As a disclaimer, these thoughts are from someone who has never played any other MMO, as a result, if you feel I have misinterpreted something, or you want to add/criticise anything, I encourage it. Just note, I do like playing devils advocate, but I feel it is the best way to get solid ideas that could actually work.
An idea I that could potentially work for Chemist, that uses both MP and TP is a system where you could use semi spammable skills to enhance your normal abilities. To draw a parallel to WHM, Potion would be cure, Hi-Potion would be Cure 2, Mega-potion would be Medica etc. You would use MP to use these abilities, just like a normal healer, however, you can use your TP to activate a buff that gives the next heal a regen effect, or a shield effect, these obviously can't be as powerful as what a WHM or Scholar brings, but it is a bit of flexibility in what you need for each situation.
Going on to damage items, things like Red Fang, or White Fang can be used, you could even use the same potion enhancing abilities to change the DPS items, the 'regen' could give the added benefit of a DoT, the shield..I have nothing good outside of AoE or extra damage, but maybe a physical/magical defence down.
This is just something I thought of in the last half hour, I don't know how well it would work, but I think it would be an interesting idea.
As for a Beast Master Tank, I just think, no, it won't work. As a tank, I know how important positioning is, move slightly to dodge an AoE to step back so the boss doesn't move much, correct timings on cooldowns etc. To try and manage all that using a PET (which is how I assume people would want it to work based on past posts) would be a nightmare, not to mention enmity control. I just cannot see how it can function effectively and have it not be either really strong and broken, or really underwhelming.
As for a melee healer, something like Nidhogg springs to mind, with his cleave. Unless you learn when every cleave happens for every fight, you will have the potential to get cleaved and wrecked, but then, that Bard at the back didn't move quick enough and now you have to travel across most of the map to heal them. Yes, you could add movement abilities, but that leaves less for other things, plus I don't think it's what people had in mind with a melee healer, practically instant teleporting across the battlefield to heal everyone, then you have AoE heals, which will basically be a massive AoE around the user etc. At this point, you might as well make them a caster, or think of a different role for dancer because I don't think a melee healer will work at all. Instead, a support role, but in melee range would probably suit it better.
My opinion on Geomancer, if you make it a healer, it becomes too much like WHM, so a tank or DPS would be more suited. Spitballing ideas, rather than have terrain influence their spells, they could align themselves with different elements, one could give abilities DoT effects, one could enhance the GEO etc. This idea isn't thought out as you can tell, but I'm not the best at making up ideas in the first place.
As a mainly tank user, I would love a new tank to play with and I think a magic tank would be a nice change of pace. The obvious one that people say is Blue Mage, mainly because they get hit with attacks and learn them (but we all know that's not how learning abilities is going to work, so in my eyes, that is irrelevant in deciding role). However, sticking with the tank idea, it still needs a weapon and personally, I thinks there is too many swords, or blades out there, so another idea of mine would be some sort of magic orb. It will essentially be a glowing ball of aether in the middle with an intricate/patterned/etc. design for a sort of 'orb case' for lack of a better word. This orb would essentially be where the BLU draws on the monsters power. An example, fire breath, an ethereal dragon head pops out and uses fire breath, Goblin Punch, you throw the orb/thrust forward with your fist whilst holding the orb and it causes the Goblin Punch effects. Using this idea, you can have alot of flexibility with BLU animations and how they look, which I would say is a good thing considering the vast aray of skills they have.
Again, I'm not the best at coming up with idea, especially not new ideas, but I do enjoy reading other job idea people have, as long as they include a general idea on how they play. Being given a list of abilities without an idea of how it all comes together just puts me off, however, if I like an idea, I am more likely to tear it apart, which is a good thing, as it means I like the idea, which also means you don't need to go into too much detail with abilities. I do very much prefer ones with a general gist of how the job functions and what it can do as opposed to potency numbers.


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