This is more of speculation over the entirety of the game, as I see FFXIV going for at least a few more expansions if they keep going strong like ShB. FFXIV has limitations for healers and tanks that they keep saying they are having issues working around so lets use those limitations but add some flare.
TANK:
Viking - uses one-handed maces and shared shields with the paladin. Uses lightning attacks that slow an enemy's attacks. In general, the viking is much tankier with slower but powerful hits. You could add some pirate aesthetics to it too with cannons and balista as in FF3 they were essentially pirates. Imagine pulling a cannon out of your pocket and blasting the target. That would be super cool! They could have an ability that takes a portion of the damage another player takes similar to their provoke ability in FF3 remake. (The viking places the buff on the other tank and takes a portion of the tank buster) Make them have no self-healing but have them take less damage or ignore a % of damage either through blocking with the shield and taking hits less often through their lightning abilities. (IE a warrior gets hit for 10k damage a viking 8k) This gives the tanks a bit of a difference. Effectively it's the same but it feels different. LB3 lightning crashes down blasting a bunch of rocks into a wall in front of the party.
Maiming Melee:
Mystic Knight / Rune Fencer etc - One handed axe with a magic focus similar to Red Mages offhand that turns into battle-axes, sword, spears etc, and a shield for the element they are casting. Since their main benefit in FF5 was exploiting elemental weaknesses and that doesn't exist in FFXIV, their class abilities could be basically debuffing the enemy so they can get a big chunky hit after their combos. These debuffs are for themselves only making it more of a selfish DPS. Their job gimmick is empowering their combos from fire/lightning/ice to get better spell blades (flare, freeze, break, tornado etc) think Red mage like with a lot of melee/mid attacks. Give them a drain and osmose weapon to sustain hp and mp. Also give them an ability to earn 'Wall' through play, to lower physical and magical damage of the party by a small amount using the shield form of their focus. LB 3, all their elemental weapons combine into an Ultima weapon attack.
Ranged Physical:
BST - Whips/Doggo - Have their attacks be different creatures that launch themselves at the enemy. It stops it from bad pet AI if the pet is just an animation and the BST gets a whole variety of pets to fling at the enemy. Have some pets that leave bleeds on the target and some with magical and physical attacks that enfeeble the target (Think bad breathe). A bestial roar that buffs speed. Their 'auto attack' could be a beast like Interceptor from FF6 that joins you from the beginning of the class quest. LB3 All your pets stampede the target.
Gambler - Dice/ coins - Their theme could be cheating luck with a slot machine based job gage that you 'rig' to do certain attacks. They could have elemental dice abilities and rolling dice for damage buffs or magical buffs to the party. Buffs that add bonus healing, mana, or damage reduction. Too much RNG would be bad similar to AST with cards so make sure they can lock in the buffs and spend it. (Hence the cheating luck aspect) this would be the lowest DPS job with the highest buffs, a true support job. With their combos they can get coins that they flip or put into their slot machine that further buff party members. LB3 kick the slot machine to get all lucky 7's and a giant Cait sith falls on top of the target.
Healers:
Chemist - Vials / Philosopher stone - Make this the alternative to SCH with high dps like WHM. Shield with stoneskin potions and use morphine to "ignore pain" essentially creating beefy shields. They can have some sort of mechanical alchemic station (like Asylum) they plop down that chucks potions at teammates within the range. The potions have a small heal and a big chunky shield. To make them feel a bit different all of their potions could add a temporary shield (effective health) then a heal that is a bit delayed replacing the leftover shield. This adds to the theme of medicine taking a moment to work. Over heals would be added as a shield to a certain %. Damage wise they could have multiple dots with acid, phosphorus portions. Explosive potions with fire patches on the ground. Their job gage could be a set of ingredients needed to be combined to either heal, shield, or buff a party member to do more damage. LB3 chuck a large potion on the ground that is a mega elixer.
Necromancer: Ritual knife or floating skull- To make this healer feel different have it channels spells with minions. It is basically a hot but there is a beam coming from a ghastly creature that smart heals like Eios. These minions are created from using dps abilities. Have this job be the gunbreaker of healers and play like a DPS. DPS on the targets that channel healing into your team. Give them a Buff (debuff?) they place on team members to make them 'slightly dead' this is how they get the heals from the dps done. They have to reapply it every 30 seconds to a minute. Larger heals (Cure, Cure 2 level) that come from 2.5 second casts on the target. To further the difference have emergency heals (Think medica) that are cast when not attacking the target drain a small percentage of the caster's HP and have the abilities that attack the target drain HP to replenish the casters hp. Alternatively, you can sacrifice your minions to get HP back when there is nothing to attack. Give it a high skill ceiling rewarding it with high DPS ( Slightly below lowest dps). Let's shake up the healers a bit. Nothing beats the idea of a "Dark" healer too when the current healers are all light-based, stars and glitter, or pretty with fairies. LB3 is a gigantice black circle that raises everyone from the dead with the undead scream like in hero's gauntlet, places the slightly dead buff on everyone for further heals.
Casters:
First off if possible make BLU a playable class and not limited. If not then:
Geomancer: Bells and chimes - Go back to the FF3 big nukes implementations. Floods, quakes, avalanches, falling rocks, typhoons and tornadoes. Lets get another caster that plays similar to BLM with huge hits that move that HP bar and make your laugh maniacally - but do lower dps because they buff team members. Have them set up totems to buff dps and have them use rain to add a weak aoe heal to the party. Wind totems to speed up party members and ice to slow the enemy attack speed / cast speed. have totems that pull enemies or stun them in an area to help with large pulls in dungeons. LB3 splits the ground causing lava to erupt.
Shadow/void/dark Mage: Let's get a dot class that uses shadow/ascian magic. Assuming SMN gets reworked as is tradition- remove fester and dots from their tool kit and have them focus on their cycle of summons ie dreadwyrm trance, Bahamut, phoenix, shiva, titan etc with additional egis being summoned with egi assaults that automatically happen after the summon (Example: You summon ifirit egi it pulses fire around it 3 times then disapates).
Then add that mechanic to a class that focuses on dots using shadow/void/darkness. Put up all your dots then explode the target with the fester magic. And please have festers replacement not be a ping sound it should sound brutal. This class would have the usual dot class long set up for super high dps, while being able to quickly place dots on multiple targets and consume them instantly for burst aoe in quick encounters. make all their spells look shadowy and evil giving some duality to being the warrior of light. LB3 summons the void crushing the target similar to the end boss of ShB
All in all that would give 5 of every class type. Not every job needs a job gauge that fills the meter to spend it, or get a stack of something to use it. Make a job gage that gives a 30 second DPS buff if you play right, or get empowered abilities for a new combo. Obviously, these ideas extend to the lifespan of the game and not just 6.0, but some of these could be used for 6.0

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I guess in my mind I see comically large dice being rolled and then the corresponding effects shooting out from them. The class concept was a very low dps but very high support. Think dancer on steroids.



