Blue Mage was a terrible addition, and we don't need another one.Lopporits could have bells as their weapons if they become a playable race. They wouldn't have to worry about gender either, you are what you are and that's cute. The only problem is that this game is already furry enough and there's not much individuality to lopporits so I don't see it as a playable race. But if they did give them a weapon, I would imagine a bell.
Other jobs could be beastmaster (alternative to summoner), Chronomaster (healer/support aka the Time Mage) and Magic Knight but -- there's also Creation Magick that could have its own class but it would require a butt-load of aether which would likely require some sort of Magitek weapon as a conduit.
I would personally enjoy more limited jobs than actual new jobs though. There's enough choices already but new classes do sell. Hopefully limited jobs could be made in an interesting way so that they can be worth pursuing. Blue Mage was fine for what it is but we can't have blue mage limited quests for every new limited jobs.
The only job I’ve ever really wanted added is a pirate themed job of some sort. Gimme a cutlass/pistol combination.
* Blitzer - Scouting job, blitzball weapon, 50 percent melee rushdown, 50 percent ranged attacks. Some group buffs ala Tidus's Cheer/Haste, some enemy debuffs ala Wakka's Triple Foul. Maybe some water themed abilities.
* Green Mage - Tank job, greathammer, greater emphasis on DoT/Debuff management (I know the counterarguments to DoT classes and I don't care, 48 man raids should not limit 99% of gameplay) and AoE attacks. Earth/plant-based abilities. A kind of melee counterpart to RDM.
* Shaman - Casting job, toli/mirror weapon, abilities themed around light, reflecting attacks, and illusions/decoys. Kind of a barrier-ish DPS counterpart to SGE.
* Corsair - Aiming job, dual hexaguns (because snake eyes), dice-themed abilities as kind of a damage/buff counterpart to AST and a soft reference to X-2's gunner and lady luck. Add some hand-grenades to give people their chemist fix. Corsair from XI was just an all-around good concept, so I don't see why they can't just bring it back wholesale, but better.
* Sender/Ancient - Healing job, monk spade weapon. XIV's version of a Necromancer job. Basically a hybrid of Yuna from FFX and Aerith from FFVII, lots of pyrefly/lifestream effects and rezzing buffs/bonuses. Soft geomancer with ground/AoE buffs/debuffs. Could maybe be a good job for progging or keeping sprouts alive.
I also wouldn't mind a "Judge" sort of time mage with a dual-weapon polearm sort of thing. But it has a lot of design hurdles, particularly reconciling that it wants Maiming armor but wants to play as a Tank or Caster.
Last edited by SeverianLyonesse; 01-04-2022 at 02:29 AM.
Corsair using handguns and cards or Puppetmaster. I would be amazing to have a true pet job and pup in XI was crazy fun for what it was.
I really want Rogue to be an advanced job too. Using daggers, hand crossbows and even things like caltrops. Ninja just falls flat to me, and it feels like it was only added cause of SE being a Japanese company. The "honorable" ninja is just silly as well.
I would also like a true battle mage. Red mage, even with the physical rotation, just feels like a blm part 2. Heck even your sword/lantern becomes a staff while casting. It was like they couldn't think of something interesting that used en- spells with their swords and such, so they defaulted to going back to the staff wielding mage trope.
Also give me a job with hand axes or hammers please.
A blitzball inspired job that uses bombs instead of blitzballs would be amazing. I could see it being quite a serious job. Maybe they could call it a bomber.* Blitzer - Scouting job, blitzball weapon, 50 percent melee rushdown, 50 percent ranged attacks. Some group buffs ala Tidus's Cheer/Haste, some enemy debuffs ala Wakka's Triple Foul. Maybe some water themed abilities.
* Green Mage - Tank job, greathammer, greater emphasis on DoT/Debuff management (I know the counterarguments to DoT classes and I don't care, 48 man raids should not limit 99% of gameplay) and AoE attacks. Earth/plant-based abilities. A kind of melee counterpart to RDM.
* Shaman - Casting job, toli/mirror weapon, abilities themed around light, reflecting attacks, and illusions/decoys. Kind of a barrier-ish DPS counterpart to SGE.
* Corsair - Aiming job, dual hexaguns (because snake eyes), dice-themed abilities as kind of a damage/buff counterpart to AST and a soft reference to X-2's gunner and lady luck. Add some hand-grenades to give people their chemist fix. Corsair from XI was just an all-around good concept, so I don't see why they can't just bring it back wholesale, but better.
* Sender/Ancient - Healing job, monk spade weapon. XIV's version of a Necromancer job. Basically a hybrid of Yuna from FFX and Aerith from FFVII, lots of pyrefly/lifestream effects and rezzing buffs/bonuses. Soft geomancer with ground/AoE buffs/debuffs. Could maybe be a good job for progging or keeping sprouts alive.
I also wouldn't mind a "Judge" sort of time mage with a dual-weapon polearm sort of thing. But it has a lot of design hurdles, particularly reconciling that it wants Maiming armor but wants to play as a Tank or Caster.
I don't see this happening for two reasons:
1) The whole point of making a blitzballer job is to incorporate the FFX job fantasy specifically, the same way GNB straight-up allows people to play as Squall. Making the ball bombs wouldn't resonate as strongly, be as well-received, and most importantly, sell as many copies of the expansion.
2) A generic blitzball is just more versatile. As seen in FFX, it can incorporate elemental and status ball effects, on top of being able to explode like bombs. It's a blank canvas. And that blank canvas could also just happen to facilitate some bomb functionality without depriving the job of other abilities.
-healer that uses plants , for example spawns a tree or a flower that does aoe heals for a time and follows you around .
-painter/artist ? also would be nice if they allow us to use screenshots to make paintings that we can use as a decoration .
I would prefer to put some new customization options on the current jobs to enhance their flavor. Right now it's too homogenized.
Garlean magitek PHY ranged "turret job" (AKA, a non-mobile Phy Ranged. Cast times and/ or channels). Makes sense, we're now on much better terms with them and the Twins are gonna drive the story over there, we should have a job that reflects this side of their culture that's strong enough to threaten our way of life without magic.
Some type of far off land Mage. We've already got a Necromancer like job with the Reaper, so aesthetically a Mage from a far off land would be my next go to.
Please bring in Geomancer, I tired of being teased for it. I need a magical dps Geomancer asap.
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