Putting all my money on:
* A Mage Knight hybrid-type melee job (a la Mystic Knight, Rune Fencer, Templar, Ravager, etc)
* Maiming/Slaying gear, for an Armored Knight aesthetic
* Fighting style is an homage to the classic "Spellblade/Sword-Magic" command, based around enchanting its melee swings with elemental attributes a la Seat of Sacrifice
I wish I could be more specific on what its name or weapon would be, but as shown above, the wielder of "Spellblade" is perhaps the least consistently-named job in the series (for all we know it could be straight-up "Moon Knight"), and as we've seen with Nouliths, the latter could be literally anything including weapons the devs have made up. Hammers, scythes, dual swords, whipblades, magic glowsticks, whatever.
"A job that enchants melee swings? That's too close to Red Mage!" If you believe this unironically and advocated for Time Mage healer, Thief, Assassin or Berserker, I don't want to hear it. The series has made plenty of distinction between Spellbladers and Red Mages in the past, Red Mage has never had a monopoly on weapon enchanting, and I'm sorry if you can't see past your personal fantasies for what the devs interpret as a Caster DPS.
First I should point out that a new healer was a long-time coming. We haven't had one since Heavensward (and even then it was a result of a fluke), a Healer role rework has been overdue, and the removal of Nocturnal Sect Astrologian comes as little surprise amongst raiders.
Bearing in mind that when the devs went into Shadowbringers, they reworked the tank role with the initial intent to make a Main Tank/Off Tank subclass division -- which was the driving force behind adding Gunbreaker and setting up the "four in each role" balance -- but ultimately went with just giving each Tanking job the ability to perform both functions.
Now with regards to melee, much as I may dislike it, it depends on how the devs choose to count roles to define "balance" among the roles. Several people in this thread have pointed out before that what would have made melee a high priority is that we're currently bouncing 6 ranged jobs (even if they have strict Physical/Magical subdivisions) versus only 4 melee. Assuming a meta raid composition intended to house 2 ranged and 2 melee, the latter two slots have less diversity than the former two. And that's before we touch on armor drops, with Maiming and Scouting being the top priorities for diversity, and Casting/Aiming kind of... bloating.
So no, I wouldn't say the devs "lied", just that it's such a bizarre distinction and broad definition that most of us who took it at face value were blindsided. That's part poor communication on their end, part wistful interpretation on ours.



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