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  1. #1
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    Join Date
    May 2012
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    New Jobs Suggestion & Compilation

    Hello, everyone! =D

    I made this thread just to gather all the ideas spread in these forums regarding jobs we wish to see. Here they are:

    - Summoner: just like in FFXI, the magic-oriented pet class, but with the possibility of summoning some other primals, like Bahamut (which could NOT be summoned in XI);

    - Geomancer: the battlemage that uses a bell to fight and manipulate the elements around him;

    - Red Mage: the buffer/debuffer melee mage that is iconic to Final Fantasy;

    - Blue Mage: the mage that learns enemy skills;

    - Beastmaster: the melee-oriented pet class;

    - Dark Knight: if we have the PLD, there should be a DRK somewhere =P;

    - Ninja: one that is not a tank-ninja, but rather a... ninja-ninja;

    - Puppetmaster: a very creative idea from XI that a lot of people enjoyed, including me, except for the absurd reqs for automaton parts;

    - Time Mage: the wizard that controls time... perhaps in here it could be blended with the red mage, as there doesn't seem to have that many time/gravity related skills, but I would love to see it here!

    - Thief: the sneak melee character that can steal from enemies... FFVI anyone?

    - Dancer: the perfect duo with bard and a very good enfeebler from FFT, as well as a good support in FFXI;

    - Calculator: awesome and hard to learn class from FFT, which represents an interesting challenge for the devs;

    - Samurai: one of the coolest classes in the FF series, in XI the SAM could open combos, while DRK was more suited to close them;

    - Necromancer: something we havet seen before in FFV, which can be a nice addition to this game;

    - Morpher: we have seen a few of them, like Terra in FFVI; they are characters who can transform into powerful creatures to fight;

    - Berserker: might just fit the warrior we already have, but this is a very cool class from past FF's;

    - Chemist/Alchemist: makes the most out of items; could be the only job/class to get a potency boost for using them and the ability to use them on other players., not to mention offensive ones (i.e., bombs, debuffs etc.);

    - Chocobo Knight: abilities vary depending on what type of chocobo you're riding; only job/class that can ride their chocobo in battle instead of fight by its side (the devs might have something related to this in the pocket already);

    - Corsair/Gambler: instead of just buffs by chance like in XI, make it could have damage by chance too, which seems like a very good and creative idea; I didn't mention before because Musketeer is on its way;

    - Machinist: specializes in machines; maybe could be the class for the Puppetmaster job;

    - Judge: a class from FFXII and in Dissidia (Gabranth), whose weapons are a combo sword-staff much like Darth Maul's lightsaber from Star Wars, but is made to split into dual swords. Kouji suggested it be a tank with the ability to enfeeble, since it's a very uncommon thing for MMO's so far, which is a very interesting and creative idea;

    - Mime: one of the most iconic jobs from FF, despite seeming rather difficult to implement here;

    - Onion Knight: another iconic job from FF series, with not many skills of its own, but rather the ability to get more and more powerful as the other jobs get powerful;

    Any other ideas I missed?
    (4)
    Last edited by Kalehon; 05-30-2012 at 03:59 AM. Reason: Updating player requests