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  1. #1
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I don’t like the idea of Necromancer for lore reasons. We’ve encountered it several times throughout the story and it’s always been a terrible idea. See Edda Blackbosom. The Ascians are kinda Necromancers too, their entire plan is to resurrect their dead people by sacrificing everyone else.


    They tend to add in jobs that people have asked for previously, so I think the most likely healer is some form of Chemist, although it may be tweaked into something more original due to similarities with Alchemist and Scholar.

    Barring Chemist, the healer job I would like is Psychic. That being the dressphere version from FFX-2, as a techy, psychokinetic powers type deal, not the ‘fortune telling psychic’ that AST already covers.

    Geomancer is also widely requested, and hinted at in game, but it’s not very consistent. In the AST questline they can raise shields, but in the Four Lords story they’re caster DPS.
    I’d like it to be more of a support caster DPS to be honest. I imagine it being based around earth/wind/water spells, like a DPS WHM, with ground-targeted AoE buff fields, that can increase defence, attack or speed.
    If RDM is the ‘Bard’ of casters, then Geomancer would be the ‘Dancer’ of casters.
    (1)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Seraphor View Post
    I don’t like the idea of Necromancer for lore reasons. We’ve encountered it several times throughout the story and it’s always been a terrible idea. See Edda Blackbosom. The Ascians are kinda Necromancers too, their entire plan is to resurrect their dead people by sacrificing everyone else.
    Yes, and Ascians are also Summoners and Black Mages. We shouldn't discard the idea offhand because enemies use the same powers -- just look at Dark Knights and Dragoons, who literally use the power of those who they consider enemies.
    Lore can change. By lore all White Mages were Padjal, Sharlayan Astrology is illegal to teach to outsiders, and the principles of Mhachi, Nymian and Allagan magic were dead and lost to time... until we came along and changed the lore.
    Who's to say we can't have a trainer whose views on Necromancy are the same as a Grave Cleric from D&D? The Thaumaturge's Guild already operates out of a temple to a death god, after all.

    Truth be told, I'm on the fence about a Chemist. At best a Mix-type command would essentially just be Mudras all over again, and at worst the devs' previous attempt at making a gun-toting Chemist ended with the creation of Astrologian and Machinist instead.

    I know I'm not thrilled about the idea of a "Cleric" though. It's basically just the halfway point between a Paladin and a White Mage as yet another healer, bringing nothing new to the table beyond aesthetics.
    (2)
    Last edited by Archwizard; 08-16-2019 at 11:15 PM.