus to the opposing skill types based on what weapon you have equiped. IE if your using a DOM weapon you get less reduction in DOW skills. If your a DOW you get less reduction to using DoM skills.
Add to that some weapons that have Magic and melle stats on them, i would see them as lower damage than thier counterparts, but higher ACC.
Ie you have a level 50 sword with 100 attack 100 mattack high aCC high MACC and really high parry.
far as skills, i would probably give them some sort of convert mechanics, anddd i dunno what else
this is under the assumption that jobs would be a layer on top of discipline.
This way you can be a
con/rdm magic/with a little bit of weapon skill usage of melee classes (say victimize)
gld/rdm would have decent melee abilities excellent macc and acc decent damage, and no aoe
thaum/rdm much like con/rdm but concentrate more on debuffs
archanist/rdm good area buffs while still being able to melee
basicly the rdm would be the cross DoM DoW job, allowing you to be adequate damage wise at both, but having superior acc and fairly good parry. with good hp/mp management skills.
but yea, if its a job it will have access to aoe, it just wont be as good at melee if it goes that route.
Last edited by Physic; 05-13-2011 at 01:31 AM.



This right here just explains how much planning it would take, and just how many different roles each Job/Class can take on. I'd very much love to see this system implemented, as it fits in well with the rest of the game and is very Tactics-ishy. :Pi would see rdm as a job that has a bonus to the opposing skill types based on what weapon you have equiped. IE if your using a DOM weapon you get less reduction in DOW skills. If your a DOW you get less reduction to using DoM skills.
Add to that some weapons that have Magic and melle stats on them, i would see them as lower damage than thier counterparts, but higher ACC.
Ie you have a level 50 sword with 100 attack 100 mattack high aCC high MACC and really high parry.
far as skills, i would probably give them some sort of convert mechanics, anddd i dunno what else
this is under the assumption that jobs would be a layer on top of discipline.
This way you can be a
con/rdm magic/with a little bit of weapon skill usage of melee classes (say victimize)
gld/rdm would have decent melee abilities excellent macc and acc decent damage, and no aoe
thaum/rdm much like con/rdm but concentrate more on debuffs
archanist good area buffs while still being able to melee
basic the rdm would be the cross DoM DoW job, allowing you to be adequate damage wise at both, but having superior acc and fairly good parry. with good hp/mp management skills.
but yea, if its not a job it will have access to aoe, it just wont be as good at melee if it goes that route.


I also think it would make it harder for everyone to converge to optimal builds for a certain role like in XI; it gives more freedom and more heterogeneity among the playerbase.
This gives way more different ways of playing your job the way you want, efficiently if it's well balanced, and it would be lots of fun to try the different combinations in different situations.
Good examples. Definitely the way I see job/weapon interaction working out if they implement it well.This way you can be a
con/rdm magic/with a little bit of weapon skill usage of melee classes (say victimize)
gld/rdm would have decent melee abilities excellent macc and acc decent damage, and no aoe
thaum/rdm much like con/rdm but concentrate more on debuffs
archanist/rdm good area buffs while still being able to melee
Combos I would like to try out:
DRK/GLA/SEN (blood tank) use 1H-Sword and Shield, does not mitigate as much damage as a PLD/GLA/SEN, but can use drain spells/effects, debuffs, and magic resistance. Great tank against magic based monsters, etc.
DRK/MRD (DD) use 2H-Axe/Scythe. Focuses on critical hits/burst damage, melee AOE skills, magic attacks, debuffs, DOTs.
PLD/MRD/SEN (tank) use 1H-Axe and Shield, mitigation is less than /GLA, but increased parry rate and parry-related abilities. Great enmity generation. Uses buffs to reduce damage and has fairly strong heals.
These are "classic" not too creative examples, but I'd be interested to see others' ideas of how they would pair a job with a weapon class and how they would think the interaction would work together to create a unique play style.
This shows that:
1) Job choice and Class choice are fairly equal in creating your character/playstyle as a whole rather than having your main job strongly define your experience and your subjob just supporting you like in FFXI.
2) A job system won't necessarily pigeonhole you into a particular role/experience/expectation. You chose what and how you want to do it by: a) how you combine a job with a weapon class and b) what skills you decide to set up your action/trait bar with.


I'd like to see things like
White Mage/Marauder, Where White Mage grants you AOE for Cure spells only. Then you act a bit like a Cleric fighting off the undead with your axe while healing the pain away from combat.
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.
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