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  1. #1
    Player
    Heroman3003's Avatar
    Join Date
    Oct 2022
    Posts
    398
    Character
    Lauren Zackson
    World
    Lich
    Main Class
    Scholar Lv 90
    Magic-based tank (Rune Knight? Spellblade? Something like that).
    Pure 'arcane' non-elemental magical DPS (arithmetician?)
    Red Mage but for physical DPS (something that switches between ranged and melee phases. Corsair?)
    (0)

  2. #2
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Heroman3003 View Post
    Magic-based tank (Rune Knight? Spellblade? Something like that).
    Pure 'arcane' non-elemental magical DPS (arithmetician?)
    Red Mage but for physical DPS (something that switches between ranged and melee phases. Corsair?)
    Since Elemental damage has no real effect in this game everyone might as well be casting non-elemental damage. I feel like making an arcange based DPS would just be a reskinned BLM or RDM.
    (2)

  3. #3
    Player
    Heroman3003's Avatar
    Join Date
    Oct 2022
    Posts
    398
    Character
    Lauren Zackson
    World
    Lich
    Main Class
    Scholar Lv 90
    Quote Originally Posted by SieyaM View Post
    Since Elemental damage has no real effect in this game everyone might as well be casting non-elemental damage. I feel like making an arcange based DPS would just be a reskinned BLM or RDM.
    Well, we're talking aesthetics, I assumed, not gameplay. Gameplay-wise, any job can be anything with right creativity, and with design being more streamlined as of late, it doesn't matter much which gameplay mechanics it employs, it will likely fall into similar cycles as other jobs in its role. And aesthetics-wise, Id say all DPS mages are heavily focused on elemental attacks, even Pictomancer seems to have their more basic skills be painted versions of Fire/Blizzard/Thunder/Stone. Closest we have is SMN's ruin (un-enhanced) and BLM's polyglot skills, but I'd like to see an mDPS centered entirely around this aesthetic of non-elemental kinda magical attacks.
    (1)

  4. #4
    Player EZGIL's Avatar
    Join Date
    Jul 2021
    Location
    Goblet, W29 P13
    Posts
    379
    Character
    Jordan Lore
    World
    Lamia
    Main Class
    Blacksmith Lv 100
    (0)

  5. #5
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    A few Jobs from around the games that could be made into something...

    Ranger from FFTA2, a Melee DPS that uses traps, and had the option to use potions to attack

    If they want to make a Ranged Phys with cast times, just take both Cannoneer and Flintlock and combine them into one Job.

    Fencer from Bravely Second, Melee DPS, could rework it's stances into being sort of mini-phases in the same way current SMN does.


    Also, I have said in other threads about new job ideas... A Tank using a Gunshield that would be primarily ranged, while it wouldn't do much in majority of fights, but in fights where the boss actually doesn't move (in EW for such you have Zodiark, Endsinger, Zeromus, P7 and P10) that would allow the tank to position more freely.
    (1)

  6. #6
    Player Orinori's Avatar
    Join Date
    Dec 2022
    Posts
    55
    Character
    Eden Luminas
    World
    Malboro
    Main Class
    Miner Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    A few Jobs from around the games that could be made into something...

    Ranger from FFTA2, a Melee DPS that uses traps, and had the option to use potions to attack

    If they want to make a Ranged Phys with cast times, just take both Cannoneer and Flintlock and combine them into one Job.

    Fencer from Bravely Second, Melee DPS, could rework it's stances into being sort of mini-phases in the same way current SMN does.


    Also, I have said in other threads about new job ideas... A Tank using a Gunshield that would be primarily ranged, while it wouldn't do much in majority of fights, but in fights where the boss actually doesn't move (in EW for such you have Zodiark, Endsinger, Zeromus, P7 and P10) that would allow the tank to position more freely.
    Fencer would be amazing tbh, and if they wanted a more FF feel for it they could use the Fencer job from FFTA1/2
    (0)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,574
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by CaptainLagbeard View Post

    Fencer from Bravely Second, Melee DPS, could rework it's stances into being sort of mini-phases in the same way current SMN does.
    Someone bringing up the Bravely series <3 funny we mention this because Pictomancer also appeared in Bravely Default II, so Dawntrail bringing in Pictomancer brings joy to me. The Bravely series being SE IP draws heavily on FF elements and has some jobs I'd love to see happen.

    NOTE: I will hide the job information as well as appearance design in layered spoiler blocks so anyone wishing to play Bravely Default II can stay spoiler-free.

