If Square does add new roles, I hope they add new jobs/classes as well. Not one, but multiples at the same time to reduce queue clogging. This is a good time to add in new abilities (for new battle mechanics) as well and add new abilities to classes already released.
Dark Knight Tank Type
Greatsword User.
Saps stats from mob to buff self. Could use a variety of ways to "Tank" - Shrouding in darkness to increase dodge rate, blindness to lower accuracy, paralyze even to lower the amount of attacks incoming.
Bard - Revamped Support Type
Harp User for non-song attacks. Songs, ideally, can use other instruments.
Haste Song, Slow Song, Debuff Song similar to Dark Knight, but doesn't transfer to the bard/party. AE/DD Songs. Allow this to stack or not with Dark Knight abilities depending upon balance. If doesnt stack on the mob, give a more robust song list for our bards.
Potentially give this class a dispel song/ability? Key debuffing during fights to prevent the boss from dishing out too much damage.
Ranger, the old/current Bard DPS
Bow AND Crossbow.
Add in tamable pets to get people out in the open world. New Arrow Abilities. Poison (Reduced Healing), Fire (burning), Ice (Heavy, for soloing), lightning (Paralyze), ect damage. Along with abilities that have 100% chance to do this, Maybe consider adding in equippable arrows to offhand (FF2, Rosa) to produce proc effects similar to the abilities when on CD. This might be a little unfair since ranger would have to "pay" to buy arrows to be good DPS while other DPSers do not.
Chemist Healer
Gun as a weapon? Maybe?
Chemist can throw or use a gun to produce item-like effects from afar that heal the party. Perhaps some other concoctions are available as well.
Time Mage Support
Weapon used is very tough considering staff/wands/books are in use. Pocketwatch maybe?
Haste, Slow, Stop available as CC. Gravity/Demi DD/AE
Potentially give this class a dispel song/ability? Key debuffing during fights to prevent the boss from dishing out too much damage.
Haste, in general:
The haste abilities from the new Bard and Time Mage can make up for the lack of DPS they pull, allowing the rest of the party to deal more damage. It can also be utilized by the healer/tank to heal more or generate more emnity. This is assuming haste will lower the global cooldown (which I hope it does)
Dispel, in general:
Great way to add in new mechanics to boss fights in new dungeons/raids. You can spice up old dungeons and add in new mechanics too. Imagine Demon Wall casting voids and repels twice as fast for x number of seconds. Could you still survive without a support (dispeller)? Yes. This is just an example, mind you.![]()
The best Final Fantasy was the one everyone played at age 12!
+1 except change Dark knight
Dark Knight (DPS)
Base class Marauder
Change all absorbing moves' percentages to 100%, (they were obviously intending for marauder to do into DK if you look at this), have a lvl 30 stance that changes the enmity multipliers form skull sunder, butcher's block, and overpower (i.e. all enmity increasing moves) to the equivalent percentage of HP absorption. i.e. SS->300%, BB->500%, Overpower->800% (or maybe 400% since it's aoe)
lvl 35 move can be DPS boosting move like fist of fire
lvl 40 move can be a skill like lifesurge (maybe remove crit but increase HP gain)
lvl 45 move can be AOE dps skill
lvl 50 move can be like spirits within from paladin (probably keep silence, make the base potency higher, but make it work in reverse so less HP= high potency)
And cross from Pugilist and Lancer.
Maybe some changes for ranger too
Ranger (DPS)
Base class archer
Secondary arrows (arrows aren't consumables but they have additional effects added to auto attacks, e.g. 10% paralyze or 20% lethargy (like the freaking enemy archer have...) or 10% Damage boost or 5% crit rating boost, with increasing % values for higher tier gear)
lvl 30: Far shot,ripped straight from PVP, change cool down to 30 seconds and keep the potency the same
lvl 35: Tactical dodge, like repelling shot but can be use only from 10 to 20 (similar to shoulder tackle from monk) and knocks back 15 yams, potency probably 100
lvl 40: Smoke screen, enmity decreasing skill, causes blindness to foes, aoe (think flash, but decreasing enmity)
lvl 45: Conceal, increases evasion like feather foot
lvl 50: Head shot, 500 potency 3 min cool down, stun
And for the love of god fix the weapons, like wtf 6 points behind every other class?
