what if they made a job called Medic that handle a hand gun but use healing without magic because garalen can't use magic
there use healing turrets and such


what if they made a job called Medic that handle a hand gun but use healing without magic because garalen can't use magic
there use healing turrets and such
One rune fencer please


may I suggest different way look at blue mage job as test bay. look they a lot feature to improve the other jobs that limited job can fill test bay to improve on non limited jobs. let suppose SE bring in bst they notice how play like awesome beasts as pet they realize they can improve summoner use what they learn to the limited job to the rest of ffxiv jobs so they do
Other than a new healer I'm pretty cool on keeping the current class lineup and expanding in different ways. Buuut
I think chemist is the most likely. Maybe some sort of mix mechanic like Dancers steps.
I'd also like to see Geomancer complete with bells. (Or maybe 'Maces' with some big hand bells being the relic for them?). I think Geomancer could make a great magic tank with all sorts of defensive based conjury, but it's far more likely it'd fit in as a fourth caster.


Given how the actual healers behave, maybe next one will rely a lot on party buffs/foe debuffs than direct healing (return of Protect ?), but an healer like that is to manage a new kind of content where the usual tank-aggro-all-and-healer-heal-him won't works, or will be heavily inefficient, or require synergy between direct healing and party buffs for the two-healers setup.



i think Thief would be cool
i know rogue kinda covers this i guess but could just be another variation of Nin maybe for those who like the rogue theme more than the ninja theme
Whilst I like NIN, I am with you on this, or at the very least a THF aesthetic for NIN, with the flips and naruto runs replaced with the ROG ones so it can somewhat pass as a ROG, as it is not viable to spec ROG at 80.
Give me a class based off Snow from ff 14 and id swap and main it day one. Slow heavy punches with some grapple techniques. Suplexin dudes left and right.
As for a healer, id like to see a healer with a mace and maybe a small shield... Like a cleric who would do better to be in action rather than off in ranged. With some heals but mostly focused on shields.
I would like to see Chemist as a healer class with the main arm being a two-handed gun (rifle?). That way, all roles can have a gun and it would stand out from the healers we already have in the game.
As I commented before, I think a quite dificult but great way to expand the options of jobs and push the use of different roles and give flexibility is to branch in 2 each job like arcanist divides on 2 different jobs and roles.
Would be hard o balace sure, and maybe could make some identity styles of play diluted as is the problem people notice on how to add a new healer when the playstyles are "filled" already
But I think we are drowing in a glass of water as not only is the playstyle but also (and sometimes the only criteria) asthetics, or "tier" that make players pick a job and then anyway level other jobs later.
For example from lvl 80+ ulocking branch jobs, you can keep playing as your classic role or change to the alternate job:
Paladin
+ Classic: Tank
+ Alternate: Healer (bigger HP pool that absorbs damage from party maybe)
Warrior
+ Classic: Tank
+ Alternate: Melee DPS (dual axes/hammers? like Berserk job on other FFs)
Dark Knight
+ Classic: Tank
+ Alternate: magic DPS (with more up close attack than RDM, change wapon to sythe maybe)
Gunbreaker
+ Classic: Tank
+ Alternate: Melee DPS (with ranged finishers) (no robot MCH like)
Astrologian
+ Classic: Healer
+ Alternate: Ranged DPS (as astrology is quite esoteric, a pet job could be lore fixed, puppet master maybe?)
Scholar/Summoner (sorry you already had anternates)
+: Healer
+: DPS (duh)
White Mage
+ Classic: Healer
+ Alternate:Magic DPS (get stone/water magic back, give them a hammer)
Black Mage
+ Classic: Magic DPS
+ Alternate: Melee DPS (using moster magic incarnations/attacks, a DPS BLU lore can be fixed here)
Red Mage
+ Classic: Magic DPS
+ Alternate: Tank (magic barriers tank, a BLU tank for example)
Dragoon
+ Classic: Melee DPS
+ Alternate:Ranged DPS (MORE JUMPS, pet dragons like FFXI, "DragonMaster" like beastmaster)
Monk
+ Classic: Melee DPS
+ Alternate: Tank (get all the chakras, spread negative damage bars maybe)
Ninja
+ Classic: Melee DPS
+ Alternate: Ranged DPS (with some up close finishers like RDM)
Samurai
+ Classic: Melee DPS
+ Alternate: Tank (heavier armor, parry stances)
Bard
+ Classic: Ranged DPS
+ Alternate:Healer songs!
Machinist
+ Classic: Ranged DPS
+ Alternate:Melee DPS (get in the f*ing robot)
Dancer
+ Classic: Ranged DPS
+ Alternate:Healer (Use Heal AoEs on melee damage)
is just a suggestion, dunno if I covered all roles equally but you get the idea.
Each alternate can be called like a different job to get the ones requested like Geomancer, chemist etc.
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