Hammer Class - Like Nero - Melee Healer
Ranged DPS - Uses long chains, perhaps a ranged whip class
All other categories have 4 classes, while Healer and Ranged DPS only have 3.
Hammer Class - Like Nero - Melee Healer
Ranged DPS - Uses long chains, perhaps a ranged whip class
All other categories have 4 classes, while Healer and Ranged DPS only have 3.
Yeah, that's something that could actually rouse my enthusiasm (plus, I'm super keen to find out about that character). Would it be weird to reveal a job in one expansion and then have players wait until the next one before it's actually released, though?
i just wish there‘d be a melee healer, fighting along our beloved tanks and melee dps! would bring some fresh air into the healer category!
a non magical job (chemist with a crossbow for example) would be also awesome!
well, a cat can dream i guess...
to be honist , there is only one true answer to it : Puppet master , make it happen : D
Another melee that is dex based. With reaper coming in Endwalker it appears now that only NIN will be the one in the corner with no one to share gear with. Have them use something like Tonfa or a Bo-Staff.
Outside of that 1 thing I've noticed in terms of in game content.
Gambler - Ranged DPS using thrown weapons themed after playing cards, darts, dice. Skills with RNG components to them. Job build focus IMO should be more about being fun to play with the RNG elements and less about how they can make it fit in any kind of min/max meta. It would be nice to have a job that was at least somewhat unpredictable.
Puppetmaster - This might only work as a limited job of sorts tbh. I'd go for an idea theme based on how it was implemented in FFXI. However instead of having the player character actually fight, use the mainhand slot for interface or controller options to control the automation or perform maintenance commands on it. The automation itself is a base frame that upgrades as the PUP levels up allowing more components to be installed which allow use of it's equivalent of skills and abilities and also impacts it's stats allowing it to be customized into a sort of role. Parts can be found, purchased from NPCs, crafted, or obtained from PUP quests.
Need more info before I'm entirely certain but I think I'll still want to see a transforming based job. Reaper may have that, maybe not. Going anime super power bleach mode isn't really transforming imo. Which isn't to say I don't find the job interesting, I'm totally going to level Reaper and I think it's going to be a lot of fun, and looks cool so far, the comment just being I don't, so far, consider it a transforming like job.
I would toss my table and fan scream if Reaper ended up being able to go Diabolos like mode though.
If Reaper doesn't have that element an Esper (the Zodiac "primals") would be a cool transformation theme'd job, potential inspiration also from the new FF game I think- as it appears to have not exactly transformation but at least imbuement / near cohabitation of space (though upper levels of the job I'd still want full cohabitation, not partial). While anyone, I think, who wants a transformation job knows that too much customization is difficult (like those who play Druid in WoW are used to not having their armor set represent), I do think you might be able to come up with some level of throughput. In the dark transformation job thread I suggested cloaks, scarfs, sashes, and the like as the weapon. Then design the transformations with intentional space for this weapon to show up on the body. Like if you imagine a wolf transformation (big wolf like Sif in dark souls) then your cloak you're wearing might show up as a big similar cloak in your wolf mode. Relics might introduce minor further customizations like the wolf becomes elemental / other effects or texture tweaks (like if the weapon had some blood moon history then you might leave darkened foot prints have glowing eyes and a smokey red aura of power with a minor tinge of red to the fur, being a special tweak for that relic). I just picked wolf randomly as an easy example, obviously epsers wouldn't be animals like that, though I would be fine with an animal based transforming job too.
I like the Geo Knight idea formed over a few threads- a Golbez, Ex-Death, Suaron (LotR) inspired heavy bruiser mage job. No elegance, very aggressive, everything is crunchy, like fist punch to the face fire exploding out in a huge torrent, clench fist upwards causing earth to pillar through enemies, hands clawed towards each other causing a huge orb of water suffocating and raising an enemy in the air (raised if stun debuff applies, otherwise just orb over enemy), might pull one hand away while the orb is formed and call lighting down like zeus and pierce the bubble. Weapon might be a two handed mace (with perhaps a bell built in). Originally I had thought of elemental pylons, but seeing as we've sage now I think that's a bit out lol.
I'd love to see holy element used in a more aggressive manner as well. That might just mean some more Paladin spells but currently the major holy spells in this game are fairly regal (like snowflake appearance to Paladin's holy magic). Some inspiration from Dark Souls holy magic, Crusader from Diablo, perhaps the bible old testament (with all those anger moments and wild angel looks).
Last edited by Shougun; 08-26-2021 at 08:25 AM.
My guesses is based on roles that would be overdue for a new selection in 7.0:
Physical Range DPS:
Chemist: While I would love to see them as a healer I doubt we’ll see a new healer till at least 8.0. Their mix mechanic could be quite interesting and I’ve always liked jobs that are different from the norm.
Tank:
Mystic Knight: I love everything about these elemental magic knights and would love to see how SE would implement them into FFXIV and if they would keep their roots from FF5.
Caster:
Time Mage: We have two casters that focus on elemental magic with one moving slightly to more arcane magic (BLM), and SMN which has been focusing more and more on their trances/summons. While Geomancer is possible I think Time Mage would introduce more interesting magic and it’s a unique school of magic that only AST have hints of. Plus another support mage like RDM “Yes Please”
Scouting melee:
Chocobo Knight: A quirky melee fighter that uses “chocobo magic”.
Chocobo Knight is one that's popped up here a few times in threads. Not sure about scouting melee. I think most ppl's thoughts on this was something like having a job that made use of the chocobo companion and actually did mounted combat.
Mime
Except they wield a gun-based weapon that changes depending on the ability you used.
-Six weaponskills are given (layout 123 456)
-Have to chain together a three part combo from the six weaponskills (example 153 or 126 or 423)
-You'll have 4 ogcd abilities based on what weaponskill you used last called Offensive Protocol I and II, Defensive Manuever, and Beneficial Operation (example using Storms Eye will change OP I to Fell Cleave, OP II to Inner Release, DM to a shorter, weaker Vengeance, and BO to Shake it Off)
-Magic based attacks from DoW jobs will get a visual overhaul to stay within the jobs design (Dragoon's Gierskogul will fire a missile)
-AoE weaponskills will only need 2 combos and will not break your current single target combo
-AoE weaponskills will also their own ogcd ability called Overwhelming Force
As for the weapons, PLD will look like regular Garlean blade guns, WAR is Nero's Hammer, DRK is Hydrus' Buster Sword, GNB idk, DRG is Lanatus' Gunlance, MNK is Livia's Gunbracers, NIN idk, and SAM idk.
The purpose of this job is to be a melee alternative for Blue Mage. Instead of heading out into the world and acquiring spells you'll have to know what weaponskill does what. A dream for this job would be that all the ogcd and gcd weaponskills/abilities will work with each other. Mime only copies the movements, not the traits.
Finally, Mime will unleash a hard hitting move that consumes all of the buffs. I would genuinely love to design a job like this.
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