
This is technically not a new job but, assuming the next expansion will have multiple jobs...
I'd like for them to introduce a multi-role system where each role has a completely different skillset (not like SCH/SMN). Maybe you have to level them separately or something.
Then, maybe do something with BLU or DNC with new roles (could extend to RDM, BRD and others too, but that'd probably be too much in one go). Of course, if this was done, it might not be a good idea to just make roles for existing jobs so every role introduced should be accompanied by a new job:
Chemist -- Healer/DPS
Traps aether inside equipment such as flasks and mixes it with materials to produce various effects (if healer, it could be a mainly melee healer with ranged healing capability; same goes for DPS). Could have a mixing mechanic of some sort.
Geomancer -- Healer/DPS
I'm not a fan of bringing Geomancer since I'm of the view that it's simply an AST that essentially reads and uses earthly materials to perform magic rather than reading the stars and planets but if they do decide to implement it, I'm imagining it more as a caster which utilises ground AoEs that literally changes the terrain. If it does become a healer, I feel like it may be too similar to CNJ aesthetic-wise but maybe they could move WHM away from being the druid. I wasn't really a fan of WHM being a druid rather than a light/holy magic mage.
Onmyoji -- Healer/DPS
Not sure about this one. It kind of seems similar to AST with the way their spellcasting involves space but it'd be interesting to see what it actually does. Utilises shikigami as a medium for spells. Maybe another pet healer? Or make a mechanic that 'summons' a shikigami similar to SMN's Demi-Bahamut and PVP SCH's Eos that grants various additional effects.
Assuming they are planning on filling the armory with 4 of each role and then probably taking a break before adding new jobs (but does SE ever do anything that makes sense? They haven't in my experience lol, the genderlocking in 2019 and no healer for so long really shocked me even more than limiting BLU, and I don't even have interest in playing a healer or a Viera! lol), that being said, my two cents are:
As a few others have said, unlimit BLU for the last spot of casters. If they did anything other than this for the last caster spot then. . . I just don't know lol
For the last healer spot, I can't give any suggestion as I was never a healer main, but necro sound interesting I guess?
last rDPS spot, please please BST! Whips or dual pistols from afar while sic'ing pets on enemies sounds so cool. I actually wanted BST to be an off-tank, but they chose gunbreaker I guess




This and
Sniper -- Ranged DPS
a ranged DPS that uses high-caliber sniper rifles. This would be the non or minimal supportive ranged DPS class akin to Black Mage and Samurai.
For healer I would like to see synergist from ff13, and have it use Hope's boomerang weapon. It could apply shields like sch, but have two different types one for magic attacks and one for physical. Their overall dps would be much lower than sch, but they could apply damage buffs to party members. They would also have basic direct heals like the other 3 jobs. Or they could add songstress.
For ranged dps (assuming we need a new one) I would like to see whatever you want to call Wakka from FF10.
I'd love Corsair or Spellblade. Or hell, it'd be neat to combine them too.
Necro would be a cool healer imo.


My vote is and always will be for Rune Fencer.
Kind of a pity we're not getting them now, since I think their style fits the theme setting of 5.0 a lot (fairies, dwarves, the whole light and dark thing, a Rune Knight would have fit right in), even so I still want them even if it means waiting till 6.0.
As far as lore goes, I would like them to feel a bit like the FFXI group, which were a bit like the rogue guild was here in FFXIV. A group of people who all laugh and get along great but look out for their own and have some real skill hiding under that carefree front of theirs. Can't say how they'll fit into the world though, I'll leave that to the games makers since they have more inside info and skill at that then I do.
Play style on the other hand needs to be 100% redone for FFXIV, since the FFXI RUN would not work at all in any way or form. Which is fine, I personally really want to see what FFXIV can do with the concept. I myself would like it to be a tank, but since we're getting one already it'll likely be a melee DPS if it is added in 6.0 or so. Regardless of what role it will be I'll just be happy to see it in game...unless it's a limited job, but I think it's to shallow of a job for that.
And that's my own unchanging for 3 expansions now 2 gil on this subject.
Haste could easily work as a buff similar to RDM's Embolden or DRG's Battle Litany, and yea Slow couldn't really work on bosses without making them be almost a requirement in raids. But there are other Time Magic spells that could be usable on bosses, like Old from FF5 could easily be a combination of Addle and Feint.The problem is Time Mage is finding an identity for it in FFXIV.
If it starts using spells like Haste and Slow - either all bosses will be immune or a Time Mage becomes mandatory in every composition. Same with Haste on the party - every composition will need a Time Mage.
I suppose one way would be to have the TM only Haste themselves and that becomes a part of the rotation and gimmick but ultimately it renders Time magic just another flavor mechanic with no real benefits.
For attacks, Nabriales from the Chrysalis was a Time Mage, he used Dark, Quake and Spark as attacks, with Double and Triple adding extra attacks to Spark.
And if they really wanted to get creative with Time Magic, they could try elements of Exorcist from Bravely Second.
two healers.... we deserve it.
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