Results 1 to 4 of 4
  1. #1
    Player

    Join Date
    Jul 2011
    Posts
    77

    My FFXI based Job System Idea.



    I'll start off by saying this system is based on FF Tactics A2 and FFXI. Instead of renaming the existing classes and reworking them I propose they become precursor and subjobs to pre-existing classes from other FF titles. Each class gives you the option to become ONE of the 2 available primary jobs.The primary jobs would have a 2 hour, passive traits, and new spells/abilities while the existing classes will remain the same and serve as subjobs for the new primary jobs. Being only allowed to chose one of the primary jobs for each class creates a nice feeling of character definition and gives players a reason to want to create a secondary character in the future.
    • By rod I meant wand, sorry.
    • The classes/jobs in blue are from FF Tactics A2 and would play the in similar fashion.
    • The job in red I made up, it would essentially be an FFXI paladin with a great sword in which he can tank with a high parry rate (using the broad blade as a shield) and gladiator sub but also be able to deal good two handed style damage by switching to marauder sub.
    • Beast Master would focus on a ranged weapon (rifle) with a pet (similar to a wow hunter) as opposed to axes to fit the archer tree.
    • Some class abilities such as marauder axe only abilities should be reworded to two handed weapon to increase versatility of classes as subjobs.
    • The ??? are for square to figure out I got nothing. ~_~
    • BLM being there twice is not an accident since both mage classes share BLM spells that could have lured players who wanted to nuke.
    • Gladiators main weapon becomes shield to allow red mage to take sword. in other words equipping the shield first then the sword would be the way to switch to glad.

    This gives FFXIV a whopping 26 traditional MMO style classes (9 classes 17 primary jobs)

    It would differ from FFXI in that you can still change your class on the field by changing your weapon. Each class branch leads to one primary job with the same weapon and one with a different. the class with the same weapon as its primary job is overwritten; so you wouldn't be able to change to an archer on the field if you chose ranger but you'd still be able to select archer as a sub job at the subjob selecting place (mog house?). Overwriting a class is like upgrading it, it's how you remain the same class but with a two hour, passives, etc.

    Additionally a player should be able to tie a subjob (class) to a primary job. so if I'm out on the field as DRK/MRD by having a scythe equipped and I switch weapons to a Staff I would become a BLM/CON (because CON is what I set as a subjob to my BLM job in my mog house) instead of being stuck out there as BLM/MRD. Setting subjobs would not be permanent the player would be able to change it at will (in the mog house).

    It also differs from FFXI in that you can't have a character with all jobs max level because you can only go down one branch path for each class. And you can't use primary jobs as sub jobs either.

    I would suggest scrapping the whole taking (almost) any spell/ability from (almost) any class thing but if you must insist on keeping it I would suggest that by selecting your subjob you benefit from 90% or 100% affinity/effectiveness with the spells/abilities associated with it and only 50% (maybe 60 or 70 percent) affinity/effectiveness from using spells/abilities from a class that is not currently selected as your subjob.

    What do you guys think? Any questions?

    Edit: I was inspired by this thread but I can't post there yet. http://forum.square-enix.com/ffxiv/t...Lets-talk-jobs
    (2)
    Last edited by Anon; 01-06-2012 at 03:12 PM.

  2. #2
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Still think weapons tied to Jobs is very limiting and they can easy get around changing on the fly by adding two options to the menu screen. One that says Class so you can change your Class and one that says Job to change Job, when you change it auto equips all your gear and skills that you had the last time you used it.
    (0)

  3. #3
    Player

    Join Date
    Jul 2011
    Posts
    77
    That's a good idea, they don't want to seem to give it up though.
    (0)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    315
    Yeah I like those ideas. I still don't know how people are going to change jobs/classes with being tied to weapons though. They might change that altogether, and make changing jobs/classes menu based like in ffxi.
    (0)