As a side note, I don't anticipate that future jobs will hold much variation. With the changes in HW and the new jobs, Square has shown they'd rather keep things relatively homogenized for the sake of balance and simplicity.

Quote Originally Posted by Zied View Post
I remember I read somewhere that Yoshi P said that they will add more jobs instead of giving jobs more specializations (IE DPS Paladin, Heal Paladin).

Dancer I can understand being different because I heard it is a melee healer(?)

How can they make the new jobs unique enough to make them not be copy and pastes/combination of the other jobs we have now?
There are plenty of ways such as

- Illusion magic
- Class built around CC and utility with encounters to support that design
- Healers who have life drain and can apply life drain to party members
- Tanks who manually block/dodge/parry using their GCD skills



They could also add cross jobs combo's - Guild Wars 2 has a system like this, i.e. a Ranger (BRD) could shoot arrows at the same time that an Elementalist (BLM) places a fire AoE down. The fire ignites the arrows and increase their damage accordingly. That's one of the more simple iterations of the combo system. However, I think if FFXIV added something similar, the differences in jobs could be amplified with how they combo with other jobs.

Quote Originally Posted by Slappah View Post
The same way dark Knight, ast, machinist and ninja feel unique compared to the other jobs in their role
Huh, I guess we view those very different.

AST feels like a WHM with cards and without Cure III
MCH is like Bard 2.o
DRK feels like they decided to take what was good about PLD and what was good about WAR, put them together, add some MP/magic 'variation' and then toned it down a bit for balance
NIN was probably the best of the 4, but from my perspective as someone who generally dislikes melee classes, I don't see a huge difference between DRG MNK and NIN.