I think the Devs have stated that because of the massive game overhaul that would require, and how then you would be required to have this new class for every encounter in the game, it would destroy queue times. So I wouldn't put my money on it.Honestly the most logical choice is chemist imo. When you look back on all the FF titles and the lore. Chemist would fit perfectly as a healer. Now that being said there isn't any reason why it couldn't be a DPS also.
This just makes me want support roles more and more. Understanding the boss you are fighting knowing the elements associated with each encounter. Having a log of "scanned" enemies and using there weaknesses against them. What debuffs they are susceptible to and using that against them. Sounds kind of fun imo.
Geomancer and Chemist just get lobbed into support roles and party size for dungeons goes up to 5. 8 Man becomes 10 man, so on and so forth. Just increase the HP values and adjust the damage from the mob.
I think it's time we got a dedicated support role job that has a lot to do with elements and buffing the party, and debuffing the boss. Astro is kind of like this, only think of the support role as just KEEPING those buffs up to "DPS". Instead of just straight out DPS from a weapon, they enhance all DPS.
There is quite a lot of emphasis on DPS from all classes, but not emphasis on one class devoted to holding a buff up and giving en-fire, en-thunder, to enhance DPS to counter an element. Or Shock Spikes, Blaze Spikes thorns. Status effects like blind, slow, stop or dare I say Fury. Fury the boss takes more damage but also hit's harder.
I don't know I think it would be fun to just play a strait debuffing/buffing class. I used to get that from astro, but not it's just damage increase. Miss my spread and royal road.
I low key hope we don't get Chemist or Geomancer if only because I'm getting kind of sick of them through all the predictions.
(Also cuz I probably wouldn't play either)
I mean I'm not super excited for a hypothetical Chemist myself. Geomancer would be potentially interesting, but I just don't have much interest in the things people throw around for Chemist.
The exact opposite.
And I wish no unhappiness on you.
Yeah I remember the same situation in the early versions of LOTRO where you had to bring certain classes with you to pass content. I used to play as a captain and that class was the only class in the game that had 2 seperate battle rez's, could place banners on the ground to give HP bonuses or regen bonuses, and dispel fear effects on raid members. This was also a specialized skill tree for buffing and raid centric play style. I have had numerous discussions how FFXIV will never have a class like this, and for the most part I think everyone is correct. We will never see a sole buffer in the game due to how SE designs endgame content to be non-exclusive.I'm 100% for certain jobs gaining effects like En-elemental buffs or Thorns, or even increasing the viability of debuffs like Blind and Slow so that CC has a place and more diverse/complex tactics can be deployed for high level encounters. (Bearing mind that elemental vulnerabilities aren't actually a thing in 14 since ARR, and that all elements are just flavored "Magic" damage, so that each job's access to certain elements, particularly BLM, is more focused on relation to mechanics than damage types.)
I also think these are things that jobs we already have could do. We already have Bard, Dancer and Astrologian casting regular buffs in addition to their main role, and I'd be happy to see GEO introduced with its own spin on that. Effects like Slow and Stop would be perfectly fitting in AST's arsenal, both aesthetically and as mechanics for reducing damage intake to fit its role. I'd love to see SCH's Selene reworked so that her Fey Union puts Spikes/Thorns on her target or some channeled AoE attack that follows an ally, or have their Repose replaced with Toad.
I suppose I will always think of the days I was a complete support role that did minor healing, did minor dps, but offered amazing utility in the form of in-combat regen for sustainability. Captain was sort of like dragoon and dancer rolled into one job! At that time the content was designed around every role though, and LOTRO has lost it's way since then changing developers, and FTP model ruining the hardcore scene.
Rift of Nurz Ghashu was a prime example of where endgame content could go. You had to have every class represented to pass anything in there. Each encounter leaned into 1 class more then the other for certain mechanics. Communication had to be on point. If you see the videos of the raid now it's more then likely dumbed down, or maybe it's the same as it was 13 years ago. LoL sorry just reminiscing.
I just want musketeer. It was supposed to be in 1.x but they threw it out with the rest of 1.x. The musketeer guild is in Limsa right now too (shares a building with the marauder’s guild) and there are even people downstairs using guns like the admiral’s. I imagine it would be a melee DPS that uses a cutlass and a pistol. Sort of like red mage but in reverse. Use melee skills to build up to a ranged burst window
That sounds less "Musketeer" and more straight-up classical pirate. Which makes sense for Limsa, fair 'nuff.I just want musketeer. It was supposed to be in 1.x but they threw it out with the rest of 1.x. The musketeer guild is in Limsa right now too (shares a building with the marauder’s guild) and there are even people downstairs using guns like the admiral’s. I imagine it would be a melee DPS that uses a cutlass and a pistol. Sort of like red mage but in reverse. Use melee skills to build up to a ranged burst window
But if you're gonna have a job using a gun anyway, considering how few Ranged Physical DPS we have versus Melee, why not just go the whole 9 yalms and make it a ranged DPS? If the burst window is ranged but most of your skillset is melee anyway, you'd regularly just be firing those pistols point-blank, which is kind of a waste of giving them a ranged weapon or calling them a "Musketeer" in the first place. Not to mention the only times you'd want it to be ranged are if you're saving your burst window to try and time it with mechanics to sub out your Knife Throw/Piercing Talon/Scathe substitute, which could be a nightmare with some fights if it doesn't perfectly line up.
By contrast, Red Mage has range as an advantage outside of its melee combo, giving it flexibility in terms of positioning throughout most of its rotation, and would only want to delay its burst combo if it's unsafe to be in melee for a few GCDs.
If you lump casters and ranged physical together, which I bet they do then there are 6 ranged and 4 melees. And as for the burst, you wouldn’t HAVE to be more than max melee to use your ranged skills but you could. I haven’t thought it through completely
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