Ya Dark Knight, machinist, and Astrologian are the new breed of Jobs for FF14ARR and most likely future Jobs may follow their design for no classes.
These 3 new Jobs will start out as Jobs and will not have classes. This does not mean that they're removing the class system but instead they are only making Jobs now that will not have their own class. Current Classes in the game will still remain in FF14ARR.
However, being pure Jobs that means certain things may be limited such as Retainers may not become DK, Mach, and Astro. Along with that these Jobs may only be allowed to maintain only 2 classes for their cross-skills.
Another is that these Jobs have been mentioned that new characters/new players will not be able to start out as DK, Mach, and Astro just like how Rog/Nin unlock functions but the only requirement to unlock these 3 Jobs is to Unlock Armary System and find/reach their Job Trainer (there is no Main Story requirement so new characters and go right into these 3 Jobs even if they are in 2.0 Main Scenario). Their Job Trainer location is unknown for now so they can be placed anywhere once 3.0 is released due to being Job Trainers which are not bound to City-States, unless lore demands it, like the Class Guild Trainers but their location may affect players ability to access these trainers if they are placed into certain places like the new Sky Continent or a area surround by high level enemies.
Depending how they handle this new set up it is possible DK, Mach, and Astro may or may not provide new cross-skills. If these 3 New jobs do not provide cross-skills it may be setting up Gla, Pug, Mar, Thau, Cnj, Acn, Arc, Lnc, and Rog as the main source for cross-skills which would drive people to go back to these 9 classes to obtain any future cross-skills released in the lvl 50 or higher levels.
Last edited by EdwinLi; 01-26-2015 at 05:17 AM.
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