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Thread: Job Discussion

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  1. #1
    Player

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    Apr 2011
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    3

    Job Discussion

    Here is a fun topic, it is in no way a forceful way to put our ideas onto the developers and is no way a way to see what jobs people want the most. It is a way to show your idea of a job, be it old or new, and how it would fit into the game.

    If you propose a job explain it's role and how it would be able to come into the game as a good component for parties or solo. For example if you want an old job like paladin, explain what it's abilities would be and how it would work in a partying system(this one or a new one since it is being changed) You don't have to get into every specific detail but at least make a case for it. I'll make one just to start.

    My post from another topic talked about chocobo knight so I'll explain that in this post. My idea was that you were mounted on a chocobo that had more armor than normal ones. You can alter the armor on the chocobo to enhance the job's stats and combine it with yours is your to get the jobs overall stats. I'd assume the weapon of choice would be lancer although I'm not opposed to adjustments from others.

    The overall game play of this class is that outside of cities this job is heavily reliant on it's pet. In order to make game play fair and to justify the concept of the class walking just as fast as people on foot is that since the chocobo wears such heavy armor it moves slowly and is aggro-ed by mobs since it gives the appearance as being an enemy. This is a very basic overview of the job which is the point of the topic. I think it's an interesting idea and would like to see others with the same validation and not just a statement of a job without giving a reasoning behind it.
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  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Red Mage

    Role: Front line combatant with minor support and heal options
    Theme: "Rule #1 of combat: When all else fails, just make something up"

    Design: Enspells as seen in FFXI along with Magic Sword (no need to introduce Mystic Knight if his only noteworthy gimmick can be fused into one of the classic classes), and perhaps borrowing from Tactics Advance 2's Spellblade when it comes to enfeebling. If you really want to go crazy, toss in something like Runic to further play on the fact a Red Mage needs his weapon to function properly.

    Access or bonus to heals would be limited (wouldn't want people abusing game mechanics to force them into healing again), and most Red Mage buffs would be self-cast with a 30-minute duration. No refresh castable on others, instead they have a strike-type ability with a similar effect to Damnation. I can compromise on this point and make it a reduced affect on the whole party but with a stronger effect on the Red Mage himself.

    Their version of Fast cast would affect only nukes if you want to tie nukes in without giving them Magic Sword, but reduces cast range of nukes to 5 yalms (forcing them to be in melee range). Cures take longer to cast at the baseline but could have a proc system that allows for an instant cast cure when the proc is up. Again, back-up curing is situational, and not something you can force the class to do all the time.

    Seeing the split between stats for physical damage and stats for nukes, Red Mage could probably benefit from stat conversions (melee accuracy => Magic accuracy at the most), though we have yet to see how they rebalance stats and scaling in-game.

    TL;DR - I did my time as a cure/haste/refresh bot in FFXI. Give me my magic fencer.

    Note: For those wondering why I lean towards magic fencer over generalist, this is because in the decade that I've played MMOs, generalist simply don't work. They get stuck with heals and support, and as a big fan of the sword&magic archetypes, I don't want to have to see that again here.
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    Last edited by Duelle; 05-25-2011 at 03:22 AM.
    * 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)

  3. #3
    Player

    Join Date
    Apr 2011
    Posts
    3
    I like that you took this seriously and I'm right there with you for a melee Red Mage. I also took Red Mage to cap in Xi and hated that it was just a refresh/healing cycle of a job with no benefit to it's melee that made it viable for attacking.
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