I recently read This..
I was thinking That Arcanist is already a Caster class with the already mentioned Geomancer as the job. Yoshi P stated he wants to implement something with Pets, so why not add Musketeer as the class and Machinist as the pet Job?Gamer Escape: The next classes that are supposed to be coming are Arcanist and Musketeer. Are they going to make it in before 2.0? Is there anything you can tell us about that and the jobs they’ll get access too? I think I heard Arcanist will get access to a Geomancer job?
Yoshida: Currently the class balance is… there are a lot of attacker type classes and not enough caster classes. So our first priority if we’re adding new classes, is to start with caster classes and the second would be to add a pet class. Because right now there are no pet classes. If you talk about MMOs almost all of them have their pet class and so we need a pet class and we want to beef up the choices on the casting class side. Those are our top priorities. After that we can think about adding new attacker classes. The talk that’s going about saying that Arcanist and Musketeer are going to be next… those might not necessarily be the ones that are next. Yes they do appear in the scenarios and it looks like the foundations are there, but whether those will be the next ones or not, it again, depends more on… we’re looking at what the game needs rather than what’s already there. So if it means starting up something new so we can fill that, then yes, we’ll do that. As far as the job system and what jobs will be attached to them… we don’t know. As for the timing, we still don’t know if it’s going to be before 2.0. There’s a chance it could be before, and there’s a chance that it could be after.
As you know, the biggest problem with adding a new class is all the stuff you have to add with it. If you add a new class, you have to add a new job. When you add a new class and job, it means you have class and job quests and then you have class and job items and then you have battle balance and so it’s a lot of extra work. We first want to get the system with our current classes in place and balanced and once that’s done to a point we’re happy with, then the next step is adding those next classes. We have a list internally of what classes we’re thinking of and the jobs those go to. As for when they get done… that depends on the schedule. If everything works out then yes we’ll get these classes and jobs in sooner then hopefully you’re expecting.
here are some thoughts.
for those of you who have played FFXI's Puppetmaster would be at home with the Machinist.
I was thinking the Machinist can build and customize automations that can be brought into battle.
The Job lore can come from the Garlean Empire.
Like this Post if you would like to see the Musketeer Class, and Machinist Job implemented.
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I was also thinking if the Machinist can Throw or set Bombs. In XIV every class can throw something. There can be diffrent kind of Bombs with the focus on debuffing and damage over time stuff.
I was thinking Bombs have Elemental crystals inside that burst when ignited. so here are some examples.
Light Bomb - Creates a bright flash that blinds, and enemies are more susceptible to Light based damage.
Fire Bomb - Burn Damage over time, and enemie are more susceptible to fire based damage.
Ice Bomb - Cold Damage over time, and enemies are more susceptible to Ice Based damage.
Thunder Bomb - Shock damage over time, and enemies are more susceptible to Thunder based damage.
Earth Bomb - Earth Damage over time, and enemies are more Susceptible to Earth based damage.
Wind Bomb - Wind damage over time, and enemies are more susceptible to wind based damage.
Dark Bomb - Enemies ar more susceptible to dark based attacks, and weighs them down causing slow movement.
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So the basic idea is Alchemists makes the Bombs with Metal, Gun Powder, and the corresponding Elemental Crystal.
If implemented in XIV there would have to be a much needed way to customize AI (Gambit System), and an overhaul on pet commands.
Examples.
Attack - Attacks at close range while keeping close distance to the enemy at all times.
Defend - Defense Greatly increases while guard is up, but renders the pets attack speed.
Protect - Stands infront of a selected party member absorbing all damage.
Range - Keeps far distance from the enemy, while using ranged attacks and spells.
Return - Stops what its doing and returns by your side.
All commands can be initiated on the fly. so if an enemy is about to do an AOE, use Range command so the pet can run away, then hit the Attack command again to resume..![]()