I would like a pet job that can smoothly and efficiently control its pets.
I think you should have left out the "no pet job" option
...cuz I voted for it
I would like a pet class with real pet and not a 3 skills extention of my character ^^"
(Summoning a lot of creature by using procs and make them do certain things, some DoTing, other CCing, some explode etc etc)
People don't know how to take criticism anymore, and bad play is rewarded with with a coddling mentality. Yes, this is a casual game for the most part - that doesn't mean people need to walk on eggshells in fear of getting reported for pointing out things. This whole 'please don't say anything even slightly negative' mentality that we seem to be going towards and the devs seemingly pushing towards it is creating a disturbing trend.
I would like Beastmaster to be implemented at some point, but I'm kind of torn on how it will function. I didn't like the "charm" system in FFXI, and much preferred the jug pets. However, I don't want BST in FFXIV to be tied to items. Possibly it could be more like Ranger from GW2. Having a selection of pets to choose from, and be obtained from quests. In a perfect world, it would have dual axes, and fight in melee range alongside the pet. Most of it's abilities would work in tangent with the pet. (BST and pet go back and forth to create combos.)
Lol, I am one of two people who choose "do something that is not listed".
I want something that can be borderline chaotic like tinkerer -> engineer -> gear master in dragons nest. Where one character just floods the area with full AI pets that do there own thing no player action required other than summoning them lol. It sounds lazy but holy moly. When you had your main robot tank summoned, 1 ice turret, 1 chainsaw turret and 1 of either these previous two or the machine gun turret, plus three quaker pets for a total of 7 pets on the field. It was glorious, especially when it was a quick order to send bomb orders to your quackers lol
Btw, how is that game doing? I quit around ddn i thinkLol, I am one of two people who choose "do something that is not listed".
I want something that can be borderline chaotic like tinkerer -> engineer -> gear master in dragons nest. Where one character just floods the area with full AI pets that do there own thing no player action required other than summoning them lol. It sounds lazy but holy moly. When you had your main robot tank summoned, 1 ice turret, 1 chainsaw turret and 1 of either these previous two or the machine gun turret, plus three quaker pets for a total of 7 pets on the field. It was glorious, especially when it was a quick order to send bomb orders to your quackers lol
And yes, GM was the best thing I played. Quackuuums!!!
Sadly I quit around the same time NA released ddn, couldn't split my focus between this game and DN.
I do watch pvp videos from that game often though cause pvp in that hack and slash with the type of aiming system they used for combat was really fun. The lower quality of graphics made all the actions so fluid, quick, and challenging. But the damage numbers in that game now is just intense, probably parsing at 1bil in that game lol ridiculous but the POWER!
You're not alone there, since that's what I voted as well.
You can't just funnel pets into one approach or category, since there's different ways to use pets. I'll list some job suggestions and pet applications.
- BST: Tank. The key mechanic is that the BST's "DPS Stance" would have the BST and their pet fighting side by side, with some skills requiring both alive and well to be used. BST's "Tank Stance" would be them riding on the back of their pet, combining their HP, Defense and Magic Defense ratings. Not only does this fit the BST class fantasy, but provides different gameplay depending on whether you're tanking or DPSing.
- SMN: DPS. Key here could be having one permanent egi active and having a secondary resource used to summon temporary egi that stick around for 20-ish seconds before vanishing. So you might choose to have Ifrit-egi or Garuda-egi up but have the option to temporarily summon Ravana-egi or Bismarck-egi to do stuff for you for a bit. Abilities that boost your permanent egi would be a plus.
- MCH: DPS. MCH could have gone the route of mechanical minions, with some abilities that do things to the minions. For example, they could have gotten a zapper/taser minion that walks up to the target and attacks them with short electrical zaps, but get an ability may cause them to self-destruct if you want to do a burst of damage (putting that minion on a lengthy cooldown as the trade-off). Maybe allow the MCH to summon up to three of these minions and sic them at the enemy, and getting a skill that causes the minions to create a safe zone that reduces damage taken by party members inside it. This would mean the MCH would have to be conscious of where their minions are positioned. You wouldn't even need to copied Paeon/Ballad thing because the MCH would already have enough to look out for.
- PUP: DPS. The key thing is that the mammet acts on its own, but has abilities it'll use in conjunction to certain PUP skills. For example, PUP could have the weapon skill Stringing Pummel that deals damage with a potency of 200, but causes the mammet to perform its own attack to make up the difference. I get that customization was one of those things people like about the job, but that's the aspect that would have to be modified in order to fit in the game and be actually balanced. Here's something I wrote a long time ago on PUP.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.