Quote Originally Posted by Altena View Post
MNK:

What has been mentioned is MNK will be more focused on chaining skills. The more abilities you chain, the higher the damage bonus. Personally I like this concept as the idea in my mind is that MNK is a fast, consistent attacker. However in saying this I would also like to see MNK in more of a light tanking role, by bringing back a blocking/counter system that XI saw, perhaps something like a "Counter stance" (which is good against fast hitters), a "Guarding stance" (blocks / reduces heavy hitters), a "Flurry stance" (or something similar, which increases attack speed), and "Lightfoot" stance which increases evasion (good against mobs with high accuracy).

In saying this of course I don't want to steal some of the PLD fire, but I don't have enough experience on the job to comment (perhaps a PLD vet can chime in here).

DRG:

I would like to see a heavier focus on the "flamboyant" fighting style that DRG has always had. Over the top weaponskills, a larger focus on "Jump", along with augments/enhancments that come with the ability. DRG being probably my main job in 1.x I wouldn't ask for it to be changed an aweful lot. I do hope they hold themselves as crit hit beasts.

WAR:

Since I see WAR as a hybrid tank/DD/Crowd control, I would prefer to see war in a more specific role. Personally I would like to see a heavier focus in DD war's now that they have defined PLD a little more. To me "Warrior" has always had a huge weapon, slow attack speed, heavy hitter, solid DD. I would personally prefer this, and for them to become more of a traditional WAR in the series.

BLM:

To be brutally honest I hated 1.x spell casting.. 1...2....3....1...2... etc. I would like to see a higher focus on chaining magic with melee weapon skills, or more variable casting options with things like DoT's, elemental weakness triggering etc. I am not much of a mage player to be honest but when having to step in the shoes of a BLM in 1.x I found myself lying back in the chair spamming 123.
Only reason for monks to do endless combos, is if there's no TP cost for their skills or if their TP regain is faster than others.
Fast hitters...there's no such thing in XIV ^^ except maybe other monks, but it wouldnt make sense to have a counter stance vs your own class...
your evasion stance sounds odd. if it was aimed at countering high-acc mobs, then no other mobs with low-mid acc would ever be able to hit you, so it would counter everything else. and you'd basically never get hit by anything else but high-acc mobs....OP much.
Your ideas turn monk into a Overpowered hybrid of everything ^^ block, high eva, DD, counter, atk spd...really? Maybe monk should be prime tank, and paladin Holy-DD ^^

BLM cant even use any weaponskills, and they are a caster class, so they should cast spells, not whack mobs with wand anyways.
I think what you're talking about is closer to what other jobs do. They should add another job for debuffs, dots etc instead. I think they wanna keep the 16 skills/class, and 5/job; so they cant start adding a bunch of new stuff to each class/job.

DRG: well with just GCD, you can jump every 4sec, but the only reason to jump a lot, would be if there was some combo involved with it. Or turn more skills into jumps; but that would be absurd

Quote Originally Posted by Aion View Post
Seeing how much they changed the "alpha" classes (lancer/arc/conjurer) I have faith the rest will be interesting..cant wait for beta!
They barely changed anything...only removing CD, and using GCD. Some combos are different too.

Quote Originally Posted by Solace View Post
I would also like for melee to have more abilities, to save those mages, if they end up pulling too much hate.
There is never a shortage of team mates, willing to push the healer out of the way and take one for the team.
Sometimes that is the most honorable sacrifice and it can allow a team who was going to die, one last chance.
It would have to be timed properly to make it fun.

Say you see the mob readying an ability on a party member and you know it will kill or seriously hurt them.
You use that ability on that member and you take the effect of that next ability, onto yourself.

In AOES you might be able to use this strategy, to cover half the team, using the other halves bodies as shields.
So only half of you take damage, or wipe, etc.
Might be nice for an ultra powerful move.. Like say oh idk... Megaflare....
Uhm no, people should just learn to manage their aggro more that's what the aggro bars are for.
And you got tank, that should aggro mobs to get them off mages.
It may be appropriate for PLD to have cover, and Sentinel buff, that reduce damage to party, like in FF13; but not melee in general. PLD already do have cover though, but dont know how it works exactly.

Quote Originally Posted by Feln View Post
I'd like to see some more exotic weapons, similar to what the guy above me mentioned with Barret. Don't get me wrong, I love the sword, shield, greatsword, polearm, HAND TO HAND, and all of that.. but where are the unconventionally mastered unconventional weapons? Gimmie a swallow. A whip. Deck of cards. Flail. Shotgun. Vial of corrosive ooze. Pogo stick. Broken beer bottle. Something out of the normal, man!
Broken beer bottle...you planning to kill Bahamut with that? ^^
You should already be aware that classes are tied to weapons, so you'd need a new class for your beer bottle; that's a big no no. I'm sure they will add new classes/jobs with new weapons as we go along. there's plenty of unused classes/jobs.
If you look at other FF games, there's something like 100 different classes/jobs, and we have 25ish.