I think at the point that it becomes fair it would be easier to just design a new job, easier for SE I mean (all the abilities and scaling, stat allotment, what items they needed, etc) - for players being able to not do anything but have an entirely different type of job would be big boon.. to the specific befitting player at least (assuming SE could balance it lol). I think it'll be better if we just related the job via story and perhaps requirements, to unlock Shogun have a level 60 Samurai.
Talking about weird scenarios with stats though, I think it may be interesting to see a job here and there (not common) that uses stats that would be considered unusual. For example:
Necromancer support healer using INT (BLM/SMN gear) instead of MND
Aether/Gravity/Bloodmancer, some sort of Golbez like influence mage using VIT/STR (tank gear)
Geomancer tank using MND/INT (mage gear).
Dancer healer using monk like gear.
Just random examples, don't be concerned if you feel Necromancer isn't a healer or Geomancer a tank or whatever lol - was just picking weird variations outside the norm. Obviously the job would need to consider side stats, like a DD using tank gear you might not give them any defensive abilities or give them a lot of self weakening abilities that empower themselves to balance out the naturally high gifts from being able to use tank gear (must be mindful of the theme a gear set gives, but shouldn't be impossible to design with).
Breaking the normal scheme would make it even more important to either A. make personal loot (what drops is yours) and or B. make loot tables change their rates based on the composition of the group so rates increase of usable main gear and decrease for other non-present jobs.


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