    Swordmaster
    A recurring job in the Bravely series. In case of BD2, Swordmaster's signature identity were utilizing Solid Stance to enhance the standard Attack command with double hits and utilize devastating Solid abilities as well as Fluid Stance which emphasized Counter mechanics with the job's passive + Fluid abilities. As such, it's a DPS/Tank hybrid.

    It also used Fourfold Flurry and Ninefold Flurry, which reminded me of Cloud Strife's Omnislash a bit.[/B]

    Design
    The design in BD2 has a viking-like appearance using greatswords. Weaponry is adjustable to avoid sword-inflation and overlap with Dark Knight.




    Shieldmaster
    Shieldmaster is a signature BD2 job with common abilities that essentially acted similar to Cover (Bodyguard, Defender of the People) and using (Harsh) Reprisal to send 50% (100%) of damage taken back to the attacker. Multiple bonuses were gained when guarding damage for allies.

    It uses the game's weight system getting stronger with (Super) Heavy Hitter the heavier their equipment is (FFXIV idea - self-heavy + damage buff?) and using abilities and passives to mitigate the speed and weight penalties.

    Design
    Shieldmaster's design is a heavily fortified knight, the signature equipment is a Hammer & Shield combo. However, unlike the 1H + shield similarity to Paladin, Shieldmasters (and Knights in BD1/BS) are able to equip a shield on each hand, making them look like a tank enthusiast's wet dream.




    Bastion (JP: Judgment)
    Bastion is a knight-like tank job that allows to further bolster their defenses with Bulwark (phys), Phalanx (magic) and Wall (both, but not an attack) and sacrificing a bit of HP to apply 1-time barriers to nullify hits with Rampart (physical) or Vallation. It also can deploy a field that completely halts any HP/MP/BP changes from both sides... which obviously isn't viable in FFXIV.

    Point is, it is a job that requires knowledge of the enemy to correctly mitigate damage and timely application to soak up critical parts of damage.

    Offensive moves include Light of Justice & Holy Light as hard-hitting physical attacks, Bulwark and Phalanx as defensive-boosting attacks and Corporal Punishment, which scales with physical defense (buffs included) - so the job hits by no means like a wet noodle.

    Design

    Bastion's design is that of a holy knight using a Spear & Shield combo, often referred to as a Hoplite by others. It dons a gallant heavy armor + mantle combo with shoulder guards shaped like scales, representing the Scales of Judgment.




    Hellblade
    Hellblade is functionally a hybrid between two FF jobs, Dark Knight and Spellblade.

    The Dark Knight aspect comes from using HP to deploy strong attacks and using the signature attack Minus Strike* to deal increased damage as well as Last Resort passive to further boost all attacks the closer their HP is to 0. They can boost it even further using Death Throes, which inflicts Doom on themselves. Dying gets extremely punished, setting Bravery Points to -3 (i.e. like getting Brink of Death on 1st death).
    *PvP DRK has this signature within Bloodspiller as of patch 6.1+

    The Spellblade aspect comes from using physical element-aspected attacks that deploy up to three elemental blades raining down on the enemy periodically as well as Ultima Blade, dropping the entire MP pool to deal monstrous amount of damage relative to MP spent (basically Despair/Flare on crack).

    Facilitating all this it bolsters a high statline of HP, attack and defense stats as well as passive HP/MP regen. It also lets you learn the Break Damage Limit passive.

    Hellblade's design in BD2 is a more demonic take on the classical FF Dark Knight look with the signature weapon being a black sword.



    (0)
    Last edited by Reinhardt_Azureheim; 01-11-2024 at 12:16 AM.

  8. #8
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,216
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    shapeshifter
    crossbow user
    phys ranged/melee hybrid
    double shield user
    more bludgeoning weapons (hammers, maces, clubs)
    bo staff user
    totem user
    whip user
    sickle user
    something the works with the deceased in a non exploitative way
    edgy healer
    (2)

  9. #9
    Player
    Sindele's Avatar
    Join Date
    Aug 2013
    Posts
    491
    Character
    Sindele Actoria
    World
    Mateus
    Main Class
    Sage Lv 96
    I still want to know why they yanked all the time magic out of AST to then not do anything with it.

    At least put the stun back on Celestial Opposition, cowards.
    (4)

  10. #10
    Player
    LynxDubh's Avatar
    Join Date
    Oct 2023
    Posts
    215
    Character
    Lynx Dubh
    World
    Faerie
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sindele View Post
    I still want to know why they yanked all the time magic out of AST to then not do anything with it.

    At least put the stun back on Celestial Opposition, cowards.
    And why they did the same to WHM with elemental magic.
    (0)

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