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  1. #11
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Aesthetic or gameplay?

    PLD: Holy knight/guardian. Party utility (Clemency, 2x raid defensives, Cover) to protect your friends, semi-caster phase, holy magic sprinkled between swordplay. And BIG swordplay...which is magical.
    WAR: Berserker guardian, "Too angry to die". LOTS of self sustain and big damage burst.
    DRK: Dark and broody, chaotic good sense of justice. SHOULD have lots of drains and stuff but doesn't; instead has busy burst phase and simple maintenance phase.
    GNB: Bodyguard with a sword that goes pew pew; Whatever... Good balance of offense and defense, faster paced more like a melee DPS with CD management.

    WHM: Healer without parallel. Big heals, should probably be more MP efficient; should also have defensive buffs but doesn't. Instead it has big attack spells (that aren't named Holy, oddly) for some reason.
    SCH: Healing team with your Faerie partner. Weaker heals but mitigation to make them spread further, can have Eos act independent of your position; has some neat setup/combo actions (Recitation+Adlo+Deploy)
    AST: Twister of fate. Lots of party buffs, busy burst, pretty animations.
    SGE: Techno-mage Greek doctor. SHOULD be setup and payoff healer, or like GNB where it's the healer for DPS mains. Instead it's a SCH with less clunk? Smooth as butter and well liked, though. Lots of oGCD weaving heals.

    MNK: Hard hitting, fast attacking brawler. Positionals, a long combo that feels free flowing while not being so (captures the feel, though), bit janky with the Nadis, super high skill ceiling. Fastest GCD (GL).
    DRG: Consistent pressure attacker. Methodical rotation "on rails", very rigid but satisfying, lots of jumping animations.
    NIN: Stealthy, quick, agile fighter from the shadows. ...the most flash animations in the game for some reason. Burst is super hectic, GCD is fast (Houton), button bloat and jank though, downtime is chill, Ninki seems...pointless and annoying.
    SAM: Skilled blademaster. Several interlocking combos, and Iajutsu is kind of fun to charge then unleash. Easy to get the hang of but hard to master to the highest level.
    RPR: Pact with the Void for bursts of power. Largely fulfills the fantasy with a pretty simple rotation, few positionals, snappy and hard hitting burst phase. Not for people who don't like pacts with Void/darkness/evil creatures trying to eat your soul.

    BRD: Supportive team player with party buffs. ...the buffs are three, and you rotate through them rigidly. Kinda sucks. Also you have DoTs for some reason still, and random oGCDs on the side to juggle for...reasons.
    MCH: Steampunk gunplay with fun gadgets. Simple base rotation but with plenty to mix it up, high intensity burst phase, does decent damage now and has some party utility. Has a shotgun. A GD shotgun. For AOE, but it's still a shotgun. Chuck-chuck!
    DNC: Supportive team player with party buffs. Robbed SB BRD and stole its utility. Boost your party, super-boost one person in the party. Relatively simple rotation that is never the same twice due to procs.

    BLM: Master of destructive magics. Largely fulfills the fantasy having big damage and slow cast time spells that feel powerful, but very mixed Job depending on whether you like the encounter mastery you need to know where to stand and play it well.
    SMN: Master of powerful summon magics. Largely fulfills the fantasy having big summons and flinging them at the enemy left and right. Some people hate its simplicity, others love it. Most played and probably the one non-DPS players like the most. Can Raise.
    RDM: Jack of all trades, master of none. It has a decent heal it mostly doesn't use and can't really do much healing, making it less "jack of all" and more "master of middling DPS"; rotation is simple to learn but hard to master, has Flare and Holy for some reason, but doesn't learn Cure until late, though it has a couple party buffs. Melees more now than it used to, but doesn't feel like a melee, despite RDM history saying it should ("jack of all...", not so much). Res Mage.
    BLU: Master myriad magics from beasts and monsters, tailor your versatile kit to deal with any situation. DOES meet that fantasy...but can't do end-game content and is limited out of other stuff like Deep Dungeons, etc.
    (0)
    Last edited by Renathras; 11-07-2023 at 04:15 PM. Reason: EDIT for length

  2. #12
    Player
    MsMisato's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lomensa
    Posts
    806
    Character
    Khloe Stardew
    World
    Siren
    Main Class
    Gladiator Lv 90
    1,2,3 and a button smash here, button smash there.
    (1)

