Job name: Adventurer / Freelancer ( Couldn't decide between both )
Job type: Limited ( Like Blue mage )
Max level: Any non-current max. In EW case it 80
Inspired by Freelancers from FFV. The adventurer/freelancer job derives its powers from the regular/unlimited job ( The non-BLU ). However, they must first meet certain requirements in order to gain said powers.
Weapons & Gear
Adventurers can also equip any kind of weapon & gear based on the unlocked jobs. Weapons are job-based while the gear is role-based. For example, if a player is an adventurer but has no tanks unlocked then they won't be capable of equipping any tanks' weapons & gears. However, upon unlocking WAR then they will be capable of equipping any tank gear & the WAR arms while still not capable of equipping PLD arms or DRK arms and etc...
Stat points
While the job is dependent on other jobs and their levels. It would also have its own level in order to gain stat points. A removed feature that would be exclusive to adventurers to allow players to make their own builds.
Actions
Adventurers can use any job actions and their respective LB if they're in the same or above the max level of adventurers. Otherwise, the adventurer will have no actions besides the auto-attack. For example, the suggested max level for the adventurer job is 80. If the player doesn't have any job at or above 80 then the adventurer job will have nothing. If the player has a dragoon at lv80 then the adventurer job can equip all of the dragoons actions. If they have a dragoon and a summoner then the adventurer job can have a mix of dragoon and summoner actions, and so on.
Of course, the adventurer job will have an active actions feature, similar to the one BLU has, but not exactly the same. The active actions feature will limit the actions you have by giving each a certain value of points. Basic actions such as basic combo attacks will have low points, while the strong, high potency actions will have higher points, and obviously, the player will have to choose which action to activate and which to not.
Bonuses
Since the job is focusing on leveling other jobs in order to become more powerful. It feels only right for it to have bonuses for every maxed job ( Maxed in terms of being equal or higher than the adventurer job and not actually at max )
Bonuses can be things such as 5% increase to hp or 5% increase in damage and etc...
This will work as an incentive to level up more jobs even after having a consistent build you play with as an adventurer.
Content
Like BLU, adventurers will have their own achievements that require clearing ex trials and savage raids. However, the job is about mastery. So the achievements will not be about clearing alone, but also about...
Extreme: For the extreme, it will be clearing the instance without any party member dying and getting an avoidable mechanic debuff
Savage: For the savage, it will be about clearing the instance in a time limit.
Both ideas were great to me so I couldn't decide. It can be one applying to all or both applying. Whichever the devs see fit to include![]()
Conclusion
The adventurer job is about leveling other jobs, creating builds, and mastery. Its point is to give the players a feeling of being powerful after leveling their other jobs and to also benefit from them to do even-harder challenges that will require the players to do more things than seeking a clear.
P.S
If SE is reading this. I'd like to tell you that you can take the concept and work on it or even change in it. I just wanted to suggest the potential of having an adventurer/freelancer job in the game![]()