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?)
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.
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.
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 FFTA1/2A 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.
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.
Fencer from Bravely Second, Melee DPS, could rework it's stances into being sort of mini-phases in the same way current SMN does.
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.
Last edited by Reinhardt_Azureheim; 01-11-2024 at 12:16 AM.
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
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.
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