  3. #13
    Player
    Yuella's Avatar
    Join Date
    Feb 2016
    Posts
    707
    Character
    Yuella Davilles
    World
    Ravana
    Main Class
    Conjurer Lv 100
    Paladin: Sacrificing offense for more defense, self healing, build resources to unleash magic attack.
    Warrior: Sacrificing defense for more offense
    Dark Knight: Sacrificing hp for more offense, recover hp by draining opponent's hp.
    Gunbreaker: Burst offense with ammos

    Monk: Fast, weaker GCD attacks to build up resources then unleash those resources for burst damage
    Dragoon: Slow, deliberate attacks with lots of oGCD weaving (jumps)
    Ninja: Fast GCD attacks with fast ninjutsus
    Samurai: Slow attacks to build resources then unleash those resources for burst damage
    Reaper: Alternate between normal mode and avatar mode

    Bard: Improve ally's offense with songs. Slow and steady gcds with multiple ogcds
    Machinist: Burst offense with ammos and gadgets.
    Dancer: Improve ally's offense with songs. Fast gcds

    Black Mage: Stationary turret, steady damage
    Summoner: Burst damage with summons
    Red Mage: Melee to build gauge then unleash burst magic damage (opposite of what it is now). Have oGCD heals

    White Mage: Pure healer and pure offensive caster, but must switch stance (basically cleric stance)
    Scholar: Switch between pure healer and barrier healer depending on the situation (they're tacticians!)
    Astrologian: Pure healer with RNG buffs
    Sage: Heal and attack at the same time. Every heal deals damage and every offensive cast heals.
    (0)

  4. #14
    Player
    PredatoryCatgirl's Avatar
    Join Date
    Sep 2021
    Posts
    592
    Character
    Khara Relanah
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    PLD: If you continue swearing, I'll have no choice but to report you to the GMs.
    WAR: BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
    DRK: The sword is huge so I can feel it when I cut myself.
    GNB: Would steal your girl if they weren't too nice to do it.

    MNK: ORA ORA ORA ORA ORA ORA ORA ORA.
    NIN: MUDRA MUDRA MUDRA MUDRA MUDRA MUDRA MUDRA MUDRA.
    SAM: Cries when someone else gets Dance Partner.
    RPR: DRK for people who can't tank.
    DRG: I'm a tank. Tanking the floor counts.

    MCH: Fully embraces the fact that most mad scientists are in fact mad engineers.
    BRD: Fully embraces the fact that most people just pick this job to play music in Limsa.
    DNC: Fully embraces the fact that their parse is dependent on the gorram SAM/BLM.

    SMN: For people who want to play while eating a sandwich.
    RDM: It rezes people. That's what it does. Don't like it? Play something else.
    BLM :CRAAAWWWWLLLLLLLLLING IIIIIIIN MY SKIIIIIIIN! THESE WOOOOUUUUNNNDS THEY WIIIIILLLLLLL NOT HEEEAAAAALLLLLLL!

    WHM: Wait, I have something to press besides Cure?
    AST: (I don't even know. I never played it. Cards suck.)
    SCH: Jack of all trades, master of none.
    SGE: Harmacist.
    (0)

  5. #15
    Player
    MonsutaMan's Avatar
    Join Date
    Sep 2019
    Posts
    368
    Character
    Elzen Man
    World
    Raiden
    Main Class
    Samurai Lv 70
    Granted I have not beaten the MSQ, I have played around on jobs between toons....

    .....They all feel the same.......But there are three archetypes.

    -Those who follow rotation hotbars to grab mobs attention
    -Those who follow rotation hotbars to melee the mob
    -Those who follow rotation hotbars at a distance on mobs.

    Coming from XI, feels a little off and "Samey." NIN in XI for instance could do all three of the aforementioned archetypes, and you were kind of on your own how to do it lol......There is no discovery with XIV jobs. Everything functions the same, in theory (I Get there are roles and whatnot).

    Like, what if games like Skyrim or Elden Ring told you what to press, and when to press it? Takes away a lot of the fun and discovery..... I get they are two deferent genres and games, but too much job hand holding. I figured they learned from XI, and now forced players to play jobs how they want them to lol.

    "You will press this next, and then this.....no if, ands, or buts......"
    (1)

  6. #16
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    If we are talking "identity", I think a lot of jobs at this point are not what they should be:

    * PLD: Sword/shield stances with heals, most of that minimized in favor of a "casting" phase (more what a mage tank or even GNB should be).
    * DRK: Health sacrifice and DPS-oriented tank, most of that minimized in favor of "hit me" shields (more what PLD should be).
    * WAR: Low defense "all DPS" berserker tank, most of that mitigated with too much self-sustain/drain skils (more what DRK should be).
    * GNB: Could have been a "Junction" tank but is just the combo tank (more what WAR should be).

