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  1. #1
    Player
    SekhmetM's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    291
    Character
    Sekhmet Mubarak
    World
    Cactuar
    Main Class
    Gladiator Lv 60

    ITT: We Discuss New Classes and Jobs

    In this thread, we discuss new classes and jobs. (I love hearing people's ideas)

    What new classes can A Realm Reborn offer?
    What type of gameplay mechanics do they have?
    How does it benefit "the party"?


    These are questions I ask myself when thinking of prospective classes for ARR.

    The other day while speaking with a few players in Mor Dhona, a person noted that a lot of the unique classes people suggest tend to arrive from Final Fantasy Tactics games. Most just want what Final Fantasy XI had, but in XIV form. Some want the unique skills past characters of Final Fantasy have had.

    What are your ideas for new classes for Final Fantasy: A Realm Reborn?

    An example of a new class/job chain I thought of would be Beastmaster's chain.

    Beastmaster (class) > Blue Mage (job)/Morpher (job).
    (0)

  2. #2
    Player

    Join Date
    Jul 2011
    Posts
    99
    Its been mentioned many many times already...

    But Musketeer (Musket..man/lady?) Would branch from Archer ofcourse, and be a pure ranged DPS class.
    Its gameplay mechanic, I'm thinking sorta like SWTOR's Sniper, without the lovely shield ofcourse...
    But using a rifle, and have to stay stationary for most of his abillities, while still being able to use a few abillities on the move.
    (1)

  3. #3
    Player
    kollwitz's Avatar
    Join Date
    Aug 2013
    Posts
    70
    Character
    Elyo Abybas
    World
    Shiva
    Main Class
    Bard Lv 52
    Quote Originally Posted by Kanash View Post
    Its been mentioned many many times already...

    But Musketeer (Musket..man/lady?) Would branch from Archer ofcourse, and be a pure ranged DPS class.
    Its gameplay mechanic, I'm thinking sorta like SWTOR's Sniper, without the lovely shield ofcourse...
    But using a rifle, and have to stay stationary for most of his abillities, while still being able to use a few abillities on the move.
    since there is a guild for musketeer in limsa lominsa it will be it's own base class with jobs branching from it.
    (4)
    Last edited by kollwitz; 10-21-2013 at 10:22 AM.

  4. #4
    Player

    Join Date
    Jul 2011
    Posts
    99
    Quote Originally Posted by kollwitz View Post
    since there's is a guild for musketeer in limsa lominsa it will be it's own base class with jobs branching from it.
    Hmm thats true.
    So what could Musketeer be base class for... Hunter, Sniper, Scout, Guard, Ranger, Gunmonger (sp?).
    Yeah I'm kind lost there. If Musketeer already is a pure DPS class, then what could it possibly specialize into?
    (0)

  5. #5
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    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!
    (4)

  6. #6
    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)

  7. #7
    Player
    HumsterMKX's Avatar
    Join Date
    Mar 2013
    Posts
    1,252
    Character
    Helinin Landgravine
    World
    Masamune
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Kanash View Post
    Hmm thats true.
    So what could Musketeer be base class for... Hunter, Sniper, Scout, Guard, Ranger, Gunmonger (sp?).
    Yeah I'm kind lost there. If Musketeer already is a pure DPS class, then what could it possibly specialize into?
    Well.. can spec into
    Sniper highly specalized single target high crit dps
    Cosair <- like FFXI
    Cannoneer AOE based dps with a support cannon rounds like, location AOE hot, debluff, bluffs.
    Marine hand weapon + 1 hand pistol. With support with abilites like Mantra, etc, boost crit rate, boost acc, etc. But all are on timers.
    (0)
    Heli's Black Market open for business. Sells black market items for your exotic needs.

    closed for business till further notice

  8. #8
    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)

  9. #9
    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)



  10. #10
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    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 won't happen as the Armoury System is too much an engrained part of the game (it's even mentioned specifically on the FFXIV website - it's a selling point of the game).

    Also, correct me if I'm wrong, but didn't Yoshi-P actually ask us of this when he first took over FFXIV's reins - whether the Armoury System should be scrapped and a FFIII/V/XI style Job system replace it, or retain it but add Jobs onto the existing classes. 1.0 players voted overwhelmingly to keep the existing system, and hence classes were modified to allow them to fit better in with Jobs that extended from it.

    If you don't like it, that's democracy for you - 1.0 players spoke and the current system is the result, even if not everyone agrees with it. You just have to accept it and move on. Really, the class-Job Armoury System is a lot like the system in the original FF, where you have a starting Job and then upgrade to an advanced one halfway through the game. A little perspective is what's needed.
    (2)
    Last edited by Enkidoh; 10-21-2013 at 12:46 PM.

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