"Sword + ice/fire magic!" is about as worned out concept as you can get in FFXIV tbh.
Whips, ball and chain, football, you can probably get more inventive with it.
Yo-yo...
Yes. We currently don't have a job with a whip or a (blitz)ball or a chain etc. We DO already have 5(!) jobs with swords though (if you count gunblades). 3 of which are tanks. So there is only 1 tank that doesn't use a sword. It's clear that they don't focus on creativity.
Will put you on ignore if you can't form a logical argument but argue nonetheless
I'm not sure if you're familiar with wow or not but i always thought 14 would be great with an enhancement style of job. a Magic melee fighter how does really heavy attacking. and from what read that you posted its pretty similar (if you look at the shamans shock spells they do DOT for fire, SLOW for ice) and in regards to what you said about water weakness with lightning ability there was a talent for shaman in bfa that left a puddle of lightning on the ground after you used thunder crash and i think something like that would be a cool interaction if you use the water weakness with shock so you have consistent AOE.
If you want a tank weapon, you could go with a big pillar.
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Outside of the easy answer of "some people will probably play any new job outside of the extremely low chance that it's actually near-unplayable"...
I think the general concept behind a Spellblade/Mystic Knight, with infusing elements into a weapon, is neat and I'd be interested in seeing it explored. I agree that we have too many swords, and I think the one suggestion of "fire/ice and thunder but with a sword" is pretty boring because that's just Black Mage but as a melee.
The original idea of creating elemental weaknesses will probably not happen purely because the design of the game doesn't align with element weaknesses, but I can see those being things attached to the player rather than the enemy - when you're Ice-imbued, using a Fire move swaps you to an Water-imbue, and so on. It seems like it could be an interesting system - I think it might be a bit more involved than the current job design seems to aim for, but having different paths you could potentially go down for different effects (even if there's a proper optimal rotation for 99% of scenarios) - or even just generally the aesthetic/job fantasy of flowing from element to element with different effects/job mechanics in each element phase - would be fun.
Yes, please.
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