    * AST: Started as Gambler/Time Mage, most of that oversimplified or removed (and in some cases like Lord/Lady, just meaningless, poorly-flavored filler skills).
    * SCH: Could have been a Strategist/Weather Mage like in FFXI, but slapping a fairy on it really killed the whole job fantasy from the start. And then losing any semblance of strategy from DoT management. Probably the worst designed job in the game, a Frankenstein of half-hearted concepts.
    * WHM: Started as the "Druid" class with cool Water/Earth/Air spells as a nice counterpoint to BLM, should have been the "blasty DPS" healer; now it's just sparkles and poor flower theming and now SMN is the only job with anything resembling a "Druid/Geomancer" feel.
    * SGE: Probably the least egregiously designed of the healers, but still needs more DPS skill options if it really wants to fully embrace Sage's identity.

    * BLM: Kind of running out of theming ideas, the fire/ice duality has been played out, and feels even weirder juxtaposed against Red Mage being even more about "magic duality". Could use more of SMN/SCH's dropped warlocky spells that always felt very "black mage".
    * RDM: The proc concept was always kind of a weird design decision, but since the job's flow was designed entirely around it, the job is becoming increasingly boring to play as they shore up RNG. Should be more of a "branching combo" job than a proc job.
    * SMN: Great new redesign, but hardly a summoner anymore without pets. Really not a fault of the job at this point so much as poor netcode, but this hardly resembles Summoners from X-XIII.

    * SAM: After DRK lost Dark Arts, this was the game's "Mystic Knight". The flavor is still kind of there, but loss of Kaiten really just gutted a large part of that job fantasy. Absent any real elemental system, SAM "imbuing" different combos and "charging" skills with Kaiten was the most fully realized we got, and it was so flavorfully on point to have the Samurai class "focus" before striking. Now it just has the same contours as any other melee job.
    * NIN: I never liked that this was more about mudra casting than assassin-style moves.
    * MCH: Was the cool chess-themed turret job, now it's just a generic pDPS job.
    (1)

  7. #17
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    For me at least, coming from the single player titles, the job identities can be found quite well if you just take a look at the current pvp iterations as they are reflected extremely well there instead of the watered down and restricted by encounter design of the PvE skillsets:

    PLD: Protecting allies at its main core with holy magicks and high support skills (think FF4 Cecil)
    WAR: Reckless wild fighting style at the cost of their own health which is offset by their high vitality and counters (see FFX-2s Berserker)
    DRK: Sacrificing own HP to boost attacks while boasting incredible defensive capabilities (Dark Knight Cecil comes to mind)
    GNB: Highly agile swordsman that draws enemies magicks to junction to themselves to increase stats and gain new abilities (aka FF8 Squall)

    WHM: Simple but powerful healer archtype with a wide array of healing, buffs and strong holy spells alike
    SCH: Scan and exploit enemy weaknesses while using their unique toolkit to deal with any situation
    AST: Using the power of stars to predict attacks and use buffs like haste to manipulate time (Oracle/Time Mage hybrid)
    SGE: One that blends the highest level attack and support magicks while also having unique spells (probably the one that deviates the most from classic FF sages)

    BRD: The ultimate buffing archetype
    MCH: Has a toolkit for every occasion while also dealing massive damage (mostly modeled after FF6's Edgar and his OP skills)
    DNC: This one has traditionally been the counterpart of Bard, being a debuff specialist but turned into a buffer here, making it closer to the Songstress of FFX-2)

    BLM: Raw destructive powerful elemental spells (fire side) with a wide array of disruptive spells (blizzard side)
    SMN: Summoning divine beasts to deal massive damage in a large area (LB) while also drawing upon those said beasts (think FF9's Garnet)
    RDM: Jack of all trades with usable melee attacks and a blend of lower white/black magicks at the same time. Dual cast as their signature trait

    DRG: Uses their signature jumps to evade aoes and deal devastating damage from the back row
    MNK: Gets close and personal with a flurry of fast attacks while also being able to take a few hits or even heal themselves with Chakra
    SAM: Deadly katana wielders that target enemy weaknesses, usually taking them out in a few and swift hits. Often uses Gil in some way or another (see FFX's Yoooojimbo)
    RPR: Rarely a playable class, a lot of bosses used to wield scythes but most notably FFT-0 Sice that turns the remains of their slain enemies into power
    NIN: Stealthy high evasion dps that usually throws weapons like Shuriken and elemental veils for unique elemental coverage

