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  1. #11
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Aruktai Oronir
    World
    Cerberus
    Main Class
    Samurai Lv 52
    These are purely predictions but they're based on what I think they can add without cannibalising existing job abilities and on what has yet to be thematically touched upon:

    5.0:

    -Blue Mage; possibly as a tank with shapeshifting capabilities.
    -Dancer; some people think it might be a melee healer, I think there's enough scope to add it as a distinct melee job either way, but healer is a logical assumption at this point. I echo Theodric's concerns about it.

    6.0:

    Assuming this expansion goes to Garlemald and we see more of a Garlean presence/possible integration of reformed or dissident parts of Garlemald, perhaps playing on the Populares/Optimates division...

    -Gunblade; obvious pick, I expect it to be a 2H melee job
    -Chemist; a healer who uses non-magical means to heal, with cast times representing the mixture of potions, elixirs etc. (abstract resource units rather than actual inventory contents)

    6.0 and beyond:

    -Orator; this could be a warlock type buffer/debuffer, magic oriented support job, and ideally would use an orb if I got my way as its main weapon
    -Tamer; essentially a crossbow wielder with a pet
    -Necromancer; I believe it's unlikely, but it could be a type of Void Mage, since necromancy and the Void are intimately connected in FFXIV. Possibly fused with the Orator, as otherwise it may end up being nothing but a BLM/SMN hybrid.

    Rune Knight is possible if they can find a way to not step on the toes of the already high number of melee jobs (e.g. SAM) that use aether-powered abilities, as well as RDM.

    I think Geomancer is unlikely, as they've pigeonholed them as a type of CNJ, but it could still be done.
    (13)
    Last edited by Lauront; 02-15-2018 at 03:29 AM.