Same cross class as bard currently, change bard to take from the other support classes
Maybe a passive that changes swiftsong into quickfoot (a stance for yourself, but same effect, remains in battle)
These changes will create balanced DPS classes, with some elements borrowed from other games (e.g. the blind tank archers from White Knight Chronicles)
Last edited by UBERHAXED; 03-11-2014 at 04:12 PM.
Uberhaxed - Sounds good overall. The only thing I might suggest is saving smoke screen for thief/ninja for later.
Speaking of classes... Thief/Ninja jobs ---> Rogue class
Rogue 30 / Marauder 15 -> Thief
Archer 30 / Conjurer 15 -> Ranger
Marauder 30/Black Mage 15 --> Dark Knight
Arcanist 30/Black Mage 15 --> Time Mage
??? 30 / ??? 15 --> Bard
Rogue 30 / Pugilist 15 --> Ninja
The issue we're going to run into is that new classes will need to be created... Or do we really want instant-50's created of new jobs like the summoner/scholar? The community might be against grinding new jobs, but its the best way to learn your job... Square, by adding new open world/dungeon content, could ease this. However, it sounds like this is more for an expansion than a patch.
Last edited by Silvanoshi; 03-11-2014 at 05:23 PM.
The best Final Fantasy was the one everyone played at age 12!
I guess i can try some support too. Let's see.. Bard, Time Mage, Engineer
Bard
Well, unless they revamp, it's base class will be stuck with archer
Just change rain of death back to the way it was, make swiftsong useable in battle, and reduce battle voice's cooldown to 2 mins. You can swap out some utility skills like blunt arrow for some burst tp or mp regain moves, and change passives (like river of blood) to something like dot crit remove cooldown on the burst tp or mp regain skill. If they keep the archer base class, then there isn't really much to do except give bard it's own non-bow weapon and lower the damage like that (maybe make it magic damage too). Also change skills like quick knock into aoe cone healing and use MP. Put shadow bind back to the way it was as well.
Change cross class to conjurer and engineer's base class
Time mage
Base class can be conjurer
lvl 30: Haste (single target) cost 400 mp (lvl 50), lasts 20 seconds
lvl 35: Slow (AOE) costs 200 mp (lvl 50), lasts 20 seconds
lvl 40: Magnega (AOE) draws all foe's within 25 yalms to a target you choose (like the tank for example) inflicts lethargy for 30 seconds, 1 min cooldown, 100 potency
lvl 45: Veil (AOE) casts Bravery, Faith, and Veil on target (where veil will increase change to interrupt enemy on damage), 600 mp, lasts 10 seconds
lvl 50: Black hole (AOE) 300 potency, draws all enemies in range to the block hole (it's a ground target like meteor LB)
Cross from Bard's base class (if not archer, else from arcanist) and engineer's base class
Since I don't think this would fit in a proper base class then it Engineer will have a healing DoW base class Medic
Medic
Since this won't be a ranged class, it will need some extra stuff to make it comparable to conjurer in the early levels
lvl 1: Inject, 100 potency inflict's disease, 50 tp
lvl 2: First aid, 300 potency hp restore, 60 tp
lvl 4: Acid, 150 potency, 10 potency dot for 18 secs, 70 tp
lvl 6: Stimulant, increase tp by 400, 2 min cooldown
lvl 8: Prosthetic, 400 potency hp restore, casts 20 second bravery, 200 tp
lvl 8: Oil, increases fire damage by 20%, 30 seconds, 2 min cooldown
lvl 10: Immunization shot, increases status resistance to 100% of target and removes all ailments, 10 sec, 200 tp
lvl 12: Second aid, 200 potency hp restore, restores 400 mp, 30 second cooldown
lvl 15: Lab rat, summons lab rat, See below, 500 tp
lvl 18: Floss, 40 potency, binds target 20 secs, 40 tp
lvl 22: Tranquilizer, 160 potency, pacifies target 5 seconds, 1 min cooldown
lvl 26: Brace, increase target's physical defense by 20%, 20 seconds, 2 min cooldown