    I think out of all of the jobs - Sage, Dancer and Astrologian deviate the most from their classic FF job identity but not all that much to make them unrecognizable
    As far as PvE goes... Ninja still does quite well with their mudra system, Red Mage is really on point and now Summoners match the job aesthetics really well
    (0)

  8. #18
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,134
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    I think the idea of job identity is complex. There are things like aesthetic and themes, and ideally they would go hand-in-hand with gameplay mechanics. But often they don't, and that can be challenging. I'm going to approach this a more thematic perspective.

    Paladin:
    A wholesome defender, primarily focused on protecting those around them with defensive skills.
    Warrior:
    The best defense is a good offense; the combination of a Warrior's raw destructive power and their regenerative durability makes them a key target for foes, creating safety and openings for teammates.
    Dark Knight:
    Jaded due to the many corruptions of society, the Dark Knight has sacrificed comfort and connection for justice. In need of great power to go against society itself, they have tapped into dark, self-destructive magics to endure and aid those in need.
    Gunbeaker:
    Look I dunno there's not much thematic going on for Gunbreakers outside of Bozja. Have a cool coat and a sword that shoots explosions, do with it what you will.
    White Mage:
    A nature-based healer that values the balance and well-being of life.
    Scholar:
    A mage who uses faerie magic to heal and a deep knowledge of strategy to support their allies in battle.
    Astrologian:
    I admit that I kind of don't understand this one. The stars determine fate, but somehow that lets them be healers? Big fate/tarot theme, though.
    Sage:
    The doctor doing your Laser Eye Surgery taken to its logical extreme: healing through mobile technology lasers. I'm realizing that the classes introduced after Stormblood really didn't have much time to be developed thematically.
    Black Mage:
    These offensive casters are tapping into a forbidden art of destruction. The great power of their spells is emphasized by the great amount of time it takes to channel the energy required to cast them, during which they are immobile and vulnerable.
    Summoner:
    Casters who get their power from Primals they have defeated. They summon simulacra of these powerful beings to aid them in battle and empower them.
    Red Mage:
    A jack-of-all-trades that tries to marry two forbidden schools of magic by achieving balance with them, and while being a dashing swashbuckler. Whether you need healing or hurting, they have something to suit the occasion. In theory this should make them more versatile but less powerful, but it's a co-op game so they're just as strong.
    Bard:
    A support unit that inspires their allies during battle. They fight with a bow and poisons because in this game they absorbed Archer.
    Dancer:
    An elegant fighter that wades in and out of combat. Their dances seem to inspire their allies in a way that's similar to a Bard? So not so different in that regard, but instead of fancy hats they wear skimpy outfits and spin, so there's that. More close-range than a Bard as well.
    Machinist:
    A ranged support unit that takes a singular approach to support: they will support those on the front lines by shooting enemies with bullets. A tinkerer that loves gadgets and guns, and that's what they use to fight.
    Dragoon:
    These armored aerialists do two things: jump up, then fall to the ground while doing a stab. They are living bullets that defy the laws of physics, and these extreme and flashy attacks are their bread and butter. It's hard to tell whether the armor is functional or just for show.
    Monk:
    Monks will punch you. They know lots of ways to punch, and they know lots of different ways to combo each way to punch to suit their needs at any given time. They don't need much in the way of armor because of their martial arts training.
    Ninja:
    A versatile and stealthy fighter that backstabs for big damage (because it absorbed Rogue) and also casts a variety of complex ninja magics. They're a bit fragile, hence the magic and the stealth.
    Samurai:
    A calm and focused fighter whose fighting technique is entirely based around their katana.
    Reaper:
    A fighter so desperate for strength that they bind themselves to voidsent. Not entirely unlike Dark Knight, but more focused on destruction than protection.

    Now, is this actually how all of these classes play, in ways that feel distinct and not samey? Not at all. Those are the holes that I hope CBU3 can someday fill.
    (1)
    Last edited by LilimoLimomo; 11-08-2023 at 05:42 AM.

  9. #19
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Tanks: nearly all the same. You can pretty much use a template for their hotbars and rotations. If there was a roulette for which tank to play, it wouldn't matter.
    Healers: 2 button rotation. Generally speaking, if GCDs are used for healing people would say you are doing it wrong.
    DPS: Build gauge, spend gauge.
    (0)

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