Im refering to the parts i mentioned.
in FFV, you do not equip BLU spells. You have all of the ones you learned.
FFX sorta the same thing, except it was his LB.
FFTA, same as FFV.
FF6, same as FFV
You also ALWAYS learn the spell when hit by it in these games.
ONLY in XI does it require you equip a limited amount of spells, and ONLY in Xi do you not learn it by being hit by it, AND do you not get it even if hit by it 1,000 times, as its RNG.
He quotes nothing but FFXI rules, and claims why there is an issue.
But yeah, Ive been in that thread, and you and me talked about the job quest thing prior to that thread as well.
Im also suggesting its not JUST the job quest system, but a mix of that AND actually learning the spells elsewhere.
(though some varriations I would do could be that you gain access to certain "categories" of spells via job quest, rather than the spell itself. Along with having some basic WS/oGCDs which you learn naturally/job quests, so that your spells are slapped on top of the basic play style. Sort of like giving PLD shield oath, rage of halone combo, flash, and rampart. Then needing to go out and gain the filler spells. Some WS combos trigger a spell combo, and any spell of a certain category can fit into that combo. EX: Any single target attack, that is "Blunt dmg" can combo off their rage of halone clone. this way multiple spells can be learned, and in place of that finisher. Personally wouldnt quite do it like this, but its simplified enough to get the point across)
Most tanks have a tank stance. Give the mage a spell which raises their toughness. Similar to protect, but much stronger, and for themselves. Essentially being thier tank stance.
(Personally I would make them have to cast the spell, along with splitting up the enmity part, and mitigation part, so they need to maintain 2 buff spells, and 1 oGCD thats on a long timer, like 8mins, that will swap to the DPS stance, w/o taking up a GCD/cast bar.)
Im fairly sure musketeer was being designed, but when they decided to go with jobs only, they went mechanist, and since Astrologians were in the game already as a class, I think it was meant to go Time Mage, considering the Time Mage AF is already in the game, but recolored. (Healer set looks the most correctly colored)
I also think they gave the Time Mage storyline to Alexander, when they fell in love with the potential of time travel.
but atm, AST just became GEO, so it just took out the possibility of a GEO class, since its now GEO.
Personally Id make their tank stance make certain 1s cast time spells non interruptable. (0.5 second cast spells dont get this treatment, nor spells of 1.5s+)
Then in DPS stance, they can be interrupted, but it wont matter if they arent tanking. (But id allow walking and casting, if this is possible to implement)
As for ranged options, all tanks have their pull, which is ranged, PLD has a single target 25yalm nuke, and DRK has a non casting ranged AoE, and ground targeting spell.
Id make them have a similar DPS AoE rotation to RDM, , along with an actual cast ranged AoE (0.5s which pretty much lets u cast and run, if u only pause to hit the button, but move before the cast bar starts)
and of course their usually Threat AoE. (Personally Id go with Breath Spells, in Cones, and they either would generate no threat, or very low threat, and you actually use white wind to raise ur threat, like a medica2 effect)



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