Only thing that distinguish them from each other is the use of DEX stats being Scouting is for DEX Melee Jobs and Aiming is for DEX Range JobsComing to think about it... What exactly diferentiates the Scouting from the Aiming items? It can't be stat allocation because everyone goes for Crit>Det=DH. No wonder why the accessories are shared to begin with.
I wonder if wouldn't be something feasible to just merge the two of them into a same category.
And on the plus side, NIN, DNC, BRD and MCH would also benefit cosmetically from a slightly broader glam range.
Creating a 2nd Scouting Job will mean that the Job will have to be a melee DPS Job.
Samurai.
Leave benching whole gorillas to the Monks, if there is something that screams "Dex to damage", it is the Samurai.
I still don't understand in practice what is the output difference, it's all physical damage in the end that comes from the same stat. It would be certainly less of a concern "Oh we must create another scouting job just to have something together with NIN". Also if they would really go for balance with the next DPS job added, it would have to go to either Aiming or Casting, as melee physical got already 5 jobs... Which would leave, once more, NIN as the sole owner of Scouting.
I would really love to see Mystic/Mystic Knight as the second Scouting DPS job. In FFV they wear turbans and veils and cloth-like armour which I think meshes well with what Scouting sets tend to look like. Here's some fanart of Bartz from FFV as Mystic Knight: https://i.imgur.com/8n3Ilkk.jpg
As for a weapon, give them a whip-sword or something, which I think both stands out from existing weapons and makes sense as a dexterity-based weapon, since Scouting/Aiming jobs have Dexterity as their primary stat.
If you want to get technical, there's no real need for special distinction of gear between any roles except maybe Tank since it has more armour and vitality. All the other primary stats do basically the same thing which is make your abilities stronger, so you could theoretically merge them into one stat and then have nearly all roles use the same gear. The reason they're split up is basically just for flavour and variety, more types of gear, more gear appearances, different players don't look so much the same. That's pretty much it really.I still don't understand in practice what is the output difference, it's all physical damage in the end that comes from the same stat. It would be certainly less of a concern "Oh we must create another scouting job just to have something together with NIN". Also if they would really go for balance with the next DPS job added, it would have to go to either Aiming or Casting, as melee physical got already 5 jobs... Which would leave, once more, NIN as the sole owner of Scouting.
Make a new unique class that uses Zidane's dual-bladed thief swords (like how Gunbreaker is based on FF8's gunblade).
Grand Lethal, Free Energy, Meo Twister, Scoop Art, Solution 9, Tidal Flame, Stellar Circle 5, Shift Break...
I'd like to see GAM (Gambler).
Whip usage, some quick and notch fighting style with some swings and scapes, like RDM. I can see GAM using some mechanics that reduce enemies defenses by luck.
Like a gauge that once it's fully charged can debuff by 25/50/75% of their defenses for a couple seconds, but only if they that get the skill right.
Even more, the skills can increase the Gauge once they Crit!
Pretty much the job I want to see the most is a Trickster or Gambler. Although I think they should drop the concept of limited jobs, I do think this kind of should be paired with Gold Saucer for it’s side content. I could see something that takes inspirations from Ace from Type-0, Luxord in KH 358/2 Days, and Setzer from FF6.
Roll Scouting into Aiming and Maiming into Striking. Eliminate two gear sets for future development, open up past glamours to more jobs, reduce armory clutter.
Open up past glamours at the cost of future ones, though. Assuming they even did that rather than left the old ones "as is" and just made less new designs covering more classes each.
I think I'd rather continue to get a wider range of exact designs even if each one can be used by less classes.
Aesthetics. Scouting gear for the most part varies between light armor and tighter clothing while Aiming gear tends to have more flowing clothing and long jackets.
Not really. The glam variety might increase but the glam suitability for each job would drastically decrease.And on the plus side, NIN, DNC, BRD and MCH would also benefit cosmetically from a slightly broader glam range.
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