Id like chemist and SMN complete revamp with staves/wands and SCH being arcanist >SCH
Id like chemist and SMN complete revamp with staves/wands and SCH being arcanist >SCH


We have 4 Tanks, 4 Melees, 4 Mages (with BLU), 3 Healer and 3 Ranges. So we will probably getting a 4th healer and a 4th range. In FF0 there was a girl named Deuce fighting with a flute, something like that would be nice (but more or less another version of bard). Or a mid-range job with some kind of whip or chain-weapon (like the japanese school girl in kill bill).
Last edited by Pepsi_Plunge; 01-03-2020 at 11:19 PM.

Well we know one of the classes is going to be a healer. Maybe devout. The dps class might be geomancer. Or a melee dps job.



I strongly believe that it will be Chemist. And if there is a second Job it will be
either Rune Fencer/Mystic Knight or Time Mage.



Chemist, Geomancer, and/or Ravager. All will fit nicely into Stormblood 6.0 Edition. Rune Knight will likely be preserved for 7.0 for the next tank class.


What I think we will get is a Healer and either another Mage (I don't count BLU) or another Range. Since they want to keep everything balanced.
What I want is a DPS class that shares gear with DRG and uses a twin blade (double bladed staff Zidane uses).


Personal hopes for future jobs (not all in one expansion, obviously):
- Geomancer - Caster DPS, wields Bells/Rattles; focuses on battlefield manipulation and cycles of Water/Wind/Earth magic to charge up field-based buffs to surrounding allies
- Necromancer - Healer, wields Scythes; a battle healer focused on draining enemies and sacrificing minions to restore allies, weaving curses to reduce damage, and transforming allies into Undead for survival bonuses
- Corsair/Pirate/Musketeer - Ranged Physical DPS, wields Dual Pistols; combines aspects of Gambler with Gunner, combining rapid-fire sharpshooting with a dynamic rotation that responds to slot results
- Spellblade/Mystic Knight/Rune Fencer/Parivir/Ravager - Maiming Melee DPS (weapon TBD; Whipswords? Twinblades?); cycles through timed weapon enchantments to empower elemental strikes and fuel quick-fire spells
- Beastmaster - Limited Ranged DPS, wields Whips; captures enemy pets in the wild and trains them to develop new abilities
Last edited by Archwizard; 01-06-2020 at 06:37 PM.


Healer: Chemist(mixes ingredients to make more potent heals or DPS) or Necromancer(I seriously don't know, but I hope they're creative with sacrificing resources for heals)
Tank: Green Mage (Uses hammer and is good at support)
DPS: Rune Fencer(opposite of Red Mage play-style; mainly melee then switches to magic combo), Viking(uses two-handed axes)
Limited Job: Puppet Master(Garlean themed, uses Vanguards and Iron Giants as automatons, farms parts within garlean territories, main job is tank)


Overhauls can happen during or between expansions, while people look forward to jobs that will only be released with expansions. SE makes money off advertising new jobs in the expansion, not off "existing job is better."
Coming into a thread about new jobs to discuss old ones is virtual nonsequitur, particularly when concensus by pattern is that new jobs will come anyway, and experience shows it isn't a "one or the other" deal.
I'm skeptical of Time Mage as we already have jobs available to cover the same attributes. Time Mages have never really slotted into any particular role, being equal parts support and damage, and every aspect of them is covered between AST (buffs, Regen, barriers, cosmic attacks, even its former time-bending spells) and BLM (Meteor and haste effects). I'd even go as far as to say AST is just a rename of Time Mage for 14, aside from the Gambler aspects and support specialization.
It would be like asking for Berserker while we already have Warrior, Magus while we have Black Mage, or Ranger while we have the bow-wielding Bard.
I doubt Rune Knight/Fencer as the next tank, too. The job's role in 11 was to be an anti-magic tank wielding large swords, all of which describe the DRK here.
However, with DRK tanking here, seeing RUN as a DPS would complete the swap -- the question then being what weapon it would wield. RUN and its various aliases have all been classically associated with swords, while just about every sword type is covered between PLD, DRK, SAM, NIN, and RDM.
(I would say maybe Scimitars, but PLD's got a couple of those already.)
Green Mage as a tank is... certainly a confusing choice. Green Mages in Tactics have really only existed for the placement of CC effects and damage-reducing buffs. CC really doesn't have much of a place in 14's raid scene, and DR alone doesn't make a successful healer or tank. If any mage job should have been a tank I would have said Blue Mage (as the job designed to be beaten on by foes) were it not already implemented, but Green Mage is obscure and doesn't really have enough substance for even that.
Meanwhile, Viking is just Warrior as a DPS.
Last edited by Archwizard; 01-06-2020 at 06:31 PM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



