Quote Originally Posted by Sylari View Post
I don't see how the first is any good at all. It just stymies your ability to create new things (by forcing you to design an entirely new class every time you want something else) and the second point just seems silly. Given that your job is 80% the base class, having same role jobs is outright counterintuitive. The bit about a plague of people ruining your runs with roles they don't know how to play is pure sophistry.
If anything it's anecdotal, not sophistry. What's counterintuitive is introducing any new job that starts at level cap. It completely defeats what an MMO is about if your only goal on your new job is to get geared up for a raid the same day you unlocked it. It shouldn't stymy anything since spinning a new job off of an existing class is simply giving that class 5 abilities and a different subclass to pull abilities from. If you want something new and different you actually have to create something new and different. At the very core of SMN and SCH is ACN that simply stacks DoTs, uses Aetherflow and its abilities, and has a pet. After 30 either the pet heals or does damage, you get either healing abilities or damaging abilities, and two different groups of subclasses to pull from. It's still the same ACN job in two different roles with different spells and two different primary stats shared between the two jobs. I don't think spinning a DPS and a tank off the same class would entirely work since the necessary cooldowns would be different and the base abilities would need enmity modifiers for tanks that would cause the DPS role of the same class to quickly surpass an actual tank since they won't be subject to the damage penalties of the tank role. Not to say it would never happen, I just don't think this is a good idea in the long run. But I seriously still personally think a new job should not come from an existing class as the main class.