A couple of job ideas i had, shared just for fun!
Job 1: Jester
My initial thoughts for a Jester class were about making them a tank, primarily based around dodging attacks, or rolling with punches. A jester's tank cooldowns would be to "reduce damage by moving with incoming hits" and could perhaps allow them to completely negate basic attacks from ordinary enemies for several seconds. Useful during large pulls for recovery time.
They could have an AOE provoke (taunt). I also had an idea for a sort of "reverse cover" if you will. Rather than using a shield to block, the jester would leap to the position of an ally and take all damage intended for them for the duration of the ability. GET DOWN MR PRESIDENT!
I then had a wonderfully interesting idea...
What if there was a class similar to arcanist, but that was split into ALL THREE roles?
Jester could be a melee tank, a healer, AND a dps all of which use throwing knives. DPS comes to any class (but would primarily be ranged for the jester), tank would be melee (perhaps with a ranged damage rotation to keep it interesting) and then the healer jester could use magically empowered words of encouragement to inspire and heal allies. Consider it! A single class new players could pick up at the start of an expansion and be able to change roles throughout the content while retaining their current level.
Job 2: Time Mage (chronomancer?)
I haven't played enough final fantasy games to know if there have been previous time mages, but it would make for a great healing class. Reverse wounds, perhaps give small temperary hastes or slows, maybe even an ability that for just a few seconds lets players run very fast around them (to help during difficult mechanics). And rather than using shields or regen, they could cause players to recieve damage at a delayed rate, giving more time to heal up.
Job 3: Bloodmage
Had this idea for a MELEE HEALER. The blood mage would use a scythe or some other interesting blade (sickle?) to perform their melee hits (bare in mind that healers may only use spells for ranged damage even now). However my idea is that blood mages empower their abilities by gaining blood as a resource through melee hits an damaging abilities. Their healing spells would target an ally, and then target the enemy that ally is currently attacking to leech healing or spike damage out onto other targets. By reducing a bloodmage's ability to perform secondary tasks like shielding or regeneration, and allowing them to spend their own hp as well as syphon hp back from enemies, they could increase risk to weave damage into their healing and even perhaps link to a tank and heal them BY dealing damage in a rotation.
With enough testing to make sure the damage wasn't too high or usability wasn't too low, i'd have a great time playing a melee healer. I think lots of people would find it an interesting and unique class o/
Let me know what you think, and speculate on abilities!