I'm of the opinion that Ishgard will probably bring a couple of new classes once it is accessible to players, and I see Astrologists as a possible DoM to join ACN, THM and CNJ. IMO one of Astrologist's would definitely have to be time mage.
I'm of the opinion that Ishgard will probably bring a couple of new classes once it is accessible to players, and I see Astrologists as a possible DoM to join ACN, THM and CNJ. IMO one of Astrologist's would definitely have to be time mage.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
a class that have buffs(not bard or give em to bard) haste/Shell/elemental protects. both single target at lowere lvl and party later on.
"50: Blood Weapon: (A) Allows your hits to drain 10% of the damage you deal from the target (15s). Recast: 300s"
"8. Bloodbath: (S) Converts 25% of physical damage dealt into HP. (15sec (untraited). Recast 90s"
Why is the level 50 ability worse than the level 8 ability of the marauder? seems well....kind of useless to me. To also address something else i wasn't 100% about, "Attacks that increase enmity will drain some HP for the benefit of gaining higher potency." does this mean that attacks no longer have enmity and just sacrifice health for more damage? if so i completely agree, i am getting tired of people trying to make DrK into a tank, its not. And to some of the people who are still carrying the flag "there's no 2h sword class so we wont see a DrK" yoshi already said that it can come from any other class, maybe even two jobs so weapons are no longer an argument.
Edit: Saw its from the target, so increases ur damage by 10% for 15sec and gives u very slight healing, still not sure if its a level 50 teir ability
Last edited by TheJokersWild; 10-01-2013 at 12:58 AM.
Okay a lot of things to address here
First, thanks for taking the time to read and give feedback, I appreciate it
To start, I'd like to say that I envisioned giving each class 2 jobs of differing roles. Jobs are our only version of a skill tree; they give a way to play the same class in a different way. The one released example: Arcanist can go healer or nuker. This was my reasoning for giving LNC a tank option, the tanks and CNJ DPS options and THM a support option (enemy focused instead of party focused to oppose BRD).
For the concern on BRS role in LL: Hadn't even considered allowing them to be associated so. MRD guild would send you off to the BRS NPC, located in the PvP arena due to it being a hostile environment. There he would teach you how to dual-wield hatchets as opposed to a great-axe in order to get in as many furious hits in as you could.
On Haste and TIM: Yoshi already said he doesn't want to implement this spell. A TIM to me is naught but an enemy focused job without this spell. This was my reasoning for making them crowd control. As THM learns Lethargy (Slow+Gravity) as well as Swiftcast I thought it was the ideal class for this job to go to. Maybe he will change his mind eventually and they could learn the spell at a higher level though. I also contemplated making it healerish or at least giving it the healer limitbreak but TIM was a comet/meteor user in the games it appeared in so it was hard for me to take that away from them. I do think SE needs to implement a new LB and duty slot for support (buff party or debuff enemies, 50/50 chance). BRD is the main examples for this being able to queue as a DPS without a DPS LB (TIM could then follow suit).
On DRK: I agree, I meant to reverse Souleater and Blood Weapon but forgot. Woops! Thank you for pointing it out. Blood Weapon I still wish to keep its use on a 5min timer though as the drain effect would process on every single attack the DRK makes during that 15seconds. This includes attacks that would drain HP, giving them strong attacks at a lowered HP cost too. Indeed I do intend that "Enmity" skills from GLA will be entirely converted to "HP Drain for higher potency" and therefor give DRK no enmity building abilities outside of Provoke for A) Emergency situation and B) Lack of an idea of what to make it get as an alternate haha. I don't intend for them to drain much HP, especially on frequently used abilities. DRK's have used the sword+shield combo in previous games (or at least it was an option) but I really don't like that idea for them. Again as I state in OP, Gladiator literally is "Sword Specialist" (in fact, all classes in the JP version are "X Specialist") which leaves me to believe they could get 2-handed swords as they specialize in swords. CNJ and THM get wands and staves as an example of this.
Other bits'n'bobs: TMP was in 3 games in the series so I can see its use here. Breaker (Knight as suggested) is in several games as well and I could definitely see this coming off of a Parivir/Mononofu DPS class as its tank or maybe even a support job while giving them Samurai for their DPS job. To build on what I said in the DRK section: I envision TIM and GEO getting wand/club relic weapons, TIM looking like a gem-adorned mace and GEO looking like a bell of sorts while maintaining the natural motif.
* I fully give permission for any of my written ideas to be used by SE without recognition.
I could see potentially Astrologer to Time Mage, but the question then is what the second job is. It really doesn't tend to connect to too many other jobs, and the magic isn't particularly fitting for other jobs either. Still, I am hoping to see Ishgard get a DoM, couple DoW, like the other cities.
Templar has been in Tactics games. Outside of Tactics, it hasn't really made much appearance, making it a pretty niche class. Knight is more closely tied to it, as Breaker is just an FFXII: International version name for the general concept, whereas Steiner and the Knight class are the ones which use it traditionally, hence the association with a Sword/Shield class, not with the Great Katana wielding Samurai (which has the similar issue of not a lot of classes using it).
And while Gladiator may be a Sword Specialist, the general concept seems to be they get sword/shield. If, indeed, they were a sword specialist, it'd be easy enough to just give them katanas, and branch a bunch of classes off of them because they use bladed weapons. It'd be tacky and cluttered though, which is why I think it's better to give them their own little niche, which is sword/shield.
Oh, as for Time Mages, while they have strong damage options, they mostly had a bunch of support spells. Haste, Slow, Stop, Reflect, Quicken, Float, etc. If you look at Space manipulation as less Demi, and more just general potential spacey stuff, you can do plenty of support stuff. I don't think it'll happen unless it's coming off of Thaumaturge though. If it gets it's own class I think it's more likely to be a damage dealer focused one.
A Time Mage without Haste/Hastega or Slow/Slowga.... that is not possible Dx! And no reverse, comet either!
But that Chainspell sounds like Quicken - I really like that a lot!
But still I think Time Mage could have so many good spells that it actually could be a starting class by itself.
What I'm really missing is a class that cast powerful temporary stat buffs like brave/faith/haste/protes/shell/bubble - maybe a Green Mage...
Because I am mainly interested in DrK I will be addressing that only. Dark side I think should have a cd on par with spirits within, 120s is kinda over kill unless the base potency is VERY high, and do u have any thoughts for the scaling of it, like starts at 200 at full hp and caps at 350 at 20% or lower ( obv don't want the cap to b at 0% xD) and dark spikes, I think that there's better things to b put there, I mean sure its nice to have some defensive ability but having glad main class will give u that plus some, I think that an ability that combos off riot blade would be very nice else we would just b in the same rut as paladins r with the rage combo which gets boring after 20+ levels lets be honest, n I think it would b interesting to remove mana and mana costs when the drk soulstone is equipped and have the riot blade ability refund hp and have spells cost hp n give them a bit more variety of spells to chose from than 3, just my .02
That does bring up something I forgot to mention on Dark Knights. I think they make more sense on Marauders due to them having a lot more health normally. If the HP cost thing is a consistent thing for the DRK design, it needs the health to pull it off without relying on draining HP pretty often. Though, I wish there was a way to make it optional more consistently, but barring including it as part of a combo I can't think of how to do it.
These ideas all sound really great but it is really all for nothing. Yoshi wont break the Duty Finder DPSx2,Tank,Healer combo so a lot of these "buff class" ideas are pointless.
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