lvl 30: Bacterium, summons e-coli, see below, 500 tp
lvl 34: Medic Stance, Stance move, Increase TP usage by 10, increases restore potency by 10%
lvl 38: Bubonic Plague, AOE dot, no initial damage, 10 potency per tick, 1 min duration, 100 tp
lvl 42: Sterilize, Increase restore potency by 30% for 15 secs, 3 min cooldown
lvl 46: Operate, Binds target 10, restores 50% of HP, MP, TP, 3 min cooldown
lvl 50: IED, AOE, 200 potency, inflicts oil, inflicts burned (decrease str by 10%), dot potency 20, duration 18 seconds, 1 min cooldown
Passives:
lvl 6: Surgeon's hand, HP restore is based on Dexterity
lvl 14: Enhanced Dexterity
lvl 16: Enhanced Dexterity II
lvl 20: Increase action potency
lvl 24: Rocket Fuel, Increase duration of oil to 1 minute
lvl 28: Armor suit, adds increased defense (10%) to prosthetic
lvl 32: Enhanced Dexterity III
lvl 36: Implant, Brace increases Magic defense as well
lvl 40: Increased Action Potency II
lvl 44: Placebo Effect, increase tp restore from stimulate to 500
lvl 48: Blood bank, each first aid has 25% chance to proc first aid with no cost
Lab Rat:
Skills:
Bite: 50 potency, inflicts disease for 30 seconds
Gnaw: 20 potency, reduces defense of target by 10% for 20 seconds
Breed: Halve's HP, Spawns seconds Lab rat with half HP (maximum 2 Lab rats simultaneously)
Chew: 100 potency
Carry: Transfers all dots from 1 target to another, resetting duration on receiver , 3 minute cooldown
E-Coli:
Skills:
Infest: 100 potency, inflicts disease for 10 seconds
Multiply: Spawns duplicate E-Coli (maximum 4 E-Coli simultaneously)
Swarm: E-Coli's moves become AOE, 15 seconds, 2 minute cooldown
Stem cell: Restores 50 potency HP to target
Cancer: Target inflicts double damage and receives 75% more damage for 10 seconds, 3 minute cooldown, may target foe or party member
Idea is a unique healing class with new mechanics, so a DoW healing class based on Dex, with pets that multiply. Note that in this class, there is no way to restore the HP of the pet, unlike arcanist.
Engineer:
Base class Medic
Passive: Change Lab Rat to Robo Rat, change E-Coli to Assistant
lvl 30: Engineering Stance, Stance, All TP usage Doubled, all restore moves can only target self, Grants veil on self, change Medic Stance to Scientist
Scientist (lvl 34): Stance, Decrease TP usage by 20, decrease restore potency by 30%
lvl 35: Spinal Implant, Increases determination of target by 20% for 20 seconds, 1000 mp (lvl 50)
lvl 40: Weapon Upgrade, Increase Skill speed of all nearby targets, drains MP
lvl 45: Lock-on Scouters, All nearby targets cannot miss attacks, drains MP
lvl 50: Bomb Shield, AOE invulnerability for 3 seconds, 3 min cooldown
Cross from conjurer and Bard's base class
Robo Rat:
Skills:
Scout: Stance, Cannot be attacked by enemies (or receive damage), cannot use actions
Scrapify: 50 potency, places scrap stack on enemy (max 8)
Collect: Removes all stacks of scraps from target, give equal number of spare parts stacks on any engineer (no limit on stacks)
Explosive: Removes all spare parts from target engineer, and places parts at ground target (if IED explodes in range of explosives, then increase potency by 20 for each spare part stack used in explosive)
Salvage: 300 potency, if delivered as the killing blow, give 8 stacks of spare parts to nearest engineer, 3 minute cooldown
Assistant:
Skills:
Power Tools: Grants haste to target 10 seconds
Recharge: Bind self, Restore HP while bound, doubles damage taken while using Recharge
Lab Flare: Fire damage, AOE, 100 potency
Aid: Restores 50 tp to target
Automate: Increase accuracy and determination of target by 20% for 20 seconds, 3 min cooldown
Seems balanced where all Jobs would have their uses, There's much more tendency to use ranged classes than melee, so why not have a class that is devoted to buff DoW? In addition, I think it would handle melee range heals.
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