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  1. #61
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    I would love to see Psychic the Job from ffx2- (サイキッカー, Saikikkā), also known as Psychiccer in this game I think that this Job could work well in FFXIV.
    (1)

  2. #62
    Player
    ZhaneX's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    785
    Character
    Zana Amariyo
    World
    Behemoth
    Main Class
    Thaumaturge Lv 80
    Lot of people seem to want a Scythe-wielding Necromancer...and I'm right there with them!

    Most people suggest the idea as a Pet-Class, akin to Summoner in some ways.
    I'd instead propose a melee DPS with an emphasis on gaining a Stacking Buff as they damage and kill enemies, similar to Monk. Unlike Monk though, who get most of their DPS off of maintaining their buff[s] constantly, the Necromancer would instead continually build up and expend their stacks to perform both powerful attack and support spells. That's the idea I had anyway. Might try to think on and develop it more. Wanted to at least get it down somewhere.
    (0)

  3. #63
    Player
    The_NPC's Avatar
    Join Date
    Apr 2014
    Posts
    495
    Character
    Ritza Solair
    World
    Behemoth
    Main Class
    Machinist Lv 79
    only Idea I got is a Reflect skill, applied like Aldo or Stoneskin just it doesn't do the 10%HP wall instead it just "reflects" back 5-10% of all damnage delt back to attacker durring its timer (probably 10-15 seconds) this would also mean the person its cast on would still take full dmg just enemies take some as well & would probably work best used by a tank on themselves so a skill for a MP Mage Tank type or Magic Wall Tank
    (0)
    What some see as "distracted" is really "fathoming the unfathomable" - last words from an Ul'dahn Mercurial Chemister at the battle of Carteneau

  4. #64
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by The_NPC View Post
    only Idea I got is a Reflect skill, applied like Aldo or Stoneskin just it doesn't do the 10%HP wall instead it just "reflects" back 5-10% of all damnage delt back to attacker durring its timer (probably 10-15 seconds) this would also mean the person its cast on would still take full dmg just enemies take some as well & would probably work best used by a tank on themselves so a skill for a MP Mage Tank type or Magic Wall Tank
    One of the CDs from MRD/WAR has this ability with a reactive attacke against attacking eneymies with a potency of ~50
    (1)

  5. #65
    Player
    Shippuu's Avatar
    Join Date
    Mar 2013
    Posts
    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Balipu View Post
    Well the game really strongly hints at Puppet master being the next class.
    I mean sure except for the fact they directly stated they aren't even considering puppetmaster for addition to the game...
    (1)

  6. #66
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,365
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I know I'll get flayed alive for suggesting it, but I'd love to have a healer that focuses on using its GCDs to support the party during the large amounts of healing downtime the game has. Abilities like Brave, Faith, etc with cast times and base MP costs, so it has to manage keeping buffs up whilst healing and managing MP. The abilities would be balanced enough that the raid dps they add equals the personal dps of whm/sch/ast. Obviously it would still have to have nukes and Cleric Stance, but they wouldn't be as pivotal to the job as they are for other healers. Currently the playstyle of all three healers in the game is focused solely around balancing dps and healing, which is perfectly fine and fun, but not when every healer has to use this same playstyle, so I think something like this would be a cool way to change things up for those who'd want it
    (2)

  7. #67
    Player
    Alisane's Avatar
    Join Date
    Nov 2015
    Posts
    66
    Character
    Alisane Vaeros
    World
    Leviathan
    Main Class
    Scholar Lv 70
    For healers, maybe a Chemist (CHM)! Could mix potions that cause healing and regen for the party, add beneficial party buffs (such as a reflect damage, haste, damage increase etc), and do damage (fire potions for damage, ice potions for bind/slow).

    Weapon could be a flask or beaker? Would gel nicely with SCH as opposed to the more "mythical" healers like WHM and AST.

    I also like the idea of Blue Mage (BLU). It could be similar to Quistis in FFVIII and be a mid-range DPS with a whip. GCD attacks could be whip skills with the oGCD being abilities like Bad Breath and White Wind. I imagine it would have some support abilities like MCH or BRD, similar to traditional FF blue mages. The quests would be fun--go hunt down the mob to get its ability!

    They seem to like giving the class a specific mechanic (NIN with signs, AST with cards), and I like that because I think it helps with the class identity, but I'm not sure what it would be in either case.
    (0)

  8. #68
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Alisane View Post
    For healers, maybe a Chemist (CHM)! Could mix potions that cause healing and regen for the party, add beneficial party buffs (such as a reflect damage, haste, damage increase etc), and do damage (fire potions for damage, ice potions for bind/slow).

