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  1. #11
    Player
    ruinedmirage's Avatar
    Join Date
    Aug 2013
    Posts
    461
    Character
    Jera Teiwaz
    World
    Siren
    Main Class
    Weaver Lv 50
    The only way I can see this working is if they changed the Cure spells to Water damage spells (or other DPS buffs) when equipping the GEO soulstone. It's pretty much what they did for ACN -> SCH: Replaced Carby (DPS/tank skill) with Fairy (healer skill).

    Yeah, I know that Cure spells aren't exactly Water based spells, but there's a shortage of Water spells (not that elements make any difference, but just for arguments sake). I agree that 1 class should equal 1 job, but they HAVE changed skills from ACN to fit the job, so it's possible to do it again....
    (2)

  2. #12
    Player
    Zoeila's Avatar
    Join Date
    Aug 2013
    Posts
    274
    Character
    Justina Suntail
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    i think this will work better at a higher level cap where you can have more job abilities,or if they drop the job abilities every 5 levels crap.
    (1)

  3. #13
    Player
    Cuervo78's Avatar
    Join Date
    Jun 2014
    Location
    Ul'dah
    Posts
    235
    Character
    Cuervo Mi'ihen
    World
    Odin
    Main Class
    Thaumaturge Lv 60
    Personally I m not a fan of the one base class - multiple jobs concept.
    Since the jobs share most of the basic skills and traits they feel too similar to each other.

    Why not another class and job seated in the same guild?
    (5)

  4. #14
    Player
    AniCelestine's Avatar
    Join Date
    Oct 2013
    Posts
    299
    Character
    Ani Celestine
    World
    Odin
    Main Class
    Monk Lv 80
    Quote Originally Posted by Cuervo78 View Post
    Why not another class and job seated in the same guild?
    That. Why not just make the 2 classes that are lorewise similar and put them under sam guilds roof with separate receptionicts and all (go see marauder's guild, theres already the marks and decorations for some gun class) similiar style with other classes also.
    (0)
    People need to remember that a healer's job isn't to heal HP
    but rather to prevent HP from reaching 0
    "Sent on Android device"

  5. #15
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by AniCelestine View Post
    That. Why not just make the 2 classes that are lorewise similar and put them under sam guilds roof with separate receptionicts and all (go see marauder's guild, theres already the marks and decorations for some gun class) similiar style with other classes also.
    Because the topic is if Conjurer will a DPS job and Geomancer was the possibility. A different class wouldn't be Conjurer.
    (0)

  6. #16
    Player Mjytresz's Avatar
    Join Date
    Jul 2014
    Posts
    94
    Character
    Casval Daikun
    World
    Adamantoise
    Main Class
    Marauder Lv 50
    Quote Originally Posted by AniCelestine View Post
    I so wish that they wouldn'tdo anymore 2 job 1 class, cause it just doesn't work so well, especially if you want to play both of them to the max, you'll lack stat points o other unless you farm alot of the stat reset items, which are 10k each, which isn't really affordable every day
    Is 30 MND stopping you from being a good SCH?
    (0)

  7. #17
    Player
    Zoeila's Avatar
    Join Date
    Aug 2013
    Posts
    274
    Character
    Justina Suntail
    World
    Cactuar
    Main Class
    Arcanist Lv 50
    consider most smn skills have a potency of less than 50% lawl.
    also the cnj story hints at 2 sides
    (0)

  8. #18
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by AniCelestine View Post
    That. Why not just make the 2 classes that are lorewise similar and put them under sam guilds roof with separate receptionicts and all (go see marauder's guild, theres already the marks and decorations for some gun class) similiar style with other classes also.
    Because it takes a lot less development time to create a 2nd job than it does to create a whole other class with a full guild, 18 extra abilities, unique theme, etc, etc, etc.

    The 2nd job concept is like a specialization in other games. Another game might have a single paladin class, but allow you to make it a tank, dps or healer spec. By the same token, you have your base arcanist class that can specialize as a healer or a DPS. Most of the abilities are the same, and the core concept is the same (dots and pets). It's just the healer spec (SCH) can also heal.

    If they were to add the ability to customize your stats per job instead of per class (so different ability points for SMN/SCH for instance) it's actually quite helpful. When leveling my SCH, I would usually do any open world content (fates/levequests) as the SMN, because it killed faster. But for dungeons, I would use the SCH for heals because I could get queues faster.

    WHM currently kills pretty slow in the open world, a DPS spec would be nice to use as an alternative. This will be more useful when they raise the level cap and we need to start leveling again.
    (1)

  9. #19
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Exstal View Post
    Given that Conjurer is ridiculously ingrained into the healing role, it's very unlikely.

    Look at their skills;

    Cure, Aero, Cleric Stance, Protect, Medica, Esuna, Cura, Stoneskin, Curaga, and Medicara. That's 10 healer based skills, with 3 of them being used by Paladin which only 1 should have been cross classable, but whatever.

    Then we have their traits;

    Proshell, Freecure, Graniteskin, Overcure, Maim and Mend I*, Maim and Mend II*. That's 4 traits that enhance healer and Paladin usable skills beyond what any DPS should be allowed to have.

    *The "maim" part of these skills are fine, the "mend" would make a DPS too strong for healing.

    Common arguments are, "just leave those and lower the healing power on them". Then you run into the issue of a DPS that could heal if there was enough of them. What's to say that 2 healers, 3 GEO, 2 tanks, and 1 Bard, won't become the best setup? I don't believe the way CNJ is now that it is possible to make it into a DPS and there are no convincing arguments anywhere on these forums to say otherwise. It'd just be better to create a new class and branch GEO from that.
    It's not like a SMN or BLM can heal particularly well even though they have Physick. They used to be able to have a half decent heal if they used INT/MND gear, but gear has become more specialized after i70. There isn't any INT/MND gear past i70, and there isn't any i90+ MND gear that SMN or BLM can wear. So even with the greater potency of base CNJ levels spells, I don't think these abilities would still be all that useful. This will become more true as gear levels increase and gear stats make up a greater portion of a characters total stats.
    (0)

  10. #20
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    I'm not sure if it will but I hope it will. It's a good starting point for it already. I have an idea up for it here. Well technically 2 ideas for it.

    I prefer my 2nd idea for it in that link. Basically equipping the GEO soul allows Stone to combo with Stone II, Freecure turns to Freestone and functions the same but for Stone and Stone II, Overcure turns into Overdraft which gives Aero a chance of giving Aero II a proc to crit, Cleric Stance turns into Geomancy which is the effective DPS stance. With Geomancy up Stone/Stone II will build Geomancy stacks which can then be used on the Geomancer's job abilities. All stacks of Geomancy are used up when the job abilities are used and the potency of the abilities depends on how many stacks are consumed. While Geomancy is active the potency of attack spells is increased by 10%, the potency of healing spells is reduced by 25% and the MP costs of support abilities such as Stoneskin and Esuna are greatly increased. Geomancy stacks are lost when Geomancy is deactivated.

    When Geomancy isn't active the GEO can function as a CNJ healer but in INT based gear so their heals won't be very effective but could help in a pinch. Essentially suffering a bit of a DPS loss in order to gain a small amount of support in the form of heals. During this time they can also add support via Stoneskin and Esuna.
    (2)
    Last edited by MartaDemireux; 07-31-2014 at 01:37 PM.

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