Well, time to go overboard. A job for each role, to make three jobs per class. Of course, a lot of these are named more for the sake of having a recognizable job than being faithful to that job, and the roles are forced for symmetry rather than having an appropriate role for the particular job.
Job: Dark Knight
Role: DPS
Base Class: Gladiator
Secondary Class: Thaumaturge
Cross-Class: Lancer
Additional Enmity Generation on abilities replaced with HP loss for extra damage. Flash becomes Dark Wave for AoE cone damage. Abilities involve losing HP in exchange for extra damage.
Job: Heaven Knight
Role: Healer
Base Class: Gladiator
Secondary Class: Conjurer
Cross-Class: Pugilist
Additional Enmity Generation on abilities replaced with HP recovery, including Flash. Healing abilities spread the amount healed on self equally between all party members in range.
Job: Geomancer
Role: DPS
Base Class: Marauder
Secondary Class: Thaumaturge
Cross-Class: Arcanist
Additional Enmity Generation on abilities replaced with extra elemental damage based on terrain. Debuff ability adds a different debuff based on the terrain the caster is standing on (Slow on earth, Bind on snow, Burn on lava, etc.).
Job: Defender
Role: Healer
Base Class: Marauder
Secondary Class: Conjurer
Cross-Class: Gladiator
Additional Enmity Generation abilities replaced with damage reduction (like Stoneskin/Adaloquiem) placed on target's target. Additional abilities to put up reactive healing that cures a person when they take damage.
Job: Cavalier
Role: Tank
Base Class: Lancer
Secondary Class: Gladiator
Cross-Class: Marauder
Side- and Back-position requirements replaced with Additional Enmity Generation. Gains damage reduction while mounted (with the ability to summon and mount your Chocobo companion), but your companion can be killed and would need to be re-summoned to mount again.
Job: Oracle
Role: Healer
Base Class: Lancer
Secondary Class: Monk
Cross-Class: Conjurer
Side- and Back-position requirements absorb life instead of dealing bonus damage. Absorbed HP does not heal the Oracle but instead is put into a healing bubble. The Oracle can release the bubble on a target to heal them for the total HP in the bubble. If the Oracle would take damage, the bubble takes the damage instead, reducing the amount of healing that can be given to another player.
Job: Martial Artist
Role: Tank
Base Class: Pugilist
Secondary Class: Marauder
Cross-Class: Thaumaturge
Side- and Back-position requirements replaced with Additional Enmity Generation. Various stances add debuffs to the enemy or buff the Martial Artist.
Job: Priest
Role: Healer
Base Class: Pugilist
Secondary Class: Arcanist
Cross-Class: Conjurer
Chakra recast is reduced and placed on the GCD. Various stances change Chakra to one of a single-target heal on another player, an AoE centered on the Celebrant, or removes a single debuff on the target. In each case, the use of Chakra will put the player into a different stance.
Job: Sniper
Role: Tank
Base Class: Archer
Secondary Class: Lancer
Cross-Class: Marauder
Uses Ground AoEs to place traps that inflict Heavy and Bind on targets and generates more enmity the further they are from the target. Note: Any Archer tank that doesn't need to stay within melee range of an enemy would be too overpowered to be made into an actual job.
Job: Celestial Archer
Role: Healer
Base Class: Archer
Secondary Class: Thaumaturge
Cross-Class: Arcanist
Fire healing arrows at allies. Add some buffs along with the healing.
Job: Time Mage
Role: Tank
Base Class: Thaumaturge
Secondary Class: Marauder
Cross-Class: Arcanist
In addition to their normal effects, Astral Fire bonus increases enmity from Fire-based spells, while Umbral Ice bonus reduces enmity loss. Also uses debuffs that prevent an enemy from acting, such as Pacification, Stop, and Slow, plus the ability to buff self and allies with Haste and Reflect.
Job: Illusionist
Role: Healer
Base Class: Thaumaturge
Secondary Class: Arcanist
Cross-Class: Monk
In addition to their normal effects, Astral Fire bonus increases the potency of healing effects cast by the Illusionist, and Umbral Ice adds an evasion bonus to targets healed by the Illusionist. Main healing ability also gives a target shadows to absorb hits.
Job: Necromancer
Role: Tank
Base Class: Arcanist
Secondary Class: Thaumaturge
Cross-Class: Gladiator
Summons undead pets to attack a target. Pets have additional enmity generation on all abilities and life drain with basic attacks. The Necromancer has an ability that moves all of his enmity to his pet.
Job: Green Mage
Role: Tank
Base Class: Conjurer
Secondary Class: Gladiator
Cross-Class: Arcanist
Main enmity generation would come from a spell buff. Casts buffing spells like Brave and Faith, and adds an extra debuff to Conjurer attack spells.
Job: Seer
Role: DPS
Base Class: Conjurer
Secondary Class: Thaumaturge
Cross-Class: Lancer
Magick Frenzy stance gives the Seer a ranged, Magic damage-based Auto-Attack hit whenever it hits an enemy with an offensive spell.
Job: Sky Pirate
Role: Tank
Base Class: Musketeer
Secondary Class: Marauder
Cross-Class: Archer
Debuffs the enemy and his attacks have more enmity the closer the Sky Pirate is to the target.
Job: Red Mage
Role: DPS
Base Class: Musketeer
Secondary Class: Thaumaturge
Cross-Class: Conjurer
Gains a stacking Skill Speed buff every time he casts a spell and a stacking Spell Speed buff every time he uses a weapon skill.
Job: Corsair
Role: Healer
Base Class: Musketeer
Secondary Class: Conjurer
Cross-Class: Lancer
Random rolls give a target healing effects or various buffs, such as regen, stoneskin, or damage/defense bonuses. Busting causes a status ailment instead.


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