Don't lose faith good sir! the Dev team is always watching our threads more then likely they're already reading this page and thinking over peoples ideas and conceptsAnd that's about it, although I have been giving this a lot of thought, and actually logged onto the discussion page specifically to post my ideas for red mage being a tank tonight. I highly doubt the suggestion will actually get read by anyone on the development team, as I'm sure they're already flooded with red mage suggestions already; but everything is already in place for it to be a perfect magic-based tanking class. I just hope they have the same thoughts on the matter.
RDM can make such a great tank, fun to play and (finally!) different than the rest.
The game has already plenty of war DPS jobs. What the game really needs is more magic DPS jobs, just 2 magic jobs so far is really disappointing. For those like who love playing mages, FF XIV is really disappointing.
Oooh I got one :O!
Evoker! Which is like a summoner but don't use egis but actual monsters and demons. They'd be like the Darker side of summoning, kinda like the Dark Knights with their constant flirting with death.
And you can summon any monster as long as you've collected its essence by forming a pact using a skill when it was low on health.(innocent smile)
I've got a long list of Jobs I'd like to see;
Hunter - DoL Class, specializes in gathering materials dropped by enemies. The nodes it harvests from would be special animals (dead or alive) in various zones. There are some Sheep outside Limsa, for example, Hunter would see a special NPC sheep sitting around there, and can go sheer some wool off it...
Dancer - Healer, uses DEX and Ranging/Scouting sets of gear, though. Main weapon would be ranged, so likely a throwing weapon. DPS skills would be TP based, heals would be MP with cast times, though rather than casting a song, they dance a dance.
Samurai - Ranged DPS, no silly support gimmicks to justify crappy damage. Has two weapons, bow in the main hand, katana in the offhand. You build combos with ranged attacks and do finishers (glorious flashy finishers) with the katana. Has Plunge/Repelling Shot style skills to move it between close and long range easily. Ranged combos don't have directional requirements, but instead distance based requirements.
Beast Master - Tank, pet does the tanking while Beast Master has a Shadewalker style effect with its pet. Beast Master combos would all be pet focused, inflict effect that weaken next hit on pet, or heal the pet in some way. A few more pet actions than Titan-Egi saw (Provoke being one of them, obviously). Not sure how to handle Charm though... Could be like Mug, and disappoint everyone, while the pet aspect of the Job is just effectively a stance (one pet for OTing, another for MTing), or we could have it work sort of like Ninjutsu. A combination of Mudra changes what Ninjutsu does, and whatever you last used Charm on changes what Call Pet summons... Whip might be hard to animate, so I'd say stick with a 1 handed axe to complete the current tanks (PLD 1h sword, DRK 2h sword, WAR 2h axe, BST 1h axe).
Blue Mage - Tank, INT/Caster gear based, tanking stance makes up for the lack of VIT/Def/etc. Blue Magic would mostly be handled by quests to give it a permanent skill set, but a few would be counter based, you get hit by something and you throw it right back at your enemy. Uses a mace (blunt based), though most of its attacks are through magic. Blue Magic would need to work slightly differently, given you can cast physical spells, so how that works with magic resistance and Foe's Requiem needs to be looked at.
Red Mage - Mage DPS. Main weapon is an Epee style sword, which is piercing rather than slashing. Works somewhat similar to Summoner, Summoner can throw out Titan-Egi for some emergency tanking, Ifrit-Egi for melee, Garuda-Egi for casting. Red Mage has three different stances, and for simplicities sake I'll just lift Bravely Seconds Fencer stances; Blazing Wolf, melee based stance. Goring Aurochs, support/healer based stance. Falcon Claw, mage based stance. Like Summoner, it would have a weak heal and raise. Support would mostly be through En and Spike spells. Melee would be you standard melee combos, likely to restore MP, but also to build up an Aetherflow style resource. Magic would be somewhat similar to Bravely Seconds Wizard class and its Spellcrafting mechanic. You'd have some standard spells and abilities which use up the Aetherflow style resource to allow you to alter the spells effect. So you can use Hammer, and your next spell is physical based, for example. It would be nice if Red Mage can get a full set of elemental magic, unlike Black Mage, so they can work in some elemental wheel stuff... So say you use an Ice spell, now your next Fire spell will do more, and so on...
Chemist - Healer. A mix between how Ninja and Machinist work, for how Mix works... Rather than Reload, you're resupplying various reagents. Rather than Mudra, you're combining various reagents. A lot more complexity than Ninjas combinations, though.
Thief - Branches off Rogue, with Job skills building it as an evasion tank. Steal would provide a large enmity boost (also toying around with the idea of being able to steal enmity off party members), and Decoy would let you use Aeolian Edge, you'd effectively place a pet that does nothing, but has all your enmity, so the target focuses it while you jump round behind it to get that directional bonus. If used why Decoy is up, Aeolian Edge would also grant you a Suiton style effect to grant access to Sneak/Trick Attack.
Geomancer - Branches off Conjurer, DPS mage though. Kinda iffy about this, since they gave White Mage Stone III and Aero III... Would need to be a bit more serious with branching Jobs and change some of the base skills a bit more, Cure I~III become Water I~III, Medica and Medica II become sort of like Lay Lines, but for the party rather than yourself... Quake, Tornado and Flood for some really powerful spells...
Oh right, let me fix that... Meant Chemist...
Last edited by Nalien; 05-07-2016 at 09:47 PM.
But what we do with the curent Alchemist? D: (Disciple of the Hand)
More than setting a title for a job I'd like to see mechanics implemented and then label them as a particular job. Devs already set the 3 kinds of roles we can have in battles for Tank, DPS and Healer. So, I'll stick to that for now.
For me what comes to mind is a Tank that, unlike current ones, handles enemies in a ranged way. This mechanic could set targets in specific parts of the battlefield without actually being there.
Healers that have to deal damage in order to be able to heal, like harboring power from their attacks to be able to heal.
For DPS I don't really have a good idea. There are too many DPS and making them is pretty easy. Maybe a DPS that needs items in order to deal spike damage and other kind of items for dots.
One thing is for sure, new jobs would have to break the mold of the current mechanics. Creativity is all I ask.
wouldve liked to see time mage, but ast pretty much covers that one pretty much. oracle/mystic from FFT, Geomancer, MysticKnight/Sorceror from ff5, red mage, blue mage, chemist would be fun too, i like the hunter/trapper idea retainers just dont cut it for farming mats, and some weird ones like yak milk and night milk have a terrible drop rate if youre trying to farm them yourself
I think we could still see a Time Mage. When they introduced Astrologian, they made it a point to tell us that it was a completely new and original job to the FF series. If it had encroached on Time Mage at all, I think they'd be inclined to say that it was inspired by it. I think we can still see a heavy-support caster in the future as Time Mage.
AST has space, and TIM has time.
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