Ok given this could be just a red herring
But
It would be rather surprising to see the Necromancer job comeback which has not been playable in the main series since FF5 Advance.
Ok given this could be just a red herring
But
It would be rather surprising to see the Necromancer job comeback which has not been playable in the main series since FF5 Advance.
Necromancer and Chemist I think is possible. Primarily Chemist.
Berserker I'd say is a hard no. Very little would differentiate them from Warrior.
Now if they want to add a melee class that uses cast times 100% and become a literal melee BLM I'd be all up for that.
I really want Necromancer very badly but I won't be sad if it never shows up.
I could see the soul master sort of concept turn into a job, spiritual energy of some sort. I could even see void / very dangerous dark magic. I think it would be a big challenge to produce raising the dead part though. I tend to dislike and label no's based on lore as lore no just to state they're rather loose and not that strong (lore can easily evolve).. but the whole raise the dead thing seems like a unique challenge lol, at least if they're humanoids.
Say like for example on forbidden sorts of magic you could pull a FFXI blue mage like concept where it's only partially consensual or I guess entirely non-consensual in a sense. Without spoiling much I'd also point to ShB's story and a key part that you'd not purposefully do but 'had to'. I think a horror based job would be really neat to make a dark job around, get the people who had fun making Edna content going full force. But for the heck of it in another thread I made a more comedy based excuse for dark powers that in a tl;dr turned up being running a void demon café that specializes on emotional aether rich food brought over by us (instead of them feasting on humans), which is usually overcooked and burnt food made by the impassioned, at least after series of unfortunate events for our very powerful void creature who begins the café within their own domain as part of a conclusion that begins our job. As their trap failed to capture us but left us marked such that we had a connection to them (too sly to kill in their own domain but unable to escape us and unable to remove their own curse mark, an agree-able pact is made). Players could choose to ignore the mark, but an npc would warn of the potential for the demon to find you and if you're weak influence you at your weakest (so this gives players the motivation to go out and hunt the demon down to try and remove it). May add a further slightly hidden step of saying 'no' to the pact by letting an NPC perform a ritual to hide you, and it closes the quest out (can pick it up again at a special location but it lets players role play a peace of mind that they closed the whole ordeal). Many more words but that was the spark note XD (wanted the void demon to be a playground for Fern to talk crap to everyone including the player lol).
For raising the dead you may suggest you only raise the dead monsters (never humanoids), and in the lore it describes how you use a glamour to make them seem alive / not what you've actually done to NPCs (only others with echo can see through it, or whatever lol - perhaps to NPCs it just feels like a cold breeze and disturbance in the shadows so they're like "void dead"). But even if you made a good reason for forbidden magic like overloading your circuits in creation magic, doing something bad for your own health, or whatever- I think it would be hard for them to make a good excuse why you could raise dead humans as slaves . . that might be untenable lol. Of course I've not spend lots of time on it so there may be a route, but just seems like one of the most difficult things you could try and will into the game (raising dead humans to fight for you).
Anyway I can see a dark / 'naughty' job in this game, and I kind of hope they do one, but stereotypically Diablo like necromancer might be hard lol. Not one to say impossible since I think creative types make the impossible possible all the time but it does seem 'hard'. Personally would like to see a dark transformation based job (like Vincent inspired visuals, or primal inspired transformation a bit like their recent FFXVI reveal). A job that's dangerous, unhealthy, perhaps even causes some NPCs to question you- like the scions might talk about the ShB event in comparison to the job and ask why you've chosen to do what you're doing. Can be a fun dialog back and forth to be honest. When power costs too much or when it's worth it, etc.
As for what I think the next jobs will be, Chemist seems likely and I think the Necromancer and Berserker were just more for fun.
Well, I would say Chemist, or an Alchemy-Magitek based healer class is possible, Berserker less so, as it's Just a Warrior given some beef to be a dungeon boss. Now Necromancer is possible, as it would be an Actual Caster Class. On this note, there is a pattern to be aware of.
Jobs
Tanks 4
1.0 Warrior
1.0 Paladin
3.0 Dark Knight
5.0 Gunbreaker
Healer 3
1.0 White mage
2.0 Scholar
3.0 Astrologian
Melee DPS 4
1.0 Dragoon
1.0 Monk
2.0 Ninja
4.0 Samurai
Ranged DPS 3
1.0 Bard
3.0 Machinist
5.0 Dancer
Caster DPS 4ish
1.0 Black Mage
2.0 Summoner
4.0 Red Mage
4.5 Blue Mage
if they are going for symmetry, as it kind of seems that way, then Healer and Ranged DPS have room for one more each. While Blue Needs a makeover to keep it feeling like it does while finally being able to play with everyone else. So in keeping with Balance as a theme Berserker and Chemist seem likely, While Necromancers are basically Summoners gone dark and undead. So I doubt we will get Necromancer as a class unless they did a Blizzard Makeover which I doubt. BTW Blizzard Makeover making Necromancers spell tanks in heavy Armor with an Army of Zombies. I think the class teases in that dungeon where just easter eggs from other games. Also, they had a few other classes there as well, all of which were basically renamed, current player classes. ie Ink Mage & Thief.
At the same time, I would love for some of the base classes to have more Job Stones, Ink Mage for Arcanist, Thief for Rogue, Necromancer for Conjurer*, and Berserker for Marauder etc. Also, I would love to see Hammers used in combat Like seriously where are the Warhammers?
*there is a presidence for this already in the game, wont spoil it, but we've already had a Conjurer NPC become a Necromancer, which is funny since Arcanist would have made more sense at first thought, but strangely it actually works.
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opps... I knew I was forgetting a trainwreck somewhere.
Last edited by Gothicshark; 09-23-2020 at 09:05 AM.
^ poor Monk.
But no, I'm more inclined to believe that the Heroes Gauntlet is actually specifically ruling out those as possible jobs, along with Thief and Ink Mage.
Plausibility of job teases in order from most to least likely:
Chemist: Reasonably plausible. It definitely feels quite on the nose the way they talked about it during the MSQ quest in 5.3.
Necromancer: Not particularly plausible, but interesting enough to have fun speculating about. There's nothing about it that screams, "No" about it being a potential job, so have fun speculating.
Berserker: Not plausible. Everything about this boss just screams warrior (e.g. red glowing eyes, greataxe, behemoth helm, beastly garb, beast-themed weaponskills, etc.) and there are no other warrior jobs during the dungeon making it handily fill that spot, particularly since they probably wanted to avoid a boss called "Spectral Warrior" given the upcoming Warrior of Light fight.
Chemist is very likely. Berserker feels way too similar to what we already have in Warrior. Necro is pretty much directly contradicted by multiple storylines and lore sources in the game already. Sure it could happen, and I know it's a popular choice for inclusion, but it would require some pretty large scale retconning or concept twisting to make it acceptable.
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