    Weapon could be a flask or beaker? Would gel nicely with SCH as opposed to the more "mythical" healers like WHM and AST.
    Biggest problem with Chemist is that it needs more to distinguish it from Alchemist. That was why I suggested a while ago in some other post that it could be merged with something like an artillery-themed job, because nothing makes a potion-theme job stand out more when those potions are being fired out of a bazooka.
    (3)

  9. #69
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,975
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Blackcanary View Post
    Is Bard really that bad?
    Right now it feels immensely strong if you have composition or emergencies enough to benefit from it's songs. It feels quite solid to me.

    That said, I'm not about to shun ideas towards improvements. It could certainly be more pleasing in terms visuals, interactions, button-flow, etc. Like all other jobs. Or at least those short of objective perfection (all of them, likely for all time).


    On topic:
    I'm personally hoping 4.0 is not yet in Ala Mhigo, giving the devs more time to develop more systems reliant on a more free-form style of NPC interactions and story progression as to full appreciate all that that zone could be — a war-torn, occupied but still proud nation divided between new identity, more passively shaped, and reclaimed, where the exact nature of that which is sought is sometimes more vague than the forceful words of rebel leaders would suggest, where no one is purely good or evil, and we as the players may be forced to make some hard decisions, rather than having them made for us.

    So, instead I'd like to make 4.0 a bit more linear than what I envision for Ala Mhigo, but ever bit as provoking, and perhaps more artistic, even mind****y, turning certain archetypes on their head, better realizing theories of Echo and other phenomena, and adding new paradoxes to the mix in an ominous yet beautiful, wild frontier setting where Sharlayan sciences and the myth of surrounding phenomena collide. Set in the surrounding lands to the events of Heavensward and those leading up to Ala Mhigo, primarily in Sharlayan, around Xelphatol, the far eastern Shroud, the coastal desert reaches beneath it, and the outskirts of Ala Mhigo just beyond that, 4.0 should give fitting setting to a new means of character development and skill acquisition, and with it: three new jobs, the Artificer, the Beastmaster, and the Wildling. These are hero classes, with detailed entry questlines, and should not be assumed to follow the same constraints as other jobs. Each has above the average number of skills available to it, but they must primarily be acquired through more active means.

    The Artificer is a mobile mixed-range caster/fighter. His weapons are his manacles, through which he converts his force of soul (or whatever explanatory resource you see as fitting) through his linked elemental in the other plane. Theirs is a master-servant relationship, of a sort, though which is which is up for contest, and likely will be contested at certain points. This relationship isn't just fluff text; though all paths are viable, how one takes part in their dual- or linked life with the spirit will affect ability acquistion. As will consuming other spirits or their power... The artificer is massively complex, both in ways more akin to a fighting game and ways more nuanced or macrorotational than as yet seen. Its skill-floor for decent play is definitely on the higher end, and its skill cap, while varying from situation to situation (open world fights that can best make use of its utilities probably the highest, while general raid content may be less demanding) is probably higher than any current job. The artificer has only mild off-healing functionality, but its utilities, especially involving its plane shifts, elemental siphons, or magic consumption, can save lives, especially its own. Its mobility, minor threat control, and toolkit survivability can allow it to situationally tank — just not as a meat shield. Wears a unique cloth set.

    The Beastmaster and Wildling are a bit less demanding, but may also require a largest breadth of knowledge, seeing as each beast companion or (related) personal attributes may bring about an almost entirely new playstyle. It and the Wildling are flip-sides to each other; where one uses a pet to expand his arsenal (externally and through synergies), the other functions more like a traditional Blue Mage with a side of a shapeshifting, often using skills learned from those same beasts, or their lords (nushi, the beasts above other beasts within their domain, or outright demigods, generally too rare or powerful to be fit to be a companion). The Beastmaster wields chain-weapons – from whips, to long flails, to urumi, to simply axes with chains holding them to the arms for easy retrieval after a throw. While classified technically as a melee, this makes them a master of the mid-range, especially when compounded with their pet control. The Beastmaster is generally durable, individually and especially as a combo, with decent unique utilities and snap-tanking capabilities that can substitute for a tank in a pinch, rotationally, or full-time in less dangerous contents. Wears leather.

