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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    The "Come up with an Original, XIV-Unique Job" Thread

    As above. Please include lore context and job-diversity, role-cohesion, or meta adjustments caused, if any.


    Clarification:

    Quote Originally Posted by Kabooa View Post
    Is this unique in the sense to not pull inspiration from prior games?
    It can pull inspiration from prior jobs in any given game, but must be heavily retailored to stand out as XIV's own, in a way that makes the job more attractive in the game's context. Likewise, it can pull inspiration from jobs in other games or franchises entirely.
    (1)
    Last edited by Shurrikhan; 04-07-2018 at 09:06 AM.

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    As above. Please include lore context and job-diversity, role-cohesion, or meta adjustments caused, if any.
    Is this unique in the sense to not pull inspiration from prior games?
    (0)

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Lunar Shaman

    Inspiration: Gau(FF6), Blue Magic

    Weapon: Beastclaw (Unlike Monk arms, these vambraces, gauntlets, or knuckle weapons are intended to rend and tear, and often are direct trophies from the beasts they have killed.)

    Region: Othard - The Azim Steppe / That Desert Nearby

    Lore: The constant conflict in the Azim Steppe did not only used to be for dominance of the land. Lost to time, the Lunar Shaman was part mortal, part beast, engaging in the thrill of the hunt, but for the sole purpose of garnering strength for the Lunar Cry.

    The belief that on a fateful night, the moon will scream and from it, a stream of beasts the manner of which no one had seen before would tumble down upon the steppes, and for that night, a hunt like no other would take place. In the matter of hours, a hunter would need adapt to creatures unheard of, lest they become a meal themselves. To mimic the strength of their prey. The way they move, the way they stalk, the greatest strengths turned into their greatest weakness.

    This belief faded with time, and with it, the Lunar Shaman's role in the Azim Steppe faded. For all they fought were each other, and the claws could only be sharpened so much against a singular foe, and so they ventured off to leave the tribes to their games, and to seek greater prey.

    Until now.

    Identity: Mobile Melee DPS that focuses on tight stance windows that greatly change their weaponskill efficiency.

    Role: Non-damage utility Melee.

    Unique Mechanics: Rage - The Lunar Shaman is most comfortable when lost within their primal instincts. Long hours are spent ingraining the behavior of their various prey, drawing upon these instincts to replace their own when they clear their mind. The Lunar Shaman gradually generates Rage when not taking damage in combat. Rage is used on certain abilities and empower Leaps.

    Leaps: The Lunar Shaman's Leaps are Gap Closers and Gap Makers that cause them to take on the aspects of the creatures around the Steppe, and those they've encountered in their travels. So great is their frenzy that their allies also take part. The deadliest hunters are those that roam in packs after all. Leaps share CDs with each other, and cannot be used to enter the same stance you are in.

    Examples

    Dismal Dodo: Leap to your enemy, and take on the instincts of a Dodo, embracing the wild, unpredictable nature. Upon entering Dismal Dodo, Rage is reduced to 0, and you grant yourself and allies Movement Speed based on the Rage lost for ten seconds. Your Weaponskills hit all enemies within range, and you generate Rage for each enemy hit.

    Whiplash: Leap away from your enemy, and take on the instincts of the Vine-Whip-Monster-Whose-Name-I-Can't-Remember-Right-Now. Upon entering Whiplash, Rage is reduced to 0, and enemies near you and your target have their attack speed reduced based on the rage lost for 10 seconds. Your Weaponskills Range is increased to 10y and ignore positional requirements, and generate Rage on hit.

    Weaponskill Kit: Instead of granting Buffs / delivering DoTs, the Lunar Shaman's Combo Finishers place an effect upon the target enemy, empowering the other Combo Finishers.

    Examples

    Rend: Places Rend on the target, causing Tear to hit twice, and Gore to restore health.
    Tear: Places Tear on the target, causing Rend to generate Rage, and Gore to reduce Cooldown timers.
    Gore: Places Gore on the target, causing Rend to deal more damage when the target's hp is lower, and for Tear to increase buff durations by 4 seconds.

    Where does it fit: A flexible melee combatant, bringing non-damage utility. In the world where this would exist, party damage skills in general would be culled, though in the current scene, this could be somewhat alleviated by simply having some Leap's having Attack Speed and Direct Hit bonuses for a short duration (As most other party buffs are Crit and +Damage)

    Why non-damage utility: Party damage buffs are boring, but effective. Being able to provide a party with Sprint, life drain, etc tends to be under valued, but I'll take these over another "3% more damage" buff any day.
    (2)
    Last edited by Kabooa; 04-08-2018 at 12:52 AM.

  4. #4
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    I don't think I can even come close to Kabooa's elaboracy, but my idea is mostly inspired from this entry:

    https://www.d20pfsrd.com/classes/bas...es/gunslinger/
    "Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature."

