
Originally Posted by
whoopeeragon
If we talk about the current abilities, there are going to be discrepancies, but I'm sure there will be changes. For the sake of the argument though, I'll stick to the current abilities/set-ups.
A flaw I instantly picked up in your argument, NoloeTazier, is about BLM being useful for Sleepga...considering Cure wakes up asleep people, all the opposing team has to do is keep their CNJ/WHM away from the targetted member, then Curaga. So I don't think taking a BLM into fights because they have Sleepga is a good justification. I'd say their biggest benefit would be Flare for the DoT effect, but that would involve being close up. In other words, in PvP party-based content, where BLMs have no support abilities, they are likely to be the weakest link - there's only so much a WHM can do to keep you topped up when everyone goes for the BLM. This being situational of course. Pardon this observation, but your post seems to be targetting an AI fight where you know what the opponent would do, which is vastly different from combatting an actual player party.
Also, Conjurer wouldn't be so overpowered considering there's Spell interruption. Sanguine Rite will help, but it's a 90 second cooldown, and only lasts...20 seconds? And Repose putting you to sleep will only work for the first or second casts - with the way debuffs are handled, the opponent will soon grow immune. Conjurers also cannot stun (it's the only class without access to an ability to stun, unless you count Shield Bash which means you have to be up-close in their face and lose a double-handed weapon). PGLs can also dispel a CNJ's buffs, not to mention also having their own stun abilities. I'd say their best benefit in PvP would be greater buff-potency, but considering how squishy they are, 3500 HP of a MRD + gimped Protect would most likely smash apart a CNJ's 2500 HP even with their uber Protect.
In terms of party-based combat, comparing a set-up of 7 classes VS a setup of 7 jobs, comparison is:
-more AoE attacks from class party compared to job party
-more raises from class party
-higher specialised damage output from job party (situational)
-better specialised effects from job party
-more potential for sub-healers in class party
-in link to above, higher self-survivability of class party
This is all just speculation really, since we don't even know how PvP will actually work. But against a party of actual players where you don't know what they do to a degree, I'd say versatility of classes is definitely more effective - one mess up in the strategy of jobs, and you have no leeway to try and shift things elsewhere/recover. It's still a very debatable point, so open to discussion.
Classes were meant to be versatile, not the creme-de-la-creme of their roles, and they've achieved it to an extent in the current game. It's a shame that versatility wasn't a key aspect in the content they designed, not to mention the extent of versatility was still rather low for classes (there was always the cookie cutter setup of abilities for classes). Just streamlining and additional abilities and effects will complement both systems in a satisfactory way.