Beastmaster healer via pet, Beastmaster Tank, via pet, Beastmaster dps, via pet. /done.

Beastmaster healer via pet, Beastmaster Tank, via pet, Beastmaster dps, via pet. /done.



Shapeshifter, professional gambler, crystal mage, parasite/magical leech, beast master/monster rancher, bureaucrat/number cruncher/paper shuffler.![]()
Last edited by Snugglebutt; 05-15-2016 at 12:18 AM.


Huh?next expansion will be samuri, blue mage, red mage. anneversty thing done with with player make that more possible.
I hope to see at some point Beast Master my self.
i doubt we will see nercomancer. it go to much against lore of the game for example a sister city of Ul'dor had necromancer it was destroy as well the elemental go crazy when someone use necromancer magic the aspect of lore make impossible for it what we might see is job use corrupt crystal like magic to heal allies. I believe the elemental problem where behind the destroy of Ul'dor sister city.
Ul'dah's sister city, Sil'dih was destroyed in a war with Ul'dah when Ul'dah used an alchemical weapon on the Sil'dih which turned their population into undead. Fun fact: The Amalj'aa and Ul'dah were allies in that war.
Technically we haven't seen anything specifically indicating the Elementals have a particular hatred of undead but undead are unnatural so it wouldn't be surprising for them not to like them. I think its more likely that necromancer wouldn't be a Job because its a bit too macabre for FF and also it tends to lend itself to skeletal things which won't sit well with Chinese laws.
I don't know for sure what Jobs will come but I feel pretty confident we will only get one dps Job. You will see a huge spike in people levelling the new Jobs and if they don't have a balance of roles among the jobs you will see very long queues for the people levelling the new jobs. Remember right after Dark Knight came out DPS queue became almost instant.


Freelancer: Has no skills of its own, but is able to 'equip' skills from other jobs. Each job quest unlocks a new slot to equip a skill, and only skills of the same level can be equipped in each slot. Obviously, the player needs to have played said job in order to equip the necessary skills. Able to use a wide variety of equipment, ranging from tanking gear to mage equipment. This job receives no bonus attributes, and instead gains attributes based on the class role of each equipped skill.
Dancer: Switches between various 'stances' while fighting to give different bonuses in battle. A support stance gives healing abilities and minor party buffs, an attack stance is focused on damage, and a defensive stance focused on protection. Rather than being able to fill any role, this should primarily be a DPS, with the other stances being more for support skills, similar to bard, rather than full-time use.
Time Mage: With their power over time, they can turn back the clock to heal wounds, slow their enemies and even bring back the dead. By speeding up time, they can increase the attack speed of their allies, or even bring time to a complete halt for their foes. With their double cast skill, they can repeat any magic in a single cast, allowing them to double up on healing spells.


About the time mage... Astrologian is like a time mage with tarot cards. They use the time and space and the iconic time mage speels, like Gravity, time manipulaton (Like Hast (the Arrow card), time Dilatation, ligh speed, etc). TIme mage seems too redundant having the Astrologian with this things.
I like it!Freelancer: Has no skills of its own, but is able to 'equip' skills from other jobs. Each job quest unlocks a new slot to equip a skill, and only skills of the same level can be equipped in each slot. Obviously, the player needs to have played said job in order to equip the necessary skills. Able to use a wide variety of equipment, ranging from tanking gear to mage equipment. This job receives no bonus attributes, and instead gains attributes based on the class role of each equipped skill.
Discarded.
SE won't give us that much freedom. That would be OP. Let's have a look:
Daggers as weapon, Dex gear.
Now the skills. First goes Berzerk, Ragins Strikes, Blood for Blood, Fight or Flight, Internal Release, Mudras, Kiss of the Viper, Darkside, Life Surge, Salted Earth -- as Abilites.
We take Storm's Eye combo, Scourge, Heavy Thrust, Full Thrust combo, Second Wind-- as Weaponskills
Despite the fact we have only 19 slots here (every class have 22 skills) we are dealing over 9000 dps.
Darkside, since it drains magic it can't colide with static buff like Kisses, actually it is nowehre written it cannot be used together. If not, we take Hallowed Ground.
Now comes the Traits, does this class has its own traits or we can borrow from other classes as well?
In that case:
Enchanced Blood for Blood, Dexterity I, Dexterity II, Dexterity III, Enchanced Fight or Flight, Enchanced Kiss of the Viper, Enchanced Raging Strikes, Enchanced Infernal Release, Enchanced Maim, Enchanced Heavy Thrust, Enchanced Second Wind
Even if there is still open slots, we need no more. I believe we would be able to solo DPS in every party.
Meld full Crit V's for best effect.
Yuni's Freelancer guide ends here.
.
EDIT: mudras take 4 skills total, so just get rid of second wind
Last edited by Yuni_Queen; 05-14-2016 at 09:58 PM.


