Quote Originally Posted by Cairdeas View Post
My personal belief is they should just tack the Job System ontop of the Armoury System so that you have two Wheels to pull from. One being Class (Your Weapon) and one being Job (Your Hat)

If You Equip Gladiator and Paladin you get a bonus for equipping skills native to both Gladiator or Paladin, but can still equip skills from outside those grouping it just costs more to equip them and you do not get bonuses.

The bonuses could be anything from augmentations to other skills, Or Stat Bonuses for each skill similar to Blue Mage from XI.


So in That Example if You were a Gladiator/Paladin

Equipping Cure would still give you the bonus even though Cure comes from the Conjurer Class, and you can use it similarly as Conjurer would Because Paladin is proficient with it.
Yes, but I'm also of the mind that equipping skills that aren't suited to your job should make them either unusable or incur penalties. They already do this for some skills (non casters can't AOE, using a slash skill with a thrust weapon is weaker than on a slash weapon with the same numbers).

Alise; I'm using a different signature generator than you are, don't know the link but you can view the image in your browser to find the URL and work from there. Think I'll put this in my sig when I get up in the morning...