I would totally agree, especially with the system we have now.. the only other solution that would allow them to pump out more classes would be to again do balance changes and allow players to think about synergy and be able to swap. Like say Geomancer and Astrologian are really strong together, but you load into an 8 man duty and you have a Geomancer and a Scholar and your Scholar can swap? I guess that would create problems in its own.. having classes leveled and whatnot but I personally wish it was a thing as long as you swap to a class of the same role.
Is there. Really.
'Cuz last I checked, the promo materials for Shadowbringers put a heavy focus on Dark Knights. Including the literal logo image.
A job which turns itself into an undead as its immunity skill.
Bear in mind if you're still focusing on "dark = bad", you've missed the literal plot of the expansion. Dark is not inherently evil much as light is not inherently good, and the two must balance one another out.
That's a matter of splitting hairs to give us the same powers, to be honest. Egi Summoning still involves the core principles of Primal Summoning and, spoilers, the Ascians' creation magic; just look at the questline behind Egi Glamouring, where the mental image during the summoning impacts its shape.There's a reason why they had to differentiate Summoners powers from primal summoning, Black Magic from voidsent, etc.
Mhachi magic was researched using and fueled by Voidsent. In the very first BLM questline, we literally have to siphon dark energy from rifts to the Void. The BLM quest in Shadowbringers involves attempting to convince the heads of the Thaumaturges' Guild to accept that Black Magic isn't inherently evil so long as it isn't misused -- which is exactly the angle I would expect we would take with Necromancy.
Off the top of my head? Ethical Necromancy 101: "It is the natural order for all things to die so that others may live; it is only a matter of when, and how."Given the entire PotD storyline, how could you possibly turn that around into a good thing?
A class of death-revering priests who travel around serving last/funerary rites to put the minds of the living at ease, performing seances and Sendings for lingering spirits, consecrating lichyards, slaying Ashkin and grave-defilers, and occasionally performing feats of miraculous healing for those on the very brink ("No, it is not yet your time.") via acts of sacrifice that Conjurers revere all life far too much to dare tread. Specialists in aether transference; those who draw power not from death, but from the entire cycle of life and its natural culmination, draining from the fell living to give life unto the dying just.
The kinds of people who would look at exactly everything that happened in the PotD storyline and go, "This is what not to do. Nybeth Obdilord wanted to pervert the cycle to extend life beyond its natural conclusion, which is a selfish abuse of the power. If we ever catch you doing that, we'll put you to the scythe just like anyone else."
As I said, there's already a lore opening for death priests in Ul'dah with the worshippers of Nald'thal. A god of bartering.
The same city-state descended from the creators of the Trader's Spurn.
So. There's that.
That's the lovely thing about Necromancers: It's such a broad archetype these days that the name could still be attached to any number of different takes.What you'd need is something different, some different type of healer with a darker flavour, but it wouldn't be a Necromancer.
At any rate, I've been trying to say, to disregard a balance-affecting change purely on the grounds of not being "lore friendly" is the weakest possible justification. Lore changes all the time, our characters are constant exceptions to established "rules" of the setting.
I mean... healing falls under "Disciples of Magic", mate. That's like complaining the caster DPS we have are too magic-y.
Last edited by Archwizard; 08-17-2019 at 05:43 PM.
Which is why it’s high time we got some physical ranged healers. It’s always rankled me that we needed more “physical ranged dps” because that’s so different from magical ranged dps and physical melee dps that it has to be in balance with the other two, but tanks and healers don’t get the same categories. New jobs next xpac: 2 physical ranged healers and 1 magical tank. Time to get the number of classes per set more balanced.
New job confirmed for 6.0!Which is why it’s high time we got some physical ranged healers. It’s always rankled me that we needed more “physical ranged dps” because that’s so different from magical ranged dps and physical melee dps that it has to be in balance with the other two, but tanks and healers don’t get the same categories. New jobs next xpac: 2 physical ranged healers and 1 magical tank. Time to get the number of classes per set more balanced.
Pharmacist (PHM) uses a slingshot to throw bandaids and syrups to heal allies from afar.
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Sorry, couldn't help it.
Salve-Maker as a Chemist job separate from Alchemist would be a fun one. Would love to have Feel No Pain as a ability. Make it an Ult skill that delays damage for 5 to 10 seconds before the you take all damage in full. Would be an interesting gimmick. And besides class specific healing potions you could throw out buffs.
Or have a Necromancer or similar class do the bulk of it's healing simply by attacking the enemy.
It would be nice to have 2 healers that focus more on healing and another Healer that prioritizes DPS more alongside the WHM.
It's not impossible to introduce a 4th spec and balance the 4. Tanks for reference are more balanced in DPS across the board more then ever.
However I think that as level cap increases we are more likely to see Blue Mage and White Wind serve as a 4th healer before getting a new one.
Hold up.Which is why it’s high time we got some physical ranged healers. It’s always rankled me that we needed more “physical ranged dps” because that’s so different from magical ranged dps and physical melee dps that it has to be in balance with the other two, but tanks and healers don’t get the same categories. New jobs next xpac: 2 physical ranged healers and 1 magical tank. Time to get the number of classes per set more balanced.
You're talking about "balancing out" jobs.
By transferring more roles to Disciples of War.
When we have only 6 Disciples of Magic against 11 Disciples of War.
And literally just got a new Tank and Physical Ranged job.
Tanking, a role which already has 4 jobs in it.
Healing, a role that's been having trouble enough balancing 3 jobs, to which we very carefully suggest a fourth.
And you're calling that balanced?
... Well to just put a quick pin in that one, you're aware that introducing a physical ranged healer and magical tank means creating even more gear sets tailored to those jobs, right? We already have nobody sharing NIN or DRG gear but you want to expand that by at least two more categories, which means more loot dilution, more gear to carry, etc.
Last edited by Archwizard; 08-17-2019 at 05:42 PM.
Alchemy has been and thus could be considered magic. So there’s no reason why a pharmacological based job couldn’t hang out in the Disciples of Magic
I think Time Mage would be a good one. Healing by turning back time on the damage. Slow for damage reduction. Maybe even a teleport like a blink. There's a lot that can be done with time based abilities that involves getting HP back.
Alright, I'll bite here.
What exactly can we get out of Time Mage, that we can't get out of Astrologian?
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