beastmaster <3...<3
beastmaster <3...<3
Puppetmaster, had a single pet that could be customized with attachments and later on body and heads to give it job AI. The characters ability stats affected how often you could force a proc on an attachment. If geared properly you could use you pet to nuke heavy while you kited and debuffed the enemy, support heals, Dps with ranged puppet doing sustained damage and heavy spikes with Weaponskills or support tank with a puppet that could absorb ots ws damage navl into its self and stoneskin it's self. A heavily complex job it you wanted to be good at all aspects of it, but if you learned it well you were a man and machine two part army.
samurai and dancer for me.
Wow, 6 pages and nobody's had a meltdown about people enjoying FFXI? That's got to be a record.
With that fancy new glamour armor, I'd love to have a blue mage to put it on.
Rune Fencer.
I like words and I like swords.
What's not to like?
http://king.canadane.com
DNC could heal with waltzs and cleanse, using TP instead of mana, steps to debuff, Jigs for out of combat buffs like run speed (similar to BRD in FFXIV), flourishes to self buff and build TP. Pretty decent DPS, highest evasion in game so made a goto tank. I've tanked Delve with DNC/WAR. Fun job in FFXI as there was a lot to do, outside of just auto attack. Being able to DPS as hard as possible whilst still managing TP for healing was pretty fun, whilst timing defensive buffs and provoke.
Plus, imo, had funkiest gear set designs in FFXI :P
Problem with FFXI was tho, that outside your friends the rest shoehorned most jobs into a single role instead of utilizing the full spectrum of a jobs abilities. aka stun SCH, enfeebler RDM, healing SMN.
If DNC does get added, I don't expect it to be as versatile as FFXI, probably more of a melee with supprt abilities, maybe some weaker heals too to assist the healing not to replace. But intrigued in how they would implement it.
Last edited by Sapphic; 06-05-2015 at 11:44 PM.
In this order:
Blue Mage - tons of fun in XI and had versatility to play a few party roles.
Samurai - two-hand katana wielding DPS machine! wouldn't mind if it could tank for 30 secs or so in a pinch with Third Eye or some other mechanic to give it some utility.
Geomancer - just because I never got to play this class in XI but I loved it in Tactics.
Whatever combination of Mystic Knight / Rune Fencer works for the game while still being thoroughly differentiated from Samurai, Dark Knight, etc. - Mage Knight, Rune Knight, Templar, Sword Saint (unless we leave that for an additional non-magic sword dps option) etc. I'd honestly like for it to have a magic-unrelated class that could be viable on its own, as well, assuming classes aren't completely dropped by then. Multiple possible armor types would also be nice, but that's by then asking for far too much.
Edit: This job should do better with a return of an elemental wheel but should not actually require it either, having variance without ever actually losing tactical options on a per-mob-type basis. In other words, the attachments of elements to their effects would be little more than an umbrella term associable with them, but at the same time abilities/effects under that umbrella term of a given 'element' can cause differing (not just greater or lesser) effects based on the target and party interaction.
That or Red Mage stemming from a new Fencer class. Real melee-midrange en-mage.
Last edited by Shurrikhan; 06-06-2015 at 01:09 AM.
I would love to see DNC but I'd see it going one of two ways in XIV, what I call Battledancer or Cheerleader.
Battledancer: DPS/Support, Steps (enemy debuffs) and Sambas (party buffs)
Cheerleader: Healer/Support, Waltzes (healing, remove debuffs), Sambas (Party buffs)
main weapon: Hm. Whips, ribbons or chakram? Dunno. XI's version used daggers but ROG/NIN took those. Kukri would work since most of DNC's best early weapons were kukri.
Would likely take advantage of Dex like NIN does instead of Str.
Last edited by MiriOhki; 06-06-2015 at 12:55 AM. Reason: Added info
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