This is what I meant when I said "designs that overlap". I'd expect ARC's second job to be DPS with better scaling or better attack options (more AoE, target based AoE like Survival hunters, faster and better shots). So in essense you and I agree unless the devs decide to have the job crystals change the base class entirely to fit whatever they intend said job to do.
I think it was mentioned in one of the interviews with Famitsu, where Yoshida talked about the fact the game lacked a dagger/rogue-type class.
Thematically and gameplay-wise rogue classes are unlike other melee classes. Of course, the main element of rogue classes (positional requirements) have been given to both MNK and DRG so I'm interested to see what the mechanical difference between THF and the other two melee DPS would be.If you want to get technical, MSK is needed more than THF because the game already has 2 mDPS classes and 2 casters but only 1 rDPS class so MSK is needed to round it out.
I doubt the devs would lock themselves into implementing jobs and classes to maintain perfect parity, as that would severely limit their options.If you want to get *more* technical, the game actually needs more tanks and healers than DPS because there are only 2 tank and healer options each but there are 5 (soon to be 6, since Yoshi has actually confirmed the MSK and the first boss of Pharos only cements it) DPS options.
As far as the first pharos boss, a guy with a sword in one hand that ocassionally pulls out a gun to do a line attack is not what I would consider proper representation of a musketeer.



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He didn't said exacly thief will be come from his own class but he siad game need scout class and we are want to bring back classic jobs like thief,ninja samuray... Again he siad jobs and not classes if you did notice. i agree about msk...I love poth msk and thf and do not mind which will be add first,each will be make me happy 




