Kaz, do you have any write-ups on some of the jobs we've been talking about in this thread? Curious to hear your thoughts and opinions on some jobs and potential roles![]()
Most of them are more or less outdated, but here is the whole list I had prior to the launch of Stormblood:
Tanks
Viking (shield and halfspear, mix of melee and lightning attacks)
Green Mage (hammer, based around ancient Dravanian lore)
Sorcerer (caster tank loosely designed off of Morpher from FFTA)
Hoplite (shield and dory, inspired by Greek/Spartan soldiers)
Dancer (polestaff, periodic shielding as quasi-evasion tanking system)
Melee
Blue Mage (*points to sig*)
Puppeteer (faux-pet job, "pet" does 100% of damage)
Charioteer (inspired by class from Bravely Second, designed around alternating through weapons)
Physical Ranged
Ranger (dual crossbows, mechanical re-imagination of Bard without songs)
Juggler (single dagger, goal of better comic relief from a job and job questline)
Agent ("secret agent" theme, inspired mechanically by Rift's Saboteur subclass)
Spellcasters
Merchant (job designed around a Wealth resource system, focused on indirect damage)
Reaper (answer to what the closest thing to a Necromancer-type job would be in FFXIV)
Sage (concept experiment to see if a job could revolve around manipulating a single spell)
Geomancer (caster with a rotation based around the Wu Xing)
Time Mage (caster designed around manipulating dots and delayed effects)
Healers
Performer (song-based healer built around increasing received healing on allies)
Grenadier (based off of Chemist, added a bazooka)
Saint (healer that deals melee damage, left it somewhere here on the forums)
Noble (fire-based healer because pyromaniacal girlfriend wanted a Disney princess job)
Physician (Othardian-themed healer built around manipulating periodic healing effects)
Non-Combat
Scavenger (DoL, designed around gathering leather and other items found off of monsters)
Antiquarian (DoH, specialized in making "artifacts", was still a work in progress)
I agree. Why bother specifying he is a Geomancer and even give him unique spells like "Qi of Earth" "Qi of Air" and "Qi of Water". Instead of stone, Aero, and water.
Doesn't make sense to put in extra work to do those little things when you're not going to even make it a playable job
I'm stilling remaining hopeful
I love your idea for Ranger. I think Crossbow is the perfect weapon for it, and is the last prominent ranged weapon left for a physical DPS aside from Gun and Bow.
Your Green Mage sounds interesting. I took a break before Heavensward and came back for Stormblood. Now I have both expansions to play through. I'll have to get more info on ancient dravonian lore.
As for Geomancer, I think that is a really cool concept. Reminds me a lot of the elemental wheel from XI.
Im about to read your Blue Mage link now. In the meantime, now that Stormblood is out has your list changed at all with what you can now foresee after this expansion?
Any jobs in this thread. Just three of them instead of two since shortly before HW we received Ninja. Then with HW we received three near copy paste versions of already existing classes leaving it to further patches to differentiate them.
So Ranger was kinda inspired by Assassin from the FFTA series and that one Kingdom Hearts character from Organization XIII with the dual crossbows. Had it built behind a "protector of the land" theme.I love your idea for Ranger. I think Crossbow is the perfect weapon for it, and is the last prominent ranged weapon left for a physical DPS aside from Gun and Bow.
Your Green Mage sounds interesting. I took a break before Heavensward and came back for Stormblood. Now I have both expansions to play through. I'll have to get more info on ancient dravonian lore.
As for Geomancer, I think that is a really cool concept. Reminds me a lot of the elemental wheel from XI.
Im about to read your Blue Mage link now. In the meantime, now that Stormblood is out has your list changed at all with what you can now foresee after this expansion?
When you get around to Heavensward and an area called the Dravanian Forelands, if you take note of the architecture there and the various glyphs on the walls, between those and the forests of the Dravanian Hinterlands, it had me wondering more about the region before the major events surrounding the Heavensward story since there's not a whole lot of detail from it.
For Geomancer, I only saw what it looked like from FFXI and figured it was something worth basing around Taoist view of seasons. Still haven't played FFXI though, and don't really plan on it anytime soon since it seems to be too faulty for job concept sources.
As for the end question, the mechanics changes and the addition of job gauges are why I currently consider most of my concepts obsolete. It's because of that that I plan on updating one for each main role, starting with DPS (Blue Mage) and then a tank and a healer (both of which currently undecided).
Mostly have the same thoughts:Well, I am hoping SE won't be completely stupid and release two DPS again, so I will assume Healer and Tank.
Healer: Almost certainly will be a Dancer. SE saw the desire for it in SB. Geomancer for healer makes no sense as it uses the same basics WHM does.
Tank: This one is REALLY open in the air, but we need more blunt weapons and a hammer maakes sense. I don't know what it would be called, but this is where I put my money.
DPS: Hopefully none until 6.0
Dancer: being a healer or dps. I like the idea of a healer though. Whether anyone liked FFXI DNC or WoW's Mistweaver monk (fistweaving)/disc priest, they could literally rip the mechanics out of either game, tweak a bit and bring it here and it'd work just fine. To be honest though just add DNC to the damn game however they see fit dammit! Anything after that I don't care about lol I've got my beloved RDM finally, now I just want my DNC ; ;.
Tank: Geomancer. If they insist on keeping slashing/piercing/blunt dmg debuffs in the game in their current function (for what god forsaken reason I'll never know smh) then they need another class to make use of blunt weapons. It's getting old that MNK is the only one making use of the blunt dmg debuff. Slashing has 5 jobs and piercing has 3 jobs (RDM doesn't benefit when played correctly besides a few AAs which is negligible)
Blue mage would be cool
Gunblade job would be great if they toyed with the melee/range aspect similar to RDM but make it feel different
Beastmaster would be awesome but my creativity when it comes to that job is lacking so it'd be hard for me to really speculate.
If for some reason if/when DNC is added and it isn't a healer I'd like WHM/AST/SCH to be redesigned so that another healer could be added without stepping on any toes. At the same time I feel like that would require an entire paradigm shift especially in low man content (4-8). That's a bit off topic though and better served in another thread lol.
Showing my support for Geomancer again. But this time I want to give an idea of how they could make Geomancer a tank. We know they can't/won't add a dps class in 5.0 and Geomancer healer makes no sense with Whm there.
My idea is simple, make it a close range caster tank. Nothing wrong with casting spells on enemy's face if they're a tank to begin with. We saw what Geomancer's primary role was in the AST story and it's clear they're protectors. What describes the tank role? Protector. So it could be that when the stormblood geomancers unlock more of their magic they could eventually become those real protectors and be tanks. It's all clearly laid out in the AST story. They're not healing, they're doing minor damage to enemies, but what are they really doing? Shielding and protecting things against damage.
So that's my idea/theory behind Geomancer tank. You're basically casting natural barriers using nature to tank the damage from enemies.
I tried, overall I really Kazrah's views on a lot of jobs and how they could work. Specially the Green mage tank idea![]()
The elemental wheel: Fire melts Ice, Ice compacts Wind, Wind erodes Earth, Earth grounds Thunder, Thunder shocks Water, Water douses Fire.
Geo would probably only utilize Earth, Wind and Water due to how lore is shaping in XIV, but I could see a system in which it has some gauge for all 3 elements, and has to create a balance of them in order to execute specific moves
|
![]() |
![]() |
![]() |
|
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.