I'm seeing Gladiator as more Dark Knight as it uses swords. Conjurer to head into Dancer as it uses staves.Musketeer > Corsair/Gambler?
MRD > Dark Knight(DD)
PGL > Dancer(Healer)
CNJ/THM > Geomancer(DD)
??? > Ninja(DD)/Samurai(Tank)
Dunno what would work better for Geomancer, but possibly CNJ since it'd have something besides a Healer sub. Basically give each of them a choice between one of the two, like SMN/SCH are from ACN.
I rather see a 3rd tier of jobs instead of branching out from the 1st tier of jobs.
Lvl 50 WAR + Lvl 30 LNC --> Samurai
Lvl 50 PLD + Lvl 30 THM --> Dark Knight
Lvl 50 BRD + Lvl 30 PUG --> Ranger
Lvl 50 BLM + Lvl 30 ARC --> Red/Blue mage
Lvl 50 MNK + Lvl 30 ARCH --> Thief
Lvl 50 DRG + Lvl 30 ARC --> Beastmaster
and etc. This would put an incentive to you know..actually utilize the multiple jobs.
Here's an idea I had
Fencer (Class) - > Red Mage (Job) Mid-line damage dealer, focuses on combining magic and swordplay into one, likely has some elemental buff spells?
Or
Fencer (Class) - > Blue mage (Job) Also Mid-line damage dealer, job abilities likely would have some variants based on your completion of the hunting log?
Fencer itself could be a class focusing on being able to hit the enemy rapidly though for less amounts of damage. Weapon of choice would be rapiers, sabers, and other various dueling blades. Likely unable to use shields, or possibly just light bucklers like how CNJ and THM plus WMG and BLM do. I see it having some decent parry and dodge rates, but possibly less VIT to balance that out for a Damage focused class?
Dark knight and dark knight only
I'll repeat some of the stuff I've written about before:
Fencer: Red Mage (DPS), Mystic Knight (tank)
Musketeer: Gunner (DPS), Chemist (healer)
Rogue/Scout: Thief (DPS), Ninja (DPS)
Astrologist: Time Mage (DPS), Green Mage (healer)
On Beastmaster:
I don't see it working as a class. It really doesn't give room for branching. Not to mention that I'm sure BST fans would be mad about their job of ages past being a class that'll get obsoleted out when job crystals enter the picture.
Off the top of my head, a Barbarian class would probably work better.
Basing barbarian off totems (maybe 5 totems in total at 50) and having them focus on one-handed or even dual axes would then give room for the following:Barbarian: The northern wilderlands boast of many great dangers, and braving these from day to day is an isolated tribe of savages. Confirmed to being outside of the influence of The Twelve, these nomads honor animal totems that give their warriors strength and their leaders wisdom in times of need. Those accepted into their fold are eventually taught the secrets of drawing power from totems.
Beastmaster: Focus on combat with a pet joining in, with the five totems being replaced with slots for five pets of your choice (lore you could say is that forsaking the buffs of the totems, a Beastmaster instead does a spiritbond thing with an animal to get its help).
Feral Youth (can't think of a good name): Enhanced animal totems with additional bonuses, lore explanation being that in addition to taking on a blessing from the animal totems the Feral Youth also takes on aspects of the animal they were blessed by.
Last edited by Duelle; 10-21-2013 at 03:03 PM.
* 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)
[class] - Swordman, Two hand sword.
particularity: use a personal version of the skill chain from FF11. you will chain skill freely, without combo, but if you chain them in the right order, some weaponskill can come out of the chain. example: Vertical slash>horizontal slash= Cross slash
[jobs] - Samurai
him particularity it's to allows him to make longuer chain
- Dark Knight
will gain acces to some dark spell, if you use them with the skill chain, you will get spell attack, that will cripples the enemy.
What is it "Engrained" into because classes are utterly useless once you unlock your first job, the stat boost is too good to ignore for the paltry cross class skills you get (And if the live letter is to be taken seriously they sound like they want to make more class skills accessable even with jobs)
The only thing they would need to do is start the current jobs out in their respective guild "Marauders, Pugalist" hell the storylines for the classes STOP as soon as you unlock a job as well, SE has done a good job at defeating the purpose of classes allready themselves it would take a few minor tweaks to make it work and only have a single set of jobs share the same storyline to a point (Summoner, Scholar) as they also branch off storywise.
The class system does nothing but hamper the game and is pointless in the game they have created it was next to useless in 1.0 asides a few situations where the best of the best found a use for them for cross class abillities, even those players now see no point in the class system.It does nothing but hamstring giving the jobs themselves a unique flavor, a Scholar and Summoner share too many abillities in common from their class origin making them feel very samey even if they play very different rolls within a party they still have 3/4's the same abillities.
On the point of 1.0 democracy...they haven't shown us they are very likely to cling to anything 1.0 players enjoy as they consistantly change systems that people enjoyed from 1.0 why would the class system be any different?
As much as you want to say it's "Engrained" into the game asides the few storylines and mentions on the games website both are easy to ammend, the "Class" system is not a "Selling point" the "Armory" system is, that the class system is just a small part of.
Yeah, this makes no sense whatsoever. Not only do the archers' guild and potential musketeers' guild not have anything in common that would lead to a natural lore transition, firing a musket is very little like shooting a bow. Someone who's mastered the skill for one is likely to do well at the other (i.e. they're both definitely dexterity-type jobs), but aside from a basic level of hand-eye coordination the disciplines of gunnery and archery are quite different in their mechanics.
Luckily, unless I'm mistaken the "mentioned many many times" reference is to player speculation, and not any official statement. It would be rather disappointing if SE decided to needlessly lump together dissimilar jobs because they both happen to be non-caster ranged dps. If that were the plan, it would have made much more sense for all job types to share a base class (i.e. replacing ARC, CNJ, and THM with a generic "mage" that would branch into a job, MRD and GLD with a generic "fighter," etc.).
Last edited by GilbertLapine; 10-21-2013 at 04:28 PM.
My Hopes & Dreams for future Class/Job Implementation ----> http://imgur.com/a/fPpXO#0
SE Please Add Machinist As A Pet Job. Musketeer/Machinist = Puppetmaster With A Gun.
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