Quote Originally Posted by Sephr View Post
It doesn't make sense that you'd select your weapon in order to specialise in a class, then select a further specialisation only to then be allowed to change weapon. It removes the foundation the system's built on and sort of contradicts the whole armoury thing.

They could let each specialisation have a twist on the base-class' weapon though couldnt they? Like for instance in FFXI DNC focussed on a different type of dagger to a thief, same with RDM/PLD/BLU and swords(ish)
I don't see how it contradicts the armoury system.

Speculation of how the job system might work:
1)You level up your archer to 20 and unlock "Ranger".
*they didn't say anything about ranger having a new weapon or being it's own entity, it won't have it's own level(1-50,etc) because it's not a class and its abilities will come from quests, so you will always have to be a class in addition to that job.
2)You equip Ranger so you are a lvl20 Archer/Ranger. Your Ranger blocks you from using certain abilities from other classes on your action bar (to reinforce your specialization), but gives you some additional "Ranger" abilities (improve your effectiveness in your specialization).
3)Guess: Every 5 levels (25, 30, 35, ...) you unlock a new quest for a new ability or abilities.

This doesn't say anything about whether or not you can use "Ranger" with other classes. Maybe "Ranger" is exclusive to Archer, maybe not; maybe it can be used by Musketeer as well. Maybe unlocking Ranger can be done by leveling up an Archer to lvl 20 OR leveling up a Musketeer to lvl 20.

We really don't know at this point because the details are not fully fleshed out all they gave us was an outline of how it will generally work.

It makes sense to me that:
a) Each class should have more than one job choice (playstyle/specialization)
b) Some classes can share a common job (playstyle/specialization)