Necromancer.


Necromancer.

So you think it should be named differently ? I can understand your comparison with the "old" RDM and SMN from FF Series and that makes sense. And I can agree that FF Series's Sage is completely different, but Extremely close (if not copycat) to a RDM from the same franchise.
I don't even know how you are willing to name this healer taking the lore into account. Sharlayan got a strong reputation into having high qualified mage (Which is identified as Sage in older FF). How do you intend to name them ? Medic ? Doctor ? They use a mix of Medicine and Magic and both of those discipline aren't easy to master at all. Don't say to me your going to tell them "Magical Doctor" or "Rainbow Medic"... I swear, I'm not taking their medicine, seems sus... ok joke off...
Taking the Sage out of the "job" bag, and transforming it into something never seen before is actually a good move, especially when the old move pool don't allow you to do something already done. Astromancer could have been greatly inspired by Chronomancer, for exemple. At Stormblood, the Astromancer got many "Time-related" ability, but now they don't have all those "Time related" ability. In fact, they don't look like a Chronomancer anymore (Or at least, share very little things in common) which can possibly lead to a Chronomancer class using "Time" as a powerfull energy to make DPS/support for the team in the future.
It's like the Gunbreaker, I don't know why they called it this way, cause they use Gunblade and not Gunbreak... This one makes also no sense at all. Should be Gunblader instead ? People complained with this one at the release, but eventually they accepted that, and just goes on...
Ya know, I belive that if Yoshi and the dev team were to fix/rework the old classes, and make them adhere to their classical identities there would be more new classes they can do without stepping on the others toes.
fix scholar, give it actual identity with its faries, and give it more of a battle taction playstyle and you would be able save the remaning ideas to make an actual Orator class, instead of giving the scholar orator-named abilities and calling it a night.
give white mage a more status and light magically adhered identity and you can give the elemental idea to geomancer.
make Ast entirely card, star and fate adhered, and you can give all of its time magic to a time mage
make BARD an actual BARD that is in the support role and give it actually cool buffs with its music and you can give all of its current ranged attacks to a Ranger class.
its kinda the way SquareEnix set the job system up. a lot of the classes are essentially mergers of old classes, but not only are these mergers locked into a single playstyle, they lack the identity and playstyle that I feel does their job title justice, and they essentially ellimate the ability to make an actual job that uses any part of the identity the merger class has stolen.


Seeing as they ripped the 90% elements off WHM, I suppose they're making room for Geomancer DPS. It'll be a stance dancer with different elements doing different things likely.
And same goes for AST not having time-themed skills anymore, so I can see Time Mage being added at some point.
Necromancer would be cool but I think Reaper is the closest we'll get to a death-related job.
Mystic Knight maybe....
Beastmaster and Puppeteer are not happening because they absolutely hate pets and cannot balance them.
It would be pretty cool if they could do that Onmyoji concept they were considering during SB.

You just said some good points here.
Elements aren't totally off WHM now. They're still there in the lower level. If SE want to do a Geomancer they'll need to completely get rid of elemental skills from the WHM (Except for water, I think that's good to keep and can give a little variety to the WHM, FFBE is a good exemple by the character of Folka, which is a water mage doing great healing). Still, if you take the lore into account, their is little chance of this happening, because of the Conjurer Story quest.
AST lost time-themed skills they had in Stormblood. Getting rid of that too could lead to a potential Chronomancer or Time mage. "Time" itself isn't really taked into account in the Story of Astrologian, so we still have space here.
Necromancer most likely won't happen, and you said it quite good yourself.
Mystic Knight "Could" happen. But we still need to know how it can be designed from nothing (Of course mystic knight exist in other FF, but all their weapon are almost taken already)
Beastmaster/Puppeteer (But more Beastmaster for this one I think) can be a limited class. We have plenty of monster outside that can be used as pets for battle, the only thing I fear is that some monster could actually be extremely potent because of various debuff or huge AoE they do. This will mostly likely finish like the Blue mage, not usable in other content because of how broken this can become.



