I would really like the see black belt return . . .
I would really like the see black belt return . . .
Lone wolf (Wanna be) Samurai, Mekai.
Personally I'm hoping for a GLD + THM/CNJ -> Mystic Knight/Spell Fencer. Mystic Knights are also known to wear turbans and whatnot which makes it fit in the GLD area, Thanalan.
And just an FYI, the GLD doesn't have to use a shield. The class is changed to by equipping a sword, not a shield.
I would like to add my own thoughts to this matter.
Instead of Red Mage coming from the fusion of Conjurer and Thaumaturge, why not have it instead be a branch class of Gladiator? The requirements would be Gladiator 30/Arcanist 15.
My reasoning behind this is thus: Arcanists have spells that take from both sides of the magic spectrum (attack spells like THM and healing like CNJ) whilst still retaining their own unique mechanic (summons via Carby/Egis/Fairies). So therefore, in exchange for a Gladiator forfeiting their shield, they can now use a limited amount of magic.
I mean, if you think about it, the ORIGINAL Red Mage was designed to be a hybrid of both magic users, whilst surpassing neither in terms of actual magical prowess. So Red Mage becomes a DoW hybrid, rather than the DoM hybrid that Arcanist is capable of being. Not to mention, Yoshi-P needn't make any new types of weaponry to accomodate this, as all he would need to do is create a couple new AF/Relic armors & weapons, and keep shields exclusive to Paladins and non-Red Mage'd Gladiators.
What ever job they add I'm sure they'll do it wrong like they somehow manage to do everything else wrong these days.
Dark Knight never has except as an alternate weapon to scythe for the walking disaster of a job in FF11. If we are looking for the traditional setup, it's sword and board. That doesn't mean the team should be limited to that, only that it should.
That is a problem regardless of what job you chose. The second job for GLA cannot be a tank, else it would be both horrifically boring and a balance disaster. At the very least, Dark Knight has reason to make use of those GLA abilities, inverting their effects.
Those are individual rather than applied to the whole party. Selene is the closest analogue we have, and the effect is insanely minor with only 50% uptime.
These seem unlikely. GLA is not appropriate for Red Mage in any sense. To quote myself,
No, not really. The only thing remotely similar to Red Mage is the use of a sword. Otherwise, you have a bunch of tank abilities which resemble Red Mage in no way and no appropriate spells. You would have no use for Rampart, Sentinel, Bulwark, Convalesce, Awareness, Tempered Will, Flash, Provoke, Shield Bash, Shield Lob, or Shield Swipe, not to mention that if spells are more powerful than spamming RoH combo, you'd never use that either. 11-14 of 17 abilities would be useless to a Red Mage, and the rest are MP regen combo and generic DPS boost.
Ranger seems unlikely because BRD is already occupying the DEX slot. Unless SE rebuilds BRD to be PIE or something, then you've got two jobs built to be essentially identical except for a few buffs, even with the same stats. PGL->Dancer would have a similar problem unless your Dancer is a healer. THM won't be Geomancer because Yoshi wants only 3 elements per job, and THM is already Fire/Ice/Thunder.
I would think it possible that SE would choose AF weaponry styled after the naginata.
You mean it was on a list of possibilities, along with an army of other things that haven't and won't happen.
Beastmaster only used whips in V. Blue Mage uses all kinds of weapons -- knives, swords (sabers or scimitars specifically in some instances), rods, staves, forks, spears, whips, guns. Blue Mage is more an idea that applies to any weapon than job linked specifically to its weapon.
A few hints to what Job the current classes will get for their 2nd Job is already in their own Base class skills.
You will not notice that each Class has a set of starter Job skills and skills that is known to belong to certain Jobs in the FF series.
Archer, for example, already has one of Ranger Job iconic skill being Barrage.
Marauder also has a Berserker Job type skill called Berserk.
but can you find the other class little hints hidden in their base class skills?
It a bit interesting since it seems each class has some skills that works as starter Job skills for their 2 Jobs before they become these Jobs..
Such as Archer getting Swiftsong as a start song skill for Bard and Arcanist getting Physick as the starter healing skill for Scholar.
Last edited by EdwinLi; 12-28-2013 at 01:42 AM.
GLD-- Fighter / Viking
MAR-- Berserker / Dark Knight
LNC-- Samurai
PUG-- Brawler / Black Belt
ARC-- Musketeer
THM-- Red Mage
CNJ-- Geomancer
Last edited by EdwinLi; 12-28-2013 at 02:03 AM.
Think I'll just pop in and add a few things. :P
Currently there are two jobs that are possible with the current Lore of FFXIV (that I know of).
At "The Owl's Nest", a location in Coerthas during 1.0, there was an NPC that gave dialogue about a group of Women in Ishgard who were able to train wild beasts and command them to fight. This is pretty much Beastmaster and as for the classes available to be a second job to, I feel that Marauder would fit Damage-dealer/pet Job branch for axe wielders.
Second Lore-related Job!
Many of us here have likely heard of Sil'Dih. This City-State fell after a war with Ul'dah forced them to bolster Sil'Dih forces with the risen corpses of it's fallen soldiers, which then backfired when it lost control of the Undead footmen. It seems that Ul'dah still keeps whatever Sil'Dih used to raise the dead locked away, a possible plot-line for the future. ;D Anyway, Necromancer looks like it could be another pet class with less Hybrid elements. Due to the style of Magic and the fitting Ul'dah location, I'd say Thaumatage would be the most logical choice for the Job branch.
...I love Lore. :x
Weapons I think will be added...
Guns - Musketeer/Corsair (Similar to XI's Corsair)/Machinist (Magic + Gunnery)
Whips - Flayer/Beastmaster/Blue Mage (Keeping the beast-focused stuff on one job makes sense when you consider how actions carry between classes and jobs)
Rapiers - Fencer/Red Mage/Elementalist (they all use Rapiers in previous FF's)
Dagger (not sure what will happen with the existing daggers) - Rogue/Thief/Dancer (seems right)
Katana - ???/Ninja/Samurai (Japanese based company with no Katana in the current game = unlikely to mix katana with regular swords)
This would leave the other jobs with...
Gladiator - Mystic Knight (Rune Knight)
Warrior - Dark Knight
Pugilist - Originally thought this would be the Thief role, however someone mentioned that going to Rogue. So, with that in mind, and assuming Dancer will follow Thief, I guess this will go to something like Black Belt (weaker defence, higher offence or alternatively faster offence, White Monk (healer-melee DPS option) or Gambler (given the nature of the Pugilist Guild, this kind of makes sense... gil toss?).
Archer - Hunter (Ranger)
Conjurer and Thaumaturge - Geomancer and Green Mage - one for elemental focus, the other for buffs buffs and more buffs.
doop doop
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