    The Wildling actually has two armor choices, mail (DRG) and leather (all other physical). These have varying synergies with certain monster skills, not especially significant on a skill-by-skill basis, but on the whole, combined with his monster skill choices, can determine whether the Wildling is better suited for tanking or dps, or even how. His main weapon is vaguely a short spear, similar to those of the Migration Period, equally useful for melee combat or throwing. These may take on all sorts of odd shapes, and may be discarded temporarily in certain morphed forms. The general idea is that while the Wildling is a match for the other two in versatility of range, it's due to his own unmatched potential for mobility. Morphed forms lend the Wildling a tremendous assortment of escapes and dashes, each with side benefits. The aesthetic of the Wildling is one "touched" by the elementals of the far eastern Shroud or the newly "sentient" environments near the Sharlayan lands, and not in a way they quite expected. Rather than tempered into vengeful slavery, they have been hardened by madness, and can walk the balance between it, rationally insane and humanly inhuman. Offense is generally their greatest defense, but they can take a punch and pack it back, often harder than it was delivered. Their kit includes passive, gameplay affecting traits along with the ability to pick as they desire from an expanded spell-pool, up to the same max skill count as other jobs. Depending on their kit, the Wildling can be a full-fledged tank, viable against any other within the contexts of any given content fight, and may further excel at certain balances between the two roles for such functions as dungeon speedrunning, though without overshadowing the others or its own dps or other hybrid kits. Tanking setups tend to use mail, while more mixed or purer dps setups use primarily leather. In this sense, they are probably the most versatile job in the game.

    As for patch 5.0 (Ala Mhigo), though I'll save the lore details for another time:
    - (c) Templar (a finesseful but no-nonsense longsword wielder who can stay his class for a Sword Saint feel, or swap to Mage Knight, which is a Mystic Knight developed, actually, to kill mages. Think HEMA.)

    - (j) Mage Knight (see above. Now HEMA with runes/seals. Hybrid / Vanguard. More likely to stray from using the shared resources for pure dps and instead support the party when against magic damage or debuffs)

    - (c) Fencer (the lighter, faster cohort of the Templar, wielding the rapier, side-sword, or so forth. Still winds a bit, but more interested in setups and overwhelming the enemy through accrued or more gradually created openings, more detailed combos, etc., than in the physicality of self vs. opponent. In short, less likely to simply let an enemy attack pass by, tossing the attacker to the ground and stabbing it through the neck; more likely to overwhelm it in a flurry of attacks. Highly tactical, though its adrenaline junky components of attention-intensive, rapid setup and payoff might not appeal to all.)

    - (j) Red Mage (all Fencer weaponskills and related ability have an elemental nuance to them. The Red Mage plays off that, weaving sword and spells. The Red Mage sacrifices a bit of physical defense and weapon-inflicted enfeeblement capabilities for spellbound utilities that greatly broaden its range and role. The Red Mage is indeed short of a master in any particular output form, his tanking for one shoddy at best in any traditional or meat-tank point of comparison, but mastering the flow of each and the abilities behind them (resources largely shared between roles, allowing near full capability in each role without having to limit overall versatility) produces top-line raid contribution. Shares Artificer's unique cloth set.

    - (j) Adept (No base class. Though filling a similar spell-fighter type alongside the Red Mage, the Adept and the Red Mage are still more different in button-flow and considerations thereto than even, say, a Summoner and a Monk. Wielding a Staff, the Adept is quick and graceful, kicking and spinning and striking and blasting enemies back with wind and water and earth, with a much greater focus on the self than as present in the Fencer or its Red Mage job, capable of buffing oneself to great heights. The feel of the Adept is a bit like a dancing specter, familiar yet foreign, nostalgic but unpredictable. Though its outcomes are reliable, its build-up is so analog, based on internal resources rather than hard buffs or related durations, that the same strategy against the same opponent may quickly take on very different gameplay. To those new to the job, the Adept may seem a faceroll job that works itself out or just somehow fails to do so; to the experienced it is a gambler, and investor, who demands you go along for the ride and often enjoy what's given more than keeping your eyes on a preset goal; to the veteran, it's one hell of a dance, with potentially terrifyingly good outputs that somehow manage to generally avoid the balancing swing of poor RNG. Between the capabilities of a Fencer and Monk for tanking, which is to say, only in a pinch — with high control and toolkit like the prior, but faintly less passive survivability than the latter — and about as capable as a Red Mage for combat kiting, which is to say pretty damn great, probably the best in the game, capable of multiple groups of enemies from multiple approach angles in range of melee allies or colliding for party AoEs without hardly reaching the Adept himself. That is, until immunities. Shares Artificer's unique cloth set.
    (1)

  10. #70
    Player
    Alisane's Avatar
    Join Date
    Nov 2015
    Posts
    66
    Character
    Alisane Vaeros
    World
    Leviathan
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Kazrah View Post
    Biggest problem with Chemist is that it needs more to distinguish it from Alchemist. That was why I suggested a while ago in some other post that it could be merged with something like an artillery-themed job, because nothing makes a potion-theme job stand out more when those potions are being fired out of a bazooka.
    I'm down with a potion-flinging bazooka!
    (3)

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