I would like a whimsical version of Puppetmaster, preferably as a DPS job (and not a limited job).
I would also like a job that uses a whip.
I would like a whimsical version of Puppetmaster, preferably as a DPS job (and not a limited job).
I would also like a job that uses a whip.
1) Beastmaster as a limited class. Story quests involve other Beastmasters across Eorzea and other parts of the world. Papaga and Lyon are ones you can meet.
Weapon of choice is like other beastmaster: one-handed axe and shield. You will don in Scouting armor cuz with the introduction of reaper, Scouting set looks lonely.
Your job is to collect beasts, train them up, and pitch them against other Beastmaster in the glory of combat. Aka, pokemon-style, but you fight together with your beasts.
PvP-wise, you have some sort of tournament where you pvp with other players and their beasts.
Group-content wise, you are similar to Blue Mage in the aspect that you can take any role. You can have your pet be tank, heal or DPS, but you cannot change their role in combat. Obviously, they have HP bar, unlike other "stance-users", so pet management is a thing. You have a few skill to protect your pet from the harm away, including teleporting them back to your position. So if you are safe from the mechanic, so does your pet.
2) Minion Master. Can be a DPS ranged class or a healer class, up to what SE has in mind. Limited class is fine too, but it would become something like the Beastmaster above, so I prefer to have them differently.
Weapon of choice is... uh, cane? No. Staff? No. Book? Too many already. Baton? We already have BLU for that. Maybe Ver-rapier, perish the thought. I prefer something blunt, so a one-handed tinker hammer would be cool
Minion Master is another "stance-user", which use Minion to fight (kinda like Lulu's normal attack in FF10). Their minion can be glammed with the appearance of the minions you have.
Playstyle-wise, unlike Summoner, Minion Master melee to build gauge, and use the gauge for the minion to execute different attacks that build another gauge where the master can use to deal even more damage with his hammer. Or whatever floats SE's boat. My idea is kinda dry.
Mystic Knight
Tank/dps/support hybrid that gets some of the role skills from those.
Weapons not sure if it would be 1hd and shield or 2hd. There are already two tanks that use 2hd, maybe a 1 hand only similar to GNB.
Has 2 runes, has defensive combo, offensive combo. How the runes work, whether tied to being defensive or offensive or should just be generic and flexible would need testing to determine what is most balanced.
Runes get spent on skills based on particular elements that have offensive, defensive or support leaning.
Defensive rune spenders: Ice element is a personal shield, Earth is an aoe damage reduction area.
Offensive rune spenders: Lightning is a single target hit, Fire is an aoe either single hit or DoT area not sure which would be better, DoT areas are pretty limited currently.
Support spenders: Water is a heal on self or another, Wind is an evasion bonus on self or another.
When used on self the effects are stronger and may have extra effects, eg the Wind spender may also boost skill + attack speed, Water may boost all further healing by +10% for say 30secs, Earth damages and ups your defenses in the AoE. Resulting in a playstyle that mixes rune spending for perhaps for single or dual rune spending depending on if it is smooth or clunky to implement. So offensive could be to use the Wind + Lightning for single target attack that boosts your attacks speed etc and does a single target nuke, Earth + Fire for aoe (creates an area of magma?! and grants volcanic shield that reflects damage). Ice + Water is shield that will Heal over time as long as it holds (may be an aoe skill that shield and heals players in 15m radius?!). May be able to do something where using six runes unlocks the dual rune bonuses so they arent just useable over and over and may be limited in use. Would need to be careful so bars dont get bloated.
Runes when consumed generate magic points that are spent on some OGCD skills, also they can be directly converted to MP for a higher return than generated through using elemental skills.
It might create a situation where the job is not great at any particular role, but could be useful for flex role filling, or general play.
I want to see Beast Master as a real job and Puppet Master
I've been trying to design a puppet master class but...cant think of any good tools to base it around.
I suspect the first thing you'd have to design is a solid movement system for said puppets, and perhaps to classify them by the sort of movement available to them, such as between automatons (more typical "pets") and "true" puppets (which require direct movement control from/by the Puppeteer).
Ideally, rather than defaulting to the current templates, look at control schemes that would feel particularly fitting and intuitive, even if not necessarily as direct or responsive as most (so long as those schemes would have commensurate unique opportunities). For instance, perhaps you'd have a puppet that you move directly in place of your own WASD movement but with which you could instantly swap places (or to just beyond each other's place, in their direction, to make up for the uptime of the swap animation itself). It's not direct, and will feel perhaps a bit more "convoluted" at times, but something that has unique advantages in many cases, that could be very appealing, especially if given as one of multiple choices. Add to that the puppet moving always at Sprint speed, potentially having movement-inclusive attacks, or being able to catch enemies in wires between you and it, etc., and that relatively simple core could make for a pretty fun overall take.
The movement system is similar to Summoner's egi's in that the Puppet moves in close for attacks while the puppeteer stands at a distance. The main gimmick is that the puppet can be augmented and customized for any type of role. Tank, DPS, or Healer depending on what is needed. Similar to the Crystal Exarch's jack of all trades class alignment. However the Puppet Master needs a tool that correlates with the puppet theme. If the Puppet is Tanking or Healing the majority of DPS relies on the player. If the puppet is DPSing then the Puppet Master relies on supporting it from afar. With the pets losing their ability to be attacked since Stormblood the appeal of a PPM class dies down however since despite the puppet being the main offense the master will still be targeted. Hence the need for a means of defense. In FFXI that was cestuses and gauntlets for hand to hand combat. However in FFXIV Pugilist/Monk have taken that form of combat.
A dps Berserker/a job that uses a war hammer or dual axes.
Green Mage/Elementalist/Spell Blade as a DoT-based DPS class with debuffs.
Still wish for a Beast Master class, doesn't even need to have an actual pet but make use of summoning monsters that aid you in various. From support to offensive etc
I can imagine using a behemoth to summon a meteor for big aoe damage to manticore/cerberus type that give you a gap closer etc.
And it wouldn't just be summoning, you would have your own weapon rotation then weaving into summoning pets.
Only thing thinking would not have many delays on pets appearance, like a gap closer should be instant etc
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