This is a topic I've been thinking of bringing up for discussion for quite some time now. It's about the forecasted implementation of jobs. As of which, making each job unique is essential. But what makes a job unique? It can be divided into two categories: Abilities and Mechanics. First, let me clarify each one:
Abilities:
Abilities and their effectiveness are the most general way to define a job. A white mage is known for it's healing abilities. A black mage is know for it's magical damage abilities. A red mage is know to dabble in both healing and damaging magic, yet not be as effective as either. These jobs and their roles are primarily defined by their abilities and abilities alone. Clear, cut, straightforward.
Mechanics:
Job mechanics are mechanics that govern how abilities of that job are used. Some examples of jobs with specific mechanics are the jobs blue mage, puppetmaster, corsair, dancer, and scholar from FFXI. For the sake of text real estate, I will only explain dancer. The dancer's mechanics were that of their steps, finishing moves, and flourishes. Performing a successful step would debuff the target as well as grant the dancer 2 finishing moves, up to a total of 5 for successive steps. These debuffs could stack up to a level of 5, to which the next same step would only grant 1 finishing move. These finishing moves would remain on the dancer until consumed by a flourish ability. Flourish abilities ranged anywhere from stunning the target, applying gravity, granting the dancer extra TP, and forcing critical hits or double attacks. Many flourish abilities could also consume different amounts of finishing moves added effectiveness. The level of a step's debuff could also play a role in a flourish's effectiveness. So in essence, steps and finishing moves govern a good portion of a dancer's capabilities. But most importantly of all, no other job has mechanics like this.
You can imagine job specific abilities as the "on paper" difference between jobs, and job mechanics as the difference in "feel" of the jobs. So in short, I would love each job to have it's on governing mechanics instead of just having abilities specific to itself or its role.
So, what do you guys think? What kind of mechanics would be cool for what jobs?