Besides some kind of engineer, what else even is there? Our bases are pretty well-covered with the current class and we even have borderline redundancy with BSM and ARM.



Besides some kind of engineer, what else even is there? Our bases are pretty well-covered with the current class and we even have borderline redundancy with BSM and ARM.
With this character's death, the thread of prophecy remains intact.
A DoL that acquires mats like leather or anything that the current gatherers don't. Also a barber like I said on the first page that could create medical alternatives.
I'd also love to see crafted mounts as well.
Mounts are something a bit more special - as for crafted mount we do have one - the Flying Chair. Mounts should be something meaningful. I mean we do already have over 100 available to us but if there were like 1000 no.


That was something that was supposed to be in 1.00, the Shepard. Basically a livestock farmer. I'm not sure why they didn't bother with this, but the signage was in V1.00's world in the Ishgard area. So it's anyones guess what the actual DoL process would have been (maybe you have to "collect" animals and monsters, and that would give you an renewable supply of things like wool, milk, etc.



How do you avoid the redundancy though? DoW/M already gather animal-based materials. LTW already processes the hides, GSM processes the hard bits like claws and bone. ALC already produces medicines and potions. What would this new DoL or this Barber do to set them apart from what we already have? Because as presented they both sound like they should be extensions of LTW and ALC rather than standalone classes. Keep in mind that these classes need to have relatively unique identities and enough recipes to carry them from level 1 all the way to cap.
Even Aesthetician crafts should just be things given to ALC in the form of "hair growth formulas" and "temporary tattoos"--fancy names for the books we already learn things like hairstyles from. Otherwise I can't think of how you could have an entire full-bodied class based solely on character customization.
And so I'm not just shitting all over everyone else's suggestions without giving any of my own:
Salvager (DoL) - collects old Allagan and Garlean machinery and magitek bits.
Engineer (DoH) - reassembles or repurposes old Allagan and Garlean tech collected by a Salvager.
That's kind of encroaching upon the territory of Cid's Ironworks, but as there's nothing in Lore stating that Cid refuses to impart his knowledge to those willing to learn (especially if he would be teaching the WoL), I see no reason the Engineering Guild couldn't become a thing. And both Salvager and Engineer fill a niche that no other class does at the moment. You could try to shoehorn their proposed roles into MIN and BSM/ARM, but I think SLV and ENG would have enough of that new world vs old vibe to make them unique and warrant them being their own separate classes. ENG could even produce mounts.
With this character's death, the thread of prophecy remains intact.
Combat jobs don't do it nearly as effective enough compared to the rate of an actual DoL class, and it could also be combined with that Salvager class you brought up in order to not only cover the needs of current DoH jobs, but also to allow enough branching toward a new DoH class that would warrant its purpose for the game. As for Barber, that would go to the element of identity in that it's just as distinguished from ALC or WVR as your Engineer is from BSM, ARM or GSM (which currently makes most of the Allagan-themed items in the game).How do you avoid the redundancy though? DoW/M already gather animal-based materials. LTW already processes the hides, GSM processes the hard bits like claws and bone. ALC already produces medicines and potions. What would this new DoL or this Barber do to set them apart from what we already have? Because as presented they both sound like they should be extensions of LTW and ALC rather than standalone classes. Keep in mind that these classes need to have relatively unique identities and enough recipes to carry them from level 1 all the way to cap.
Least-case scenario for Barber would be instead having it as a questline much like the moogle mail quests with maybe better incentive to do them.
No, I'm suggesting an alternative means of gathering such items for people who like gathering classes and want more control over their RNG rather than having to kill a bunch of mobs because they need specific leather or claws by the boatload. As for the retainers, that's why I don't fish since that's all they bring me whether I want it or not.
And you're misunderstanding both of us when you keep calling it "Shepherd". In fact, you're confusing ElHeggunte's DoL job that he specifically called "Salvager" in these forums for a reason: you go out and find stuff, just like any MIN or BTN, and even though I had been using the name of "Scavenger" for it elsewhere, it still follows the exact same principle. No mini-game involved outside of all that gathering is (although one could argue FSH is more of a mini-game).Though it would be 'possible', it's not going to happen. It would be a major sim mini-game or it would be broken. And a sim mini-game would not work because it would require some sort of 'farm' which would need to be quite large and a method of obtaining the animals. The necessity of tending for them would also become quite a chore. If it could be gotten from wild monsters then it would be broken as it would be way too easy to obtain compared to disciple of war or magic with no drawback. As it is, disciple of war or magic sacrifices "time" to kill the monsters for a chance at the loot. A shepherd would need to sacrifice something as well. It's fine with the current DoL since they have unique resources, but a shepherd would fight for the spot of 'gatherer' with someone else so it needs to be somehow balanced. For example by requiring some care and more time, but for a higher and guaranteed yield. But, again, that requires a lot of frame to work, something this game have major issues with providing.


One could always switch to "Sheppard" or whatever you want to call an animal resource gatherer. Hide, walk up to any monster 5 levels under your own and do "gather" action on them. That switches to the same type of game BTN/MIN does except has a "target's comfort" instead of a "chances to gather". As long as the monster is calm, you can continue to gather a resource from them up to 5 times. You can put the monster to sleep, or calm them to get an extra resource or HQ or whatever. You wouldn't be able to gather anything that would come from killing the monster however (eg bone or skin). For aggressive monsters, you may only be able to gather one item (eg scales, teeth.) If SE wants to change the monster death mechanic a little, they could also make defeated monsters not despawn if "marked" by the same player as a Sheppard. The Sheppard would then be able to harvest bone/skin/meat from such monsters and then they despawn. Or they will despawn if another monster is marked before they harvest anything from it.No, I'm suggesting an alternative means of gathering such items for people who like gathering classes and want more control over their RNG rather than having to kill a bunch of mobs because they need specific leather or claws by the boatload. As for the retainers, that's why I don't fish since that's all they bring me whether I want it or not.
And you're misunderstanding both of us when you keep calling it "Shepherd". In fact, you're confusing ElHeggunte's DoL job that he specifically called "Salvager" in these forums for a reason: you go out and find stuff, just like any MIN or BTN, and even though I had been using the name of "Scavenger" for it elsewhere, it still follows the exact same principle. No mini-game involved outside of all that gathering is (although one could argue FSH is more of a mini-game).
I'm a little more fond of the idea of an instanced farm, but there's more than one solution.


You brought up a class that gathers monster materials. Aka what is not available for other disciples of land. I used the word Shepherd cause it's simply clear what that involves.
I'm not. I didn't say anything at all about ElHeggunte's salvager idea. Not directly nor indirectly.
Read my post. I specifically said that there are two ways it could work. Either the whole "sim" mini-game, or gathering from wild monsters/random gather spots (from invisible carcasses etc.). The second part would make the class "broken" in that it would be far too efficient in comparison to disciple of war or magic.
I won't repeat myself fully. I don't have the time for that. Just read my previous post again, carefully this time.
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