Time Mage: With their power over time, they can turn back the clock to heal wounds, slow their enemies and even bring back the dead. By speeding up time, they can increase the attack speed of their allies, or even bring time to a complete halt for their foes. With their double cast skill, they can repeat any magic in a single cast, allowing them to double up on healing spells.Huh... those sound rather similar don't they? We're never getting Time Mage because Time Mage and Gambler went someplace quiet and <censored> like rabbits until Astrologian popped out.Astrologian: With their borrowed power from the heavens, they can rewrite fate to heal wounds over time or prevent them from even happening, weigh down their enemies, and even restore their allies to fighting form. With the blessings of the stars, they can increase the strength, defense, speed, and resources of their allies. Upon mastery of their art, they can bring the heavens to a complete halt for their foes, stopping them in their tracks. With their Lightspeed ability, they are able to rapidly cast healing magic on the move, and with synastry between themselves and an ally, even go so far as to cast their healing spells on multiple targets or even twice upon the same target.
As for the main topic...
I'd love to see Red or Blue Mage show up as a melee-based disciple of magic. Whichever one does show up, I would also like to be based around Dexterity or Strength for their main stat and use Ninja (Scouting) or Monk (Striking, renamed to Dueling) gear. In the case of Red Mage, I feel that Scouting equipment would be ideal, since they would likely use a rapier, while Blue Mage would work with renamed Striking gear, since they would likely use their scimitars.
Another I'd love to see would be Necromancer, we've had quite a few Necromancer NPCs so far, and I think Necromancer would be an interesting mage to round out the three. We have Black Mage, the classic explosive burst mage and Summoner, the now-classic damage over time mage who has a companion popularized by WoW's Warlock. Necromancer meanwhile could serve as the swarming minion master, calling upon umbral magic and raising tons of undead to swarm and corrupt their enemies to death. And with SE hopefully dropping the PS3 in 4.0, I don't think their spells and abilities would be a huge issue.
The final Job is another Job to fill a niche we're lacking in, we have two ranged damage dealers who are focused on debuffs, Summoner is obvious, but also Bard. Yet, no melee Job that relies on their debuffs, I think Samurai is the perfect fit for this niche. Samurais in the series have always been an awkward Job, not quite Knights or Paladins, nor Fighters or Warriors, Samurai sits somewhere in the middle. However, they have always, with the exception of FFXI, been a damage dealer, and the most well known modern Samurai, Auron, was a debuffer. I think it would be healthy for them to also share Maiming gear, especially with the focus on debuffs.
Last edited by MiniPrinny; 05-14-2016 at 11:34 PM.
Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!


The Rising
last year they mention blue mage, red mage and samuria.
i do think blue mage tank would awesome wield duel scimatars
I love see beast master use whip for combat but not on his pet.
Last edited by Savagelf; 05-14-2016 at 10:22 PM.

Here are my thoughts:
Red Mage (Tank role) - The RDM uses a rapier for it's main weapon and focuses on evasion tanking, using dodge and other spells to debuff the enemy. They also have the potential for light healing (think how a PLD can cross class Cure and Protect).
Samurai (DPS Role) - front line DPS with a role similar to BRD and MCH but focused more on buffing melee combatants. Uses a katana for their weapon.
Dancer (Healer Role) - front line healer class. Uses fans for their weapons.
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