If it's sticking FF theme, I want to see Gun Mage, like Yuna (FFX-2) which could be advanced job for Archer.
If it's sticking FF theme, I want to see Gun Mage, like Yuna (FFX-2) which could be advanced job for Archer.
My future Job idea is to get rid of the class system and focus soley on jobs.
Nice ideas, i was thinking something similar sometime ago.
Conjurer - Geomancer (Dps job for conjurer)
Thaumaturge - Necromancer
Archer - Ranger (Pure Dps for Archer, with a dps limit break)
Marauder - Dark Knight (Dps job for Marauder)
Lancer - Templar (from FFTactics serie, Tank job for Lancer)
Pugilist - Puppetmaster
Gladiator - Onion Knight (Dps job for Gladiator)
I could see Thief and Ninja branching off the same base "Rogue" class, alternatively Ninja and Samurai may branch off a base katana wielding class, one being a Dps the other being a tank.
Red Mage and Blue Mage may share a base "Spellblade" class while Corsair could easily come from the famous Musketeer class.
Last edited by IlSire; 09-27-2013 at 02:01 AM.
This sounds nice. Though perhaps the base class could be something other than "rogue" as the name is just.. worn out. Footpad, or something? I dunno.
The base class could wield a single dagger, whilst adding the Thief soulstone allowed an additional equipped to the offhand. Ninja would allow either a katana (single, or dual wield?) or perhaps dual wield sais or something.
The other ideas that are floating about I particularly like are the lance/shield types or the "level 3" jobs such as Black Wizard.
Love the idea. Better then the "our characters need bigger butts" thread.
-Sargatanas Server
-LS Remnants
Beastmaster (BST): Weapon: one-handed axes/shields Main Function: Tank/DPS
BST can call upon Familiars (animal spirits) to fight for them. Each familiar should have its own skill sets that bring new abilities/functions to the party. The one difference between BST and SMN could be the way the BST interacts with its familiars. BST could possibly be shamanic-like and have the ability called "Fusion". Upon activation the summoned familiar is absorbed into the BST (thus leaving the battlefield) giving the BST different affects. This fusion is permanent until deactivated.
Raptor: skill speed+20%, crit+10%/ HP-10%, TP combat regen-20%
Ram: Str+20%, Def+10%/Crit-20%, skill speed-10%
Turtle: Threat+60%, HP+20%, Def+10%/Crit-30%,
Drake: Regen, Fire Att. Pot:30/skill speed -30%, Str-10%, Crit-20%
Antlion: TP combat regen+30%, Poison Att./skill speed-30%,HP-20%
Just some ideas (balancing wasn't taken into account too heavily!)
It would be really cool to take the BLM mechanic of fire/ice balance and apply a similiar function to the RDM class. Possibly have RDM constantly struggling between light/dark energies. Since white magic was founded to help combat black magic. Basically by casting black magic spells you move more into a DD mode and by casting white magic (healing) spells you move more into a healer mode. Of course you would need to give them the infamous Doublecast ability! I thought it would be neat to give them an ability to instantly switch between max DD mode and max heal mode but that would be OP. Of course give RDM access to rapiers/shields.
This is my last idea for now(aside from adding in some sort of skill tree or ff10 sphere grid for further character customization; I dislike being exactly like the other jobs in my FC xD!)
Assuming this is just OrganizationXIII's thread, I'll offer a bit of feedback / constructive criticism.
- Main weapon changes are a no-no. There are several reasons for this: first, you would have to redo every animation; second, you would have to work around equipment restriction and somehow equip a soul and a weapon simultaneously; and third, your class design and stats would be totally broken in the process. It's best not to assume wide weapon changes, instead using existing weapons in new ways.
- Dark Knight would have to replace every shield skill (lob, swipe, bash, bulwark) due to being completely unusable without a shield, not to mention that all of your tank-specific abilities (provoke, flash, SB/RoH, rampart, sentinel) would be pretty pointless. You'd end up with 5 weaponskills and one ability and nothing else at all as a base -- not much of a job. I agree with Dark Knight as a job, but the design needs more thought. Drain won't do it.
- Nevermind Samurai not working out with respect to weapon, I think your bigger design issue here is that there is no "slow" in FFXIV. GCD sets a lower limit on attack rate, which means you've got MRD's BB combo as a baseline. You could use a generator like Wrath, but then you're mimicking the other job for the same class.
- Pugilist skillset to tank job? Now that I'd have to see. Feather-light armor, low VIT, positional requirements on everything, and the only abilities which suit a tank are cross-class for WAR. I don't see this one happening in any sense. The class skillset makes it pretty much impossible regardless of weapon restrictions.
- Sniper is generally called a Ranger in Final Fantasy, and accuracy/crit is what it's always about. That one is pretty much a given -- 99 to 1, it's going to be Archer's second job already.
- Sorcerer would work, though it has fit into the existing Astral/Umbral setup. Could limit curses by cycle -- curse on Umbral, burst those curses for damage spikes in Astral cycles. Just one way you could do it.
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