


I love my Assassin-types so that was a no-brainer. I got curious about Rune Fencer yesterday and did a small bit of research on it. It looks like a cool job that I think I'd be interested in and voted for it. Sword Saint sounds like it'll take some brainstorming if it were to ever become a job in this game. I voted for it nonetheless.
Foebreaker, I picked, cuz it just sounds cool and would be an excuse to put in a hammer job.



I would be fine with one job per expansion, but a few small thoughts:
1) I *think* we have just barely enough design space left to eek out two more really solid jobs and still have some ideas left for later expansions (taking my votes for example, that's already four pretty solid job designs without treading on existing jobs' fantasies, without going into extremely wild or unknown territory)
2) The devs will very likely want to have 2 jobs for the first post-EW expansion, if only to prove that XIV still has enough steam for another ten years, but also to gather back in a lot of the players who might be threatening to leave after the main story is complete.
3) There will always be a slashy-smashy DPS each expansion, and I feel like on principle there is a huge draw to want a tank/mage counterpart for the more cerebral types to latch onto. So as long as they can keep up that pairing with strong designs I think the devs will do it. Contrariwise, it will be difficult to sell an expansion on just a tank or healer.
4) Blitzballer is freaking weird and a tough sell. I think it is an inevitable job we will be getting, and I haven't decided yet if it is *so* popular that it could sell an expac on its own, or if it is so *weird* that it needs to be paired with something more traditional just to make it palatable.
Tl;dr: 7.0 will probably have 2 jobs, but I also suspect it is the most likely point at which we will stop getting 2 jobs per expansion if there are any plans to pull back to 1. I could also see that transition entailing experimentation with a "role-switching" job--like a not-limited, better-balanced BLU--to make the drop to one job more palatable to players.
Last edited by SeverianLyonesse; 02-12-2022 at 06:04 AM.
This would be my actual vote, even if it's just a pipe dream. I'd love a balanced, non-limited BLU option. Nothing else really jumps out at me. Maybe Geomancer with actual Quake, Tornado, and Flood type magic since WHM has stepped away from a lot of that. But, it isn't something I particularly am hungry for. Furthermore, Summoner has tapped into the first two quite a bit. If it gets Levi/Ramuh/Shiva later then it can easily have the big water attacks, too.
I'd love to see a necromancer that focuses on poison/corruption dot damage, with dots actually being the main source of the damage and not just an afterthought.





Graphics
MSQ
Viper


I'd love to see a dark-themed healer. Perhaps Necromancer could be a healer?
So we can have a party of dark-themed jobs (DRK, RPR, BLM, and the healer one)
Yes pls, that's all I want for this game.
Arithmetician sounds hilarious though, are your abilities just numbers and you're presented formulas to solve for x?
Void Mage Job Concept: https://forum.square-enix.com/ffxiv/threads/469993-New-Job-Idea-Void-Mage-v.2
Witch Doctor Job Concept: https://forum.square-enix.com/ffxiv/threads/445597-Job-Concept-Green-Mage

Void mage, Witch, or Hexxor healing type with dots and de-buffs pulling health from the enemies to provide the party. (lol sorry imagination was running wild) the mystic knight sounds good.
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