nopenopenope
in theory it could work pretty well (ie: chemist-type job, like in tactics), but in practice i just don't see it being realistic whatsoever.
nopenopenope
in theory it could work pretty well (ie: chemist-type job, like in tactics), but in practice i just don't see it being realistic whatsoever.


something along those lines.Originally Posted by OMEGA_HACK
Land and Hand should also get Jobs make them something like:
Blacksmith → Blade Master (ability to create better weapons)
Blacksmith → Engineer (ability to create airship parts)
Goldsmith → Jeweler (ability to create better jewelry)
Goldsmith → ??? (ability to create housing items)
Armorer → Smelter (ability to create better armor)
Armorer → Engineer (ability to create airship parts)
Weaving → Designer (ability to create housing items)
Weaving → Seamstress/er (ability to better clothing)
Carpentry → Builder (ability to create housing items)
Carpentry → Joiner (ability to create better weapons)
Alchemy → Chemist (ability to create numerous beneficial potions)
Alchemy → Scientist (ability to create numerous debilitating potions)
Culinary → Iron Chef (ability to create special foods with unique benefits)
Culinary → Nutritionist (ability to create food with enhanced effects)
Tanning → Skinner (ability to tan hides with increased yields)
Tanning → Upholsterer (ability to create housing/airship parts)
wherein you have to pick one or the other, and only allow three of the crafting classes be allowed to "upgrade", that way one person will not be able to create a monopoly on the market and will encourage diversity in the economy.
Botanist → Herbologist (increases chances to find small plants while decreasing others)
Botanist → Arborologist (increases chances to find various logs while decreasing others)
Miner → Gemologist (increases rate of finding precious metals while decreasing others)
Miner → Paleontologist (increases rate of finding 'bone' materials while decreasing others)
Miner → Geologist (increases the rate of finding raw ore materials while decreasing others)
Fisher → Marine Biologist (increases rate of finding large fish while decreasing others)
Fisher → Limnologist (increases rate of finding small fish while decreasing others)
There was a running joke in my LS that BTN is the prerequisite for DRK...evil gardener coming soonA few of us were discussing in IRC today the possibility of new jobs being teed off of DoL/DoH classes. Has this been suggested before? Would certainly get people crafting/gathering. Based on past comments Yoshida probably wouldn't go this route, but still might be a fun way to introduce new jobs and diversify the DoL/DoH ranks out there.
Some examples:
Beastmaster = BTN 30 / PGL 15
Chemist = ALC 30 / THM 15
Summoner =GSM 30 / CNJ 15
Any more that people think would work?
Yeah, I don't think this would be a wise idea either.
The idea wouldn't help with the market, people would only be leveling the crafting class in a grind just to unlock the class and wouldn't be willing to provide their services any further then the job. The issue isn't really a lack of high lv DoL/DoH it's the lack of space to sell items that don't stack. Materials for the most part are pretty plentiful at least from what I saw on Mysidia before merge, but what's lacking as mentioned in another thread is low level gear. Because as a high lv crafter would you rather sell 10 piece of lv 10 gear for 5k each or sell 10 pieces of lv 45 gear for 45k each. If they can fix the MW in a way where crafters could stack equipment then the market would be able to thrive better but since gear doesn't stack the only gear you'll be seeing is high level gear until they find a way to fix it.


sure, u only need to:
separate class from jobs, because has no sense to level up Beastmaster to 50 and u get Botanist 50.
Give each job new skills because has no sense a beastmaster with 5 skills and botanist skills.
In the end, SE go hell with class+jobs, and just use jobs+advanced jobs that u need to level up from 1. Like FFXI but instead subjob, cross-skills.
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