Since Yoshi said Musketeer will be one of (if not) the first new classes, I would assume that Corsair and Ranger will be the jobs that branch off that.
For unconfirmed jobs, I'd like:
Ninja - Dual Wield
PUP - another pet class
Berserker - Tank
Geomancer - Enhanced spells based on location (Blizzard spells are stronger in Coerthas. Earth/Fire spells stronger in Thanalan, Wind/Water stronger in La Noscea)
Necromancer - Could branch off THM and really matches the story.
Medic - a DPS Healer hybrid (can branch off LNC since lore states that LNC go through at least SOME CNJ training), least healing capability of the 3 healers but has the best survivability and does more DPS than SCH/WHM.
How would beserker be any different than Warrior?
I just want Thief, it was my favourite job in FFXI.
Blue Mage is going to be almost impossible to pull off in a satisfying way with the way FF XIV is set up. It worked in XI because you had to work for each of your spells and had a massive pool to choose from, that game design philosophy doesn't fly in XIV.
I still foresee their refusal to implement any true support class being a problem in the future in terms of class implementation.
Stuff I want to see:
Lancer
-> Templar (Holy See of Ishgard)
No jump attacks, those are for Dragoon, substitute in other mechanics such as dragon's breath abilities
Fencer (rapier)
-> Red Mage (melee/caster/support)
-> Spellblade (Holy See of Ishgard)
Scout (cloak&dagger stealth class)
-> Thief (Ala Mhigo, the poor underclass must steal to survive, stealing becomes an art)
-> Ninja (Far East)
Conjurer
-> Geomancer (Ala Mhigo, expand on stone, air, water abilities, caster DD/support, similar sense of spirituality as Monk)
Arcanist
-> Warlock/Necromancer
Able to summon ahriman/succubi/skeleton etc, Aetherflow becomes Voidflow, needs lore justification, but fits with DoT abilities+summoning
Marauder
-> Dark Knight (expand HP steal mechanics, add HP cost abilities)
I don't particularly care about this so much but I think this is a likely fit because of existing Marauder abilities
Last edited by casker; 01-09-2014 at 09:33 AM.
Personally I've always thought DRK would go off GLA because Paladin and Dark Knight have traditionally been linked ever since Cecil.
I think Dark Knight should be lancer plus black mage... Dark Knight sound more like a dps, and their armor is tight like dragoon's. Should be lancer.
gladiator/arcanist - dark knight (melee caster DPS)
Thaum/gladiator - mage tank (think like age of Conan class)
Maurader/lnc - berserker (melee DPS)
Lnc/cnj - (melee based proc healer? hybrid/support)
Arc/lnc - Ranger (ranged pure dps
Don't see the skill set seeing as the Holy See is at war with the Dragons. Can't see them using Dragon skills or belittling themselves to learn the ways of Dragons to use their attacks. If a Templar came out for the Lancer, I'd expect more holy based attacks similar to the Dragoon.
Yeah I agree. It was just an idea inspired by FFTA/FFTA2. Well I was thinking it would be some kind of imitation like "we can do what you do, better" or using the dragon's own abilities against them, and I was thinking a move like Holy Breath. Since Dragoon is all about killing dragons, Templar would be a new angle that way. But yes, predominantly Templar would have something to do with the Archbishop and Holy attacks.Don't see the skill set seeing as the Holy See is at war with the Dragons. Can't see them using Dragon skills or belittling themselves to learn the ways of Dragons to use their attacks. If a Templar came out for the Lancer, I'd expect more holy based attacks similar to the Dragoon.
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