    A job originating from the need to have a combat medic, but with the lack of mastery of mana, a sect of soldiers found ways to staunch the wounds of themselves and their allies. Though definitely unrefined, this sect, branding themselves "Corpsmen" have found many ways to bandage and strap together allies in the midst of the battlefield with weapons of war.

    The idea of the job would revolve around doing damage to heal.

    But not necessarily the enemy.

    Cauterizing a wound comes to mind: that entails burning a wound to stop the bleeding as I understand it. So the idea behind the healer would be they harm the tank, but in harming them they create shields that lower incoming damage. Perhaps a dot that ticks for 50 potency damage on the tank, then 100 potency for a heal immediately after.

    Its weapon would be a gun.

    This is probably a really bad idea for a healer, and very counter intuitive. But it's something that has been rattling about in my head for a bit.
    (0)

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Dualgunner View Post
    I don\\'t think I can even come close to Kabooa\\'s elaboracy, but my idea is mostly inspired from this entry:

    https://www.d20pfsrd.com/classes/bas...es/gunslinger/
    ...
    Honestly, this sounds like a direction they could have taken machinist in, as a ranged support class.
    Not sure it's different enough to make a whole other job out of it.

    I have a couple of ideas to post but not the time to write it up just now.
    (1)

  6. #6
    Player
    Tanathya's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    659
    Character
    Selena Schwarz
    World
    Ragnarok
    Main Class
    Samurai Lv 90
    A scythe-wielding necromancer healer is something I would've liked to see.
    (0)

  7. #7
    Player
    xJimmehx's Avatar
    Join Date
    Jun 2015
    Location
    Ul'Dah - 1.0, Limsa - 2.0
    Posts
    534
    Character
    Leon Manderville
    World
    Cactuar
    Main Class
    Warrior Lv 90
    A Dancer with few attacks but tons of buffs and debuffs. You will have a system kinda like Ninja mudras where you have skills that you activate in a combo-like sequence. Instead of knowing when to press what mudra and remembering the combos like ninjas do...you'd receive a proc every GCD or every few GCDs and if you press the corresponding button for that proc youd get a chain like greased lightning..When you mess up your chain breaks and you would stop applying your buffs/debuffs/etc temporarily and start your chain at 0. The bigger the chain, the bigger the buff/debuff potency up until certain percent..

    Example: You select a song. Say, "Song Of Pain" which will be a weak aoe song that hurts any enemies within range. It pops a proc, "Red." Now you must press the "Red" skill to continue the song and gain increased potency up to something like 15%. If you press "Blue" instead on accident, you gain nothing and lose any existing stacks and end your current chain.

    Just imagine Guitar Hero or Rock Band if you have played either. It would feel kinda like that.

    Effects songs could have:
    Seduce - lower damage dealt by enemies ??%.
    Taunt - Increase enemy attack but lower accuracy significantly.
    Rally/Battle Cry/Cheer - tp/hp/mp regen songs(not together in one song).
    Pain - Damage to all enemies in a circle around the player.
    Stat buff songs like Critical hit chance + small amount.
    Songs for mitigation of like 5%.

    That sort of thing. Of course I didnt take the time to make the idea balanced so it might seem crazy without readjusting the numbers lol.

    I would imagine a dancer using fans or clothing. Like how a monk uses gloves, a dancer could use bracelets or something. I also would like to see dancer actions fitting in with the lore as ancient techniques used by something like Vierra if they get introduced or by a mischievous band of traveling gypsy like characters.(im not good with writting \o/ ..so sue me)
    (2)
    Last edited by xJimmehx; 04-08-2018 at 12:12 AM.

  8. #8
    Player Linx0r's Avatar
    Join Date
    May 2016
    Posts
    352
    Character
    Natti Lockeheart
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Hello I would like to see Gunbai Master (GBM). [IMG] https://vignette.wikia.nocookie.net/...20120716021830 [/IMG]
    Weapons: Gunbai fan and chained scythe
    Class: Tank (have another 2 handed user to go along side PLD)
    Lore: bodyguard to Emporor or high ranking officials based out of Kugane (I'm not good at lore, but basic idea, and i wanted to post here)
    Meta: can still use in game tank armour; defensive CD's would be wind based, same with attacks.

    This is a simple explanation, but as a new class this would be cool (barring SE can't get in trouble from the Naruto people)

    (0)
    Last edited by Linx0r; 04-28-2018 at 02:41 AM.

  9. #9
    Player
    manamoppet's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    197
    Character
    Astral Thalia
    World
    Odin
    Main Class
    Sage Lv 90
    If it's allowed, I'll just link to the idea I had for a Psychic job from another thread: http://forum.square-enix.com/ffxiv/t...-as-future-Job. Though, there's too many stun effects, where paralyze made more sense.

    Also, I think with the way the story in Stormblood ended in 4.1 that it might be likely to see in the future.
    (0)

  10. #10
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Ok, time for my idea, Magitek Knight...
    (1)

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