A melee dps (emphasis on a dps, not a ranged attacker standing close or a tank!) with absolutely no positional requirements whatsoever.
A melee dps (emphasis on a dps, not a ranged attacker standing close or a tank!) with absolutely no positional requirements whatsoever.

I would love a job that uses a two handed sword and is a dps a bit like dark knight in black desert online. Would also love a job that uses a serpent blade or a whip sword. A time mage like geomancer that also uses earth based spells would be really cool.

A well thought out and designed Martial Arts job.



I kinda want a job that’s a pure musical Bard instead of an hybrid that leans too far away from the ‘bard’ parts. I want to smack enemies around with poetry and heal people with a song. Maybe it could be like Harpist? Minstrel? Music Mage? Though I guess that’d be more
of a nightmare job for most lol.
I also think a ‘Psychic’ job would be really cool, one revolving around the players using their minds to manipulate the world around them. Maybe it could tie in with Echo? It would be hard to explain how a ‘Psychic’ job was different from any standard FFXIV mage, since all magic in FFXIV is predicated upon the caster using their mind to manipulate the world around them (by using aether as a catalyst)


Rune Knight that plays like Gabranth from Dissidia. Build gauge to enter EX mode and dual wield with devastating attacks. You also build up your runes while doing your rotation to unleash devastating Quickenings up to a max of lvl.4, i.e. Pyroclasm, Fulminating Darkness, etc. It will also share the same gear as the maiming set.



A Waterbender
A tank job that has a nice raid buff alignment (which isn't DRK or WAR), doesn't have OGCD hell in its offensive uptime (which isn't GNB), and doesn't feel like I'm failing the rotation the moment any sort of mechanic happens (which isn't PLD).
Maybe a Garlean Tech-Hammer wielder, like the armour Nero has.


I mean other people have heard me go on about it before, but I just want to see a truly unique healer. Someone so far removed from what you'd typically expect that the devs can just go wild.
Shadowbringers homogenized a lot of the healer actions, fine. But I would argue there's still room for each of the healers to have their own "niche" and healing style while still containing the basic tools required for their role, like making WHM a heavy GCD healer for beginners, and AST as the time-bending HoT specialist. It's kinda disheartening to have AST when its main healing style is "I can borrow the gimmicks of the other healers! ... but only one of them per fight, so I'm just here as filler so the Duty Finder doesn't put two barrier healers in one group."
But the same people who complain about that homogenization will then turn around and say "I want to see Time Mage" or "I want to see Chemist", without proposing more than the bare minimums to check the boxes or even suggesting what sets them apart from playing the healers we already have. At best they mention one sub skill for Regen/Adloquium/Aspected Benefic, and then rename the same clone skills every healer has. They propose an aesthetic, but at the same time that they complain about the devs' ability to balance the jobs, they give them carte blanche to pull the rest of the kit out of the aether, which they will inevitably complain about not fitting their unmentioned standards.
One archetype I've mentioned wanting to see as a unique example is a battle healer, someone whose attacks are an important element of their healing style. It doesn't have to be "hit enemy to heal ally" exactly (the imbalance of which, I'm sure, is what turns a lot of people off the idea), but could be as simple as "hit enemy to generate a secondary resource used for oGCD heals", for instance.
In the past I've suggested Necromancer as a possibility for this -- a dark, sacrificial healer who uses Drain spells to attack, stores the excess health gained as a "resource" and sends it off to allies in oGCDs, with Urianger's version of Death as an execution skill. While that title has been a controversial choice for a handful of reasons, I've recently been flipped onto the idea of a (Meracydian) Witch Doctor as a lore-friendly alternative that could use... essentially the exact same framework, aesthetic and skills, really. Leech blood from enemies to pour into potions, for instance, or siphon your own health to power up the next spell you cast for some risk-reward factor. Could be a good way to trim some of the excess from other healers and make room for more thematic tools, like AST's Synastry they never use, which would be a far more useful and multifaceted cooldown in the hands of someone who self-heals on every attack.
Last edited by Archwizard; 08-16-2020 at 04:56 PM.
Gunner Job, yea we have MCH but every since its rework im starting to loath its unstructured spam fest they call a job.
A more streamlined Dragoon. It's a bit heavy on the skills for optimal rotation and would appreciate not having to keep track of so many things over the course of a battle. Other than that, it's my perfect job.
Separating Bard into a pure Archer DPS and a melee short-range buff+DPS class would be cool too.
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