Quote Originally Posted by KarmaYraeon View Post
Also my original point was that whm should be a job based on its consistency, whereas the ideas you have shown seem more to just be giving it more tools to use. While not terrible, it isn't what I was originally implying. Additional tools to supplement an idea is always welcome, but my original comment wasn't looking for more tools, just to adjust what is already there.
So, here's where I might start with job design: A job needs an "identity" and a "gimmick."

Identity answers the question, "If you had to make a cutscene where this job gets its badass moment in the spotlight, what does it do?" SE's answers are something like:
  • SGE: Haima
  • AST: Cards/fate/time
Gimmick answers the questions, "What's my unique gameplay? What fun buttons do I get to push?" Answers here might be, or ought to be, something like:
  • SGE: Kardia, Eukrasia
  • AST: Cards/fate/time
My problem, then, with "consistency" is that it's neither an identity nor a gimick. It can be a feature of a job's design, but by itself, it's not enough to build a job.