Could be good could be bad, won't know till i get my hands on it =P i mostly despise having a less resrictive system that has a very restrictive list of actions that are actually worth using.it hasn't, it's more restricted
look at alpha combat vids, and read skill descriptions when they click skills.
Aero=thm/cnj, water=cnj, stone=cnj/thm, Cure=DoM/DoW, Protect=DoM/DoW, Raise=DoM/DoW
Piercing talon=lnc, True Thrust=lnc, heavy thrust=lnc, Feint=DoW, Vorpal Thrust=lnc, invigorate=DoW/DoM, Impulse Raid=DoW
Venomous Bite=DoW, Raging Strike=DoW/DoM, Gloom Arrow=DoW, Misery's End=Arc, Heavy Arrow=Arc. Hawk's Eye=DoW/DoM, Far Shot=Arc.
Ya i agree, have to test it to make sure
But in 1.0 you couldn't combo with other class skills anyways, so there wasn't much point in using those skills. Most of the reason for using other class skills was cause of CD anyways. And i dunno how you'd logically make a heavy thrust with a bow anyways ^^ other reason would be for incapacitation skills.
But being drg felt a bit meh before, cause most of the skills had long CD, and were very circumstantial. If there's just GCD now, they'd be more useful.
Sounds fun to be able to AOE a lot, and do evasive jumps more frequently, to get rid of enmity![]()
Ok Mog let me tell you this, too many jobs.
I think you have fallen into the trap of taking the pictures too literally and trying to fit them all together without outlining the jobs actual role first. A mammoth task indeed, if done properly.
All the jobs you have added could be fused together with one or more job, blue and scholar immediately springs to mind. Also they don't need to use the weapons of previous incarnations of that job.
Here is my idea based on what you have already done to help you streamline things.
The rule would be - the first job of each class uses the signiture weapon of that class but the second job uses another weapon not used by any class.
For example (using your list) :
Gladiator > Paladin = sword & shield ~ but Dark Knight = Scythe or G.Sword.
Marauder > Warrior = G.axe ~ but Berserker = Dual-wield axe.
Rouge > Thief = dagger ~ but ninja = Tanto.
Lancer > Dragoon = polearm ~ but Samurai = G.Katana.
The others don't fit however, (again just an example) so:
Archer > Bard = Bow ~ but Ranger = xbow or gun?
If you follow the rule and don't insist on having every job from FF ever (fuse some together) you may come up with a better solution than your current one, just an idea.
Last edited by Thebard; 01-25-2013 at 01:42 AM.
All of this. I think Square should go the 1:1 Ratio on Class and Job as to not dilute the Jobs themselves. I feel that a Thief and a Ninja should offer two completely different ways to play.Personally I think a class should never turn into two job, but one job how it is now, main reason for this is lets say a rogue turns into a ninja and a thief job, basically once you get your rogue class to 50, your thief and ninja will automatically be 50 once you unlock them and do the 5 quests for abilities on a job.
It's a lot to process for SE doing the class into job method, personally I would scrap it on ARR and just have straight up jobs, but Yoshi did say he will be keeping class's and jobs for ARR.
Have not looked at all the class/jobs yet but for thief and ninja I would use.
Rogue class turns to Thief job.
Assassin class turns to Ninja job.
Thief should focus more on thievery of course. Stealing rare items from mobs and perhaps things like HP, MP, and TP; a high crit rate coupled with a high evasion, and some support abilities like hate management and utility moves.
While Ninja should have what it has traditional had across the Final Fantasy series. Ninjutsu magic, the ability to Throw items, Duel-wielding, and perhaps some solid enfeebling effects when in group.
I really like revision #5, I think its the best fitting one so far.
The only real gripe I have about it is I feel like the second job for Conjurer, Green mage, should be something different. Nearly all of the green magic spells are already implemented. Is there another job that would fit white mage? I know scholar would be a good fit, but scholar makes alot of sense coming from arcanist, especially since the main arcanist weapon is a book. Besides that I think everything is great! Just try not to add any more classes, otherwise it'll get a bit crazy haha.
Scholar would fit well, how about Geomancer? Perhaps a Geo would fit better under Thaum. Anyhow i am trying to see if we can get some support for Geomancer implementation so check out my thread on Geo's if you favor them.
Blue Mage is tricky if it were to be implemented as it was in FFXI. If they hadn't gone and used Carbuncle as a selling point for Arcanist, Blue Mage would have better fit as a job for arcanist (where the Summoner summons the essence of the primals, the Blue Mage would use the essence of other monsters and use their own bodies as the conduit to use their attacks).
I don't agree with this, as the classes are supposed to be inherently flexible. Using Gladiator as an example, GLA could have access to both Swords and G.Swords, whereas their jobs, Paladin and Dark Knight would be restricted to their respective weapons.The rule would be - the first job of each class uses the signature weapon of that class but the second job uses another weapon not used by any class.
Likewise, MRD would have the option of using a G.Axe or dual wielding one-handed axes, with WAR and BSK excelling at their respective uses.
As I mentioned in another post, using the 2-jobs-per-class rule, we already have potential for 14 jobs in the game with the current classes. With the fan favorites (Arcanist, Fencer, Flayer, Musketeer) that bumps it up to 22 jobs.If you follow the rule and don't insist on having every job from FF ever (fuse some together) you may come up with a better solution than your current one, just an idea.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
No they are supposed to be irrevocably linked to one weapon type, you change weapon type and you change class.
A classes flexibility comes from the cross class skills, it has nothing to do with weapons. What game have you been playing? Oh wait nvm I know, FFXI...
I personally really agree with this list, it is almost identical to the list I made up a few months ago on paper. Only differences between mine and this is I had Hunter class from ffv instead of ranger and an extra class of chemist that went into the jobs of orator and calculator, but big thumbs up from me.Don't forget, Mog from FFVI was a Geomancer as well.
Puppetmaster (as a job) was exclusive to FFXI. That puts it far down on the list of jobs that should be imported to FFXIV.
If they release new jobs in batches, I think the following priority is best:
Set 1 (expansion) - New classes and jobs
Musketeer > Red Mage
Tamer > Beastmaster
Scout > Thief
Set 2: Second jobs - A
Gladiator > Dark Knight
Lancer > Samurai
Thaumaturge > Sage
Archer > Ranger
Set 3: Second jobs - B
Pugilist > Dancer
Marauder > Berserker
Conjurer > Geomancer
Arcanist > Time Mage
Set 4: Second jobs - C
Musketeer > Gambler
Tamer > Blue Mage
Scout > Ninja
As far as this thread I personally like Rev 4 the best so far, kudos for awesome speculation tho!
I don't think we should have a sub class B because if you leveled MAR to 50 because of WAR then you automatically get a lvl 50 Berserker or whatever second class there would be.
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