Unfortunately jobs are confirmed to be 1:1 and locked to the class that unlocks them, at least for the ones coming in the 1.21 patch.I think they said that your job quest is part of questing your abilities. I'm good with that. Games actually good on magic.
Now,
That blue mage thread i belive was my thread. And actually it would work pretty nicely. I've thought up even more on that and MY vision for blue mage would make an excellent addition to game play. but of course its my Opinion. I'll share.
Jobstone: BLU
Classes: GLD CNJ PET
(IF a 2+:1 ratio, you may switch your style between classes as a blue mage. if that were possible with the job system, I personally would never play another game because of the sheer depth that it adds to both the armory and job systems.)
Each job gets 5 abilities as of right now.
Magic 1 - Magic Slot
-> Learn a new "blue magic"
Magic 2 - Magic Slot
-> Learn a new "blue magic"
Magic 3 - Magic Slot
-> Learn a new "blue magic"
Ability 1 - Azure Oblivion
-> Your next blue magic will be used at maximum capacity. Afterwards the ability will be forgotten. Fills HP MP and TP to the top. (this is a desperation skill at best, it is not overpowered because the glory of it is you have to learn your magics again, which takes time, and we all know, time is money ^^)
Weapon Skill 1 - Beast Bane
Attack with weapon in hand, dealing damage based on your currently equipped magic and monster family.
(Essentially, this skill takes the monster property of the magic you currently know, and uses their monster properties to deal advantageous damage.
Peach Parfait/Khulan Angura on Gilgamesh
I'm aware, what I'm concerned with is 2.0 and beyond.
But you must agree how bad ass a system like that would be.
Even though you can do this with your classes already...
You could basically paradigm shift, while retaining your job.
Imagine something like oh say RDM
Give it a free cast ability so that it can move and attack WHILE casting, say on a Scout class for dps.
Then things goes crazy and the party starts loosing, the RDM then falls back to CNJ, pops fast cast and heals his nads off to help save the party.
Then you have the classes coming in 1.21, which are confirmed to be 1:1 locked.
This is okay, because the things you learn from those jobs extend the abilities of your class. Even still, just because their proficiency is only instilled in 1 class does not make them any less useless than a job that can use 2-3 classes.
Classes define what your doing.
Jobs define how you do it.
Of course paradigm shift would only be effective with classes of close level, but I gives an incentive to cap all of the classes that a particular job can use.
Sorry I went off on a huge tangent response, but the idea makes me want to crap myself.
Eden eternal has a few of their jobs at a 2:1 ratio and i must add its a pretty nice function i hope SE picks up on for the more advanced jobs.
I played WHM as my main job on 11 for years and I find it quite funny when people say you use only 10-15 spells max from the list of spells WHM had.
WHM get 68 spells at level 50... Yes there are some spells like Banish which you won't use that much, but I made a list of spells I was using all the time while I was climbing up my WHM:
Cure, Dia, Paralyze, Poisona, Protect(ra), Barwatera, Paralyna, Aquavel, Cure II, Slow, Blindna, Silence, Curaga, Barfira, Shell(ra), Blink, Silena, Sneak, Cure III, Regen, Invisible, Raise, Reraise, Protect II(ra), Stoneskin, Cursna, Erase, Viruna, All teles, Stona, Haste, Cure IV, Regen II, Flash, Protect III(ra), Repose
--- That's 43 spells out of 68. The rest of the 25 spells were other bar-spells which were used on occasions as well (I didn't mention them in my list as barfira and barwatera just seemed to be the two things you would try to avoid before level 50) and the other bar-spells (like barsilencera) were just for certain fights.
Out of the whole list of WHM spells I can name only one spell that I never used and it is Deodorize... (except make fun of a party member).
I think you grow with the spells you get (buy, quest) and I think it would be a great idea to bring such content to 14 as well.
There is a little Monkey in all of us....
Personally, I really feel like the mages could just use some more variety in their spells. ESPECIALLY Thaumaturge which has become dangerously boring and narrow-focused post-patch.
I agree that having too many useless spells is just pointless but it's really pretty easy to think of 4-5 that are a mysterious absent from THM. Drain HP/MP, Poison and Silence seem like some obvious choices.
"Thaumaturge is fine how it is." is not wrong in the sense that it can do it's job well, which is dealing damage, but more importantly is it fun to play? In my opinion, no it's not.
Someone is going to argue that THM will be getting new skills when BLM arrives next month, but let's look at the BLM skills:
- Burst
- Flare
- Freeze
- Sleepga
- Convert
WTF? Just more elemental spells and an AoE sleep? All of which we had before 1.20 anyway. Convert is definitely a plus at least, but it looks like BLM will still be lacking variety. All the other jobs seem to be getting far more interesting and unique abilities in my opinion.
I respectfully disagree with this opinion.
They took thm from a middling hodgepodge of debuffs of varying ineffectiveness and forged it into a pure magical murder machine. The Blm spells/skill will serve to further the mayhem. The Debuffs that actually mater to play style of the MMM were nested beautifully into the additional effects of spells.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
yes, they turned it into a magical burst machine that spends alot of time standing around doing absolutely nothing in longer fights. that is what makes it boring. it doesn't matter if they added more of the original dot's and lowered damage and mp costs some as long as you are not just standing and doing nothing. that is quite boring and not fun to play.I respectfully disagree with this opinion.
They took thm from a middling hodgepodge of debuffs of varying ineffectiveness and forged it into a pure magical murder machine. The Blm spells/skill will serve to further the mayhem. The Debuffs that actually mater to play style of the MMM were nested beautifully into the additional effects of spells.
let me figure out this complex combo.....fire........fire.......fire
http://crystalknights.guildwork.com/
Stone, Thunder, Excruciate, Thundara, Dark Seal, Parsimony, Necrogenesis if needing, Thundaga. Blizzard, Cure, Thunder, Thundara, Thunder, Fire, wait just a lil bit for MP, Thunder, Thundara...oh ****, my HATE is high, gotta stop a while (...)yes, they turned it into a magical burst machine that spends alot of time standing around doing absolutely nothing in longer fights. that is what makes it boring. it doesn't matter if they added more of the original dot's and lowered damage and mp costs some as long as you are not just standing and doing nothing. that is quite boring and not fun to play.
let me figure out this complex combo.....fire........fire.......fire
Did somebody take your sweet roll this morning dark? I'm sorry.
If you are running out of mp quickly in longer fights such as Ifrit
you are either
a) doing something wrong
b) getting to many resists (go back to point a)
c) pulled the short straw and got stuck in the melee bitch seat on a thm burn
Yea mp "management" Is a ten ton iron bitch with thm. In that you do not so much manage it as you apply a tourniquet to stop the hemorrhage. But its possible and possible to do it while dealing consistent damage.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
if you are using all 3 against the same mob you are absolute fail. for example you only have 3 elements total. only 2 of them can be used against ifrit and do any damage. go against the moogles and you will see against certain ones that base fire does more damage than thundaga does capping off a combo.
http://crystalknights.guildwork.com/
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