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  1. #1
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Enkidoh View Post
    This won't happen as the Armoury System is too much an engrained part of the game.
    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.
    (1)

  2. #2
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Jynx View Post
    My idea?

    Get rid of classes and focus soly on jobs. Then we can never need worry about a class hindering the uniqueness of a job ever again!
    This on so many levels.
    (0)

  3. #3
    Player
    MaethusXion's Avatar
    Join Date
    Jun 2012
    Location
    Limsa Lominsa
    Posts
    905
    Character
    Makoto Edakumi
    World
    Midgardsormr
    Main Class
    Paladin Lv 80
    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.
    (1)

  4. #4
    Player
    SekhmetM's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    291
    Character
    Sekhmet Mubarak
    World
    Cactuar
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by MaethusXion View Post
    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'm seeing Gladiator as more Dark Knight as it uses swords. Conjurer to head into Dancer as it uses staves.
    (0)

  5. #5
    Player
    Haoma's Avatar
    Join Date
    Mar 2012
    Posts
    112
    Character
    Orpheus Telos
    World
    Sargatanas
    Main Class
    Marauder Lv 52
    Magitek Engineer (Disciple of the Hand).

    Yes.
    (0)

  6. #6
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    CNJ30/THM15 > Geomancer

    Could go something like this: Equipping the soul-stone gives a large boost to INT, since CNJ is a healer job and focuses on MND. A reverse of what happens with ACN and SCH. SE splits the CNJ weapons even more between the one and two-handed variants. WHMs keep the two-handed versions (because Thyrus and all) while GEO uses the one-handed wands, which get reworked to have stats in favor of magical damage dealing. Abilities would be something like:

    - Aetherfont: One-minute cooldown, no MP cost, deals damage (160 potency or so), user recovers 30% of max MP upon use. This gives Geomancer a strong MP recovery tool that can work with but is unique from Shroud of Saints (and gained at Lv.30 instead of LV.38).
    - Quake: AoE damage and Bind, essentially what Tri-Disaster and Freeze are to SMN and BLM (respectively).
    - Blink: Defensive tool similar like Stoneskin, offers a % chance that the next attack directed at the user will be dodged.
    - Tornado: AoE damage slightly higher than Shadowflare (it doesn't have the CC of Shadowflare, so it can have more damage).
    - Flood: Single target stun and damage (gives GEO a unique mechanic to encourage people to want to bring them along).


    Something a friend of mine came up with:

    PGL30/ARC15 > Puppetmaster

    Pugilist guild is in Ul'dah, which is where the Goldsmithing and Alchemy guilds are. Mammets are made by a joint effort between those two guilds. Puppetmasters fought with hand-to-hand combat in XI, so PGL makes a good base. Mammets could get special "equipment" that increase their appearance (just cosmetic stuff, like the chocobo barding), plus "gear" that give it stat boosts. Lower damage stats than MNK. Abilities would be something like this:

    - Activate: Calls out the mammet. Controlled like a ACN/SMN/SCH's summons with about the same number of active abilities.
    - Repair: Restores some of the mammet's HP.
    - Fists of Lightning: Combat stance that increases Crit Rate.
    - Overclock: Increases Mammet's damage by 40% (essentially the same as Rouse).
    - Stringing Pummel: Single-target damage attack, deals increased damage with the Mammet out.
    (1)



  7. #7
    Player
    calamityz's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Moon Speak
    World
    Goblin
    Main Class
    Marauder Lv 50
    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.
    (1)

  8. #8
    Player
    ShinKerron's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    34
    Character
    Shin Kerron
    World
    Excalibur
    Main Class
    Paladin Lv 60
    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?
    (1)

  9. #9
    Player
    ZeroRains's Avatar
    Join Date
    Aug 2013
    Posts
    193
    Character
    Zero Rains
    World
    Behemoth
    Main Class
    Marauder Lv 60
    Dark knight and dark knight only
    (1)

  10. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    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.

    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.
    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:

    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.
    (0)
    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)

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