Reaper is also very close to the Necromancer theme already.
Strong connection to death, uses dark arts.
We never had 2 news jobs with the same themes, at least not one after another.
Hear me, join the Judge Theorists.
Find completely random connections to Judges on every Yoshida's shirt, cope in reminder that the WoL has never seen Gabranth face to face everyday.
Join the Judge Theorits, copium is free!
Though I’m all for a Geomancer caster and a Corsair scouting job, I would 100% prefer that they don’t add anything new and focus on fixing what we have in 7.0. I think everyone can agree jobs either feel way too similar, (healers, dark knight + warrior) way too simplified (summoner, tanks, healers) and/or way too different from what the “theme” of the job was supposed to be (sage, scholar)/ Plus I think we can all agree the leveling experience, in terms of when you gain skills, is way too slow. To the point of being downright boring.
For all of you blackpillers talking about the dev team are “out of ideas and have no creativity left” look at PvP. Yeah, it has its issues but who really wants to argue that warrior in PvP doesn't feel like warrior should. Every job in PvP feels really fresh and fun to play. Who wouldn't agree playing healers in PvP feels several times better than they do in PvE? The dev team CLEARLY still has lots of ideas about job design but can’t implement them in PvE for whatever reason. Part of it could that they’re moving in a more single player friendly direction (which I think is a terrible idea for the record). Part of it could be they're using PvP jobs as something of a test bed for future changes. I also think part of it is that they wanted to keep PvE jobs safe by making only minor changes/additions this expac since it’s the finale of the Hydaelyn Zodiark story.
It’s entirely possibly they’re reevaluating basic job design fundamentals for 7.0. Since the graphics update is coming next expac that will go a long way to market the expac on its own without having a new headline job. Plus balancing/maintaining 19 combat jobs with around 5 people on the job design team has probably gotten really difficult. Though, Yoshi P's comments in that FFXI interview would suggest otherwise.
Last edited by SargeTheSeagull; 05-31-2022 at 11:14 AM. Reason: spelling/grammar
I still want a Green Mage and my copium is that since Green Mage lacks such a solid identity in other Final Fantasy games, they can do whatever they want with the name. Yoshida could give Green Mages real lore and gameplay.
My second stage of copium is that they removed all the DoTs' synergies because they want to make a DoT job that is entirely built around the idea. That way they can account and balance the gameplay around it since it's not just a secondary form of damage but rather the main mechanic.
My dream job that would never happen is mostly-melee GRM with a hammer (and shield?) that focuses on applying and interacting with DoTs. Bane was the most fun spell in the game for me and I miss it. I think it would be fun to bonk goons with a hammer, too. The party utility side of things would be fairly easy to come up with since what little GRM had was utility. The return of Protect(ga)! The gap closer would just be Leap. I'd really enjoy some kind of interaction such as using Oil and then being able to light the enemy on fire. Every time I do Dohn Mheg and Aenc bonks the tank, I think about Green Mage.
Bonk!
There's no need to remove any elements from WHM if you're going to make Geomancer a DPS, it's an entirely different role and plays in an entirely different way. There would be conflict if you're got two healers both using a wind elemental DoT and a stone elemental mage attack with water elemental healing spells, but that's not going to happen here.
Lore wise there's no conflict either. Conjury deals with the Elementals, while Geomancy has it's own separate established lore, that is more similar to Astromancy (but functions differently enough to seperate it from Astrologian too).
So as a DPS, there's nothing in the way of Geomancer.
You couldn't leave them without water either, Geomancy is all based around Feng-Shui (literally Wind-Water), and already established lore in the Swallows Compass shows off water maledictions.
But... Yoshi P recently said they may be forced to make new jobs from now on, leading me to believe Geomancer isn't on the table. (unless it's the las 'classic' job already planned for 7.0 and Yoshi is talking about after that)
I'd still like an eastern style mage job, and Yoshi has said he would too, so I think Onmyoji could be our next mage.
Onmyoji would have a debuffing archetype in some way, so a DoT mage could be feasible given they've stripped SMN down to it's bare essentials now. Not as a job with multiple DoTs (because the big reason DoTs were removed was to reduce the number of active debuffs) but as a job with a DoT management mechanic that enhances the potency of your DoT, a new dedicated job mechanic that would warrant a whole new job as opposed to being tacked onto SMN/SCH.
So Onmyoji is my bet.
AST hasn't lost nearly enough Time Magic inspiration yet.
Don't forget that the classic FF job Time Mage is actually 'Time-Space Mage', which is more obvious in JP games. This is why Time Mage has Gravity, Float, and even occasionally Quake or Meteor.
Astrologian IS still Time Mage in all but name, it has time related spells, it has the Time Mage signature spell Gravity, it has Celestial Stasis as a LB (otherwise known as 'Galaxy Stop' the ultimate time magic from Tactics, literally Stop magic on everything everywhere), and the Astrologian AF gear (plus the Ishgardian Astrologians) are still visually based on the classic Time Mage job, a pointy hat with a 'stars and crescent moon' motif.
Moreover, AST's whole astrology schtick of "predicting the future through the movements of celestial bodies" is just a creative way of reinterpreting "Time-Space magic", predicting the future = time, celestial bodies = space, space-time.
AST would need to lose Gravity, and all of it's space themes to make room for Time Mage, which obviously isn't going to happen. For all intents and purposes, AST is Time Mage, as was clearly their intention when making it, and losing one Haste-like spell isn't enough to stop that.
They likely wanted to minimise the extent of actual time manipulation wielded by AST, to explain away the lack of game-breaking mechanics like an actual slow/haste effect in battle, while also leaving room for other time-related plots and lore such as Alexander.
Last edited by Seraphor; 06-05-2022 at 12:10 AM. Reason: character limit
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