Quote Originally Posted by Leobein View Post
But sadly I'm not quite sure what you want out of a rough concept. Rough concepts are basically general ideas that aren't complete. I would have to have a complete understanding of what it would take to program these things as well as other aspects of keeping the game balanced in order to do a complete concept. But I am open to hearing what more you'd like to see in the rough concept ^^
How do you envision the job playing out? What makes it special in its actual gameplay? Does it have any unique mechanics?

At present you have the mechanics shared by virtually every job in role, but this amounts to little more than a shortlist of Job-appropriate names.

You don't need to know how to code it: leave that much to the player's imaginations, and retailer whatever you catch the most flak for seeming impossible if and when you create a way to maintain the entertainment from it without needing to spend as much development resources. Dream big first, as long as it can still fit within the basics of the game's system (e.g. it makes use of GCDs, MP, and/or TP, abilities have cooldowns or resource costs, and certain skills may have combo requirements... it's pretty loose, really).