Also pvp (stormblood) and shire weapons, and I 'think' blacksmith only lvl 50 weapons? Would have to double check that last one in game.The biggest gain is that the battle team doesn't need to develop 1-3 gimmicks for a new job to distinguish it from the existing jobs and 20-30 new actions for a new job that also get added to the pool of things that needed to be balanced which can be reattributed to designing new jobs. Other stuff they wouldn't have to do like weapon design for around 20 levels of weapons (based on GNB/DNC), 10 levels of job quest writing, and probably some other stuff I'm not thinking of isn't really time gained so much as additional work they have to do on top of what they have to do for existing jobs.
You can't really guarantee that they'd be even be doing that much moving forward for new jobs either based on what GNB/DNC got this expansion. Gunbreaker and Dancer only got new weapons for the Stormblood leveling dungeons, Alphascape, leveling crafted gear, and for Palace of the dead. They didn't get UCOB or UWU ultimate weapons, weapons for the pre-Shadowbringers Primals, they only got two tiers of Stormblood tomestone weapons, and other than Alphascape none of the previous raid tiers had weapons added.
But yeah I wouldn't expect every gap to be filled in for new jobs, just the critical ones.


I vote for chemist healer and a new caster !


Im personally looking forwards to the possibility of a Melee healer. So ranged healing abilities, but its dps skills are melee attacks, that kinda thing.
I barely even play healer but the idea is interesting enough for me to have a bit of hope they might do something like that.
Otherwise, i'm actually hoping for another tank. I personally see there being 5 tanks, 5 healers, and 5 of each dps type by the end of the last expansion, its clear there is going to be atleast several more expansions if the game keeps going like this, they've already said that 6.0 is in the works.
2.0 Veteran from 2013. Just looking to be helpful. DRK is Love, DRK is life.
(Ignore the levels on my character card, the tool i used to make it hasn't been updated for 4.0)
Not sure if I like or dislike that it'd basically force a 3-Ranged comp in many fights that tend to have mechanics aimed cleanly at 4 ranged (including all other healers) and 4 melee (including tanks) each.
If melee-high were dominant outside of those fights that force 4-4, I'd probably like it for its balancing force. If not, I'd probably consider it an irritant.
Predictions: a WHM/SCH hybrid and a 2nd Maiming or Scouting class which functions like a MNK/DRG hybrid.
Hopes: allowance for actual hybrids down the line, a real DoM Blue Mage and its real DoW Maiming partner in Morpher, and a new healer -- as distinct of one as possible to give some precedent by which to diversify the existing healers.
My picks are; Mystic Knight, Chemist and Geomancer, one of a few different set ups.
So potentially:
Mystic Knight as a melee dps, and Chemist as a healer
Mystic Knight as a melee dps, and Geomancer as a healer
Chemist as a healer, and Geomancer as a caster dps.
Specifically I'm picturing Mystic Knight as a hammer-wielding, maiming gear job, as Hammers have been used as a hybrid physical/magic weapon in the past, we don't ave hammers yet, and then there's Gaia, our new hammer wielding NPC.



I'm hoping for Gunner physical ranged dps, but logic says next dps is caster.

As far as I know, PLD and DRK are the only melee jobs that use MP, right? Are there any other jobs in the FF universe that's melee but uses magic/MP? (I've only ever played XIV, Crisis Core, and Dirge of Cerberus)
EDIT: Although I haven't played RDM, from what I've seen I think it's fair to say that they can't really be considered a melee class. They don't have to worry about sticking to the boss 24/7.


It varies between games. The earlier turn-based entries had limited mechanical differentiation between jobs largely based on equipment and spells they could use. The FF1 Ninja, for instance, could use low-level black magic to shore up their offense and exploit enemy weaknesses, but were predominantly weapon-oriented.As far as I know, PLD and DRK are the only melee jobs that use MP, right? Are there any other jobs in the FF universe that's melee but uses magic/MP? (I've only ever played XIV, Crisis Core, and Dirge of Cerberus)
EDIT: Although I haven't played RDM, from what I've seen I think it's fair to say that they can't really be considered a melee class. They don't have to worry about sticking to the boss 24/7.
Beyond that, more recent entries have dipped away from clearly defining most characters as one job or other (FF6-10, 13 and 15, for instance), though some use archetypal cues like Summoner or Black Mage. As such their toolkits aren't always defined.
That being said, there are melee archetypes that use magic, such as the Spellblade/Rune Fencer/Mystic Knight/etc. (multiple names for, essentially, the same job), a job that focuses on enchanting their weapons with the spells they learn in order to inflict status ailments or deal elemental damage.
Still hoping for a job like this in the 6.0 expac. I had hoped blu would be when we got a "battlemage" archetype but that didn't happen.That being said, there are melee archetypes that use magic, such as the Spellblade/Rune Fencer/Mystic Knight/etc. (multiple names for, essentially, the same job), a job that focuses on enchanting their weapons with the spells they learn in order to inflict status ailments or deal elemental damage.
And before people say rdm is that, we are talking about a melee job that focuses on buffs for itself or debuffing enemies that also has MP management.
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