Last edited by EdwinLi; 12-28-2013 at 02:03 AM.


Think I'll just pop in and add a few things. :P
Currently there are two jobs that are possible with the current Lore of FFXIV (that I know of).
At "The Owl's Nest", a location in Coerthas during 1.0, there was an NPC that gave dialogue about a group of Women in Ishgard who were able to train wild beasts and command them to fight. This is pretty much Beastmaster and as for the classes available to be a second job to, I feel that Marauder would fit Damage-dealer/pet Job branch for axe wielders.
Second Lore-related Job!
Many of us here have likely heard of Sil'Dih. This City-State fell after a war with Ul'dah forced them to bolster Sil'Dih forces with the risen corpses of it's fallen soldiers, which then backfired when it lost control of the Undead footmen. It seems that Ul'dah still keeps whatever Sil'Dih used to raise the dead locked away, a possible plot-line for the future. ;D Anyway, Necromancer looks like it could be another pet class with less Hybrid elements. Due to the style of Magic and the fitting Ul'dah location, I'd say Thaumatage would be the most logical choice for the Job branch.
...I love Lore. :x


Weapons I think will be added...
Guns - Musketeer/Corsair (Similar to XI's Corsair)/Machinist (Magic + Gunnery)
Whips - Flayer/Beastmaster/Blue Mage (Keeping the beast-focused stuff on one job makes sense when you consider how actions carry between classes and jobs)
Rapiers - Fencer/Red Mage/Elementalist (they all use Rapiers in previous FF's)
Dagger (not sure what will happen with the existing daggers) - Rogue/Thief/Dancer (seems right)
Katana - ???/Ninja/Samurai (Japanese based company with no Katana in the current game = unlikely to mix katana with regular swords)
This would leave the other jobs with...
Gladiator - Mystic Knight (Rune Knight)
Warrior - Dark Knight
Pugilist - Originally thought this would be the Thief role, however someone mentioned that going to Rogue. So, with that in mind, and assuming Dancer will follow Thief, I guess this will go to something like Black Belt (weaker defence, higher offence or alternatively faster offence, White Monk (healer-melee DPS option) or Gambler (given the nature of the Pugilist Guild, this kind of makes sense... gil toss?).
Archer - Hunter (Ranger)
Conjurer and Thaumaturge - Geomancer and Green Mage - one for elemental focus, the other for buffs buffs and more buffs.
doop doop

my wish list:
Gla - magitek knight or mystic knight
Mrd - geomancer r beast master
Arc - Ranger
Lnc - Templar
Pug - puppet master or master
Con - redmage
Thm - time mage
Roles could go a few ways but those are the jobs I think make sense.

Love this list + concept. My only rel criticism is that you repeat a few concepts, I.e. a paladin basically is a holy knight + divine knight, but you use it three times.Here is a list I made up, having some fun thinking up classes as well.
Direct Link: http://imgur.com/69aHAZM
I like the magitek unlock idea thought. I've been saying that I hope in a future expansion that goes to garland We unlock a couple magitek classes, such as a gublade specialist with "magitek knight" and "judge"
And of course a caster Class, with blue mage and another job that could be tied in. Maybe make a job based off Kefka.
I would love to see a tank job coming off of lancer. I think it should be parry based as lancer already has access to the very strong keen flurry (increases parry rate to 80%).
Something like this:
Templar
lvl 30: Elusiveness
Increases parry rate by 20%, lowers damage dealt by 30% and increases enmity produced. Using certain actions reduces the CD of Keen Flurry by 5 seconds.
*certain actions would be mainly combo enders like Chaos thrust or Full thrust.
lvl 35: Impulse Pierce
Potency: 150
Waives positional requirements for 5 seconds. Can only be used after parrying an attack.
Bonus: Increased enmity
Lvl 40: Shield Rush
Potency: 150
Increases damage mitigated by parries by 10% for 10 seconds. Can only be used after parrying an attack.
Lvl 45: Blind Thrust
Potency: 100
Combo Action: Vorpal Thrust
Combo Potency: 270
Combo Bonus: Greatly reduces enemy accuracy
Lvl 50: Tenacity
Loss of HP causes increase in parry rate and damage mitigated by parries for 20 seconds
CD: 3 min
Just some quick ideas. Would overall be very proc based in playstyle to differentiate it between PLD and WAR. Not sure how it would deal with stuff that cant be parried though, like magical attacks.

One thing that no one has pointed out that supports the THM< Necromancer idea is the title of the achievment for leveling THM is "Bring out your dead"





That's just a reference to Monty's Python's Quest for the Holy Grail (most of the class achievements are deliberate pop culture puns). Also, if you know anything about the lore of the game, the THMs Guild is aware of necromancy, but they actually regard it as an abomination due to the events of the Ul'dah/Sil'dih war where Sil'dih turned their dead soldiers into zombies, which backfired on the country spectacularly. The original Ul'dah storyline in 1.0 also dealt with necromancy, but from what I remember, is that even then the THM Guild were extremely uncomfortable about discussing the use of such magic.
Gameplay wise, if the Job is ever brought into ARR, because of this aspect of the lore, I don't see the Job being what everyone would expect it to be (a psuedo-pet Job using zombies), but more akin to what THM originally was in 1.0 (in other words, using negative statuses and debuffs.
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