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  1. #1
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100

    [Shower Thought] Cross Job System reborn

    Since we still don’t know what scope the job changes will be, I’ve been coming up with my fun little idea on how cross job skillsets could work in this game since I'm in a writing mood.
    I’m not including any potencies etc. since it’s not really supposed to be a detailed description. The main focus is the added gameplay choice and customization that may complement with your base job you want to bring into a duty, making every player encounter unique!

    Those small kits are designed to complement a base Job of around 12-15 buttons, which you’ll be able to take 2 cross job kits (first at level 30 the second at about level 60) to fully customize your base job based on your playstyle and needs. Ideally the total button number should end up at 24 (12 base job skills, 6 cross job skills, 6 useful role exclusive skills eg. Basic cure spells for healers).
    This will free up the Base job skillset to be truly unique among each other, without being bound too much by the role.
    The base job has to be appropriately leveled to level 30/60 to be able to be used. You can design skill effect upgrades at level 60 to leave a sense of progression.

    All skills are designed be primarily limited by MP, allowing a freestyle usage across the base and slotted in cross job kits.

    Here are the individual jobs, happy reading!

    Paladin - Defensive Specialist - Passive Bonus: Defense Up


    Overview: Paladin brings a simple but effective skill suite that focuses on the holy aspect of the Knight job with defensive utility

    Skill Button 1 - Holy Blade
    Imbues weapon to restore HP with each weapon hit. Increases HP healing received.
    If own HP is full, the healing effect will automatically be granted to the lowest party member. Medium Duration and MP cost
    Skill Button 2 - Perfect Cover
    Temporarily reduces damage taken while also reducing damage of any ally that stands behind you.
    Can be channeled to increase effect. Drains MP when channeled. Effect ends when moving or if MP drops to 0
    Skill Button 3 - Saint Cross
    Deals holy damage in a cross shape around the user. Also heals and revives any member within the close spell range. High MP cost


    Warrior - Berserker style - Passive Bonus: Evasion Up


    Overview: Warrior offers 2 stances that can boost your offense or your defense but at the cost of limiting the skills you can use to the type you want

    Skill Button 1 - Berserk
    Increase your damage dealt and damage taken - only pure attack skills are available to use. Drains MP
    Skill Button 2 - Defiance
    Reduces damage taken while also countering any incoming damage - only non-damaging skills are available to use. Drains MP
    Skill Button 3 - Equilibrium
    Cancels out any active Warrior stance while temporarily restoring and increasing own HP. Low MP cost


    Dark Knight - Self Sacrificing - Passive Bonus: HP Up


    Overview: Dark Knight primarily uses HP instead of MP to use his simple but deadly skill set, that promotes a risky playstyle

    Skill Button 1 - Darkness
    Uses own HP to attack the enemy. Cannot be used if own HP drops below 20%
    Skill Button 2 - Unholy Sacrifice
    Uses own HP to grant a potent HP shield to a party member
    Cannot be used if own HP drops below 20%
    Skill Button 3 - Sanguine Sword
    Drains HP and restore it to the user. Damage is increased if own HP is low. Low MP cost


    Gunbreaker - Self Buff Specialist - Passive Bonus: Buff effect Up


    Overview: Gunbreaker draws a variety of magicks from the enemy, granting free random one-time use skills that
    also temporarily buff the user as long as the drawn magick is junctioned on the hotbar.
    Can hold up to 3 active spells and self buff effects at the same time for each skill button slot

    Skill Button 1 - Draw and Attack
    Draws an random offensive spell from the enemy - grants various self buffs until the stored spell is used.
    Reverts back to “Draw and Attack” once the spell is used.

    Meteor: physical damage spell that randomly hits up to 8 times - self physical damage up until used
    Flare: high single target magick damage - self magic damage up until used
    Meltdown: high powered dot damage - self attack speed up until used
    Skill Button 2 - Draw and Defend
    Draws a random defensive spell from the enemy that can be used on party members -
    grants various self buffs until the stored spell is used. Reverts back to “Draw and Defend” once the spell is used.

    Curaga: moderate ST heal - self HP restored up until used
    Holy: high ST damage - self regen until used
    Barrier: increases defence - self reduced damage until used
    Skill Button 3 - Draw and Enhance
    Draws a random utility spell from the enemy that can be used on party members -
    grants various self buffs until the stored spell is used. Reverts back to “Draw and Enhance” once the spell is used.

    Float: Increases movement speed - self auto attack speed up until used
    Aura: Raises party Limit Break generation - self recast time down up until used
    Triple: Buff that turns the next 3 spells are instant and nullify their MP cost - self instant cast until used


    White Mage - Restorative Magicks - Passive Bonus: HP restored Up


    Overview: White Mage is your best pick when it comes to healing magick.
    The skills will all move up a spell tier (1,2,3) every time any white magic spell is cast which all turn back to tier 1 after a tier 3 spell is used (so all 3 buttons simultaneously switch ability every time any white magic is cast)

    Skill Button 1 - Healing Mastery
    Changes active skill to the next tier after any white magick cast sequentially - shares current tier with the other two mastery skills.

    Tier 1: Curaga - Large HP Heal on the target and nearby allies. Normal cast time. Normal MP cost.
    Tier 2: Esuna - Cleanses all debuffs on a target. Fast cast time. Low MP cost.
    Tier 3: Regen - Automatically restores HP over time. Instant. Normal MP cost.
    Skill Button 2 - Resurrection Mastery
    Changes active skill to the next tier after any white magick cast sequentially - shares current tier with the other two mastery skills

    Tier 1: Revive - Revives KO'd party member. Long cast time. High MP cost.
    Tier 2: Arise - Fully revives KO'd party member. Long cast time. Very high MP cost.
    Tier 3: Reraise - Automatically revives a party member once during its duration. Instant. High MP cost. Short duration
    Skill Button 3 - Protection Mastery
    Changes active skill to the next tier after any white magick cast sequentially - shares current tier with the other two mastery skills

    Tier 1: Protect – Temporarily increases defense on one party member. Short cast time. Low MP cost.
    Tier 2: Shellga - Places a barrier on the party which reduces magic damage received. Short cast time. Normal MP cost.
    Tier 3: Reflect - Places a magick barrier on one party member that prevents and reflects magic damage back to the enemy. Short cast time. Normal MP cost


    Scholar - Exploiting Weaknesses - Passive Bonus: Weakness Damage Up


    Overview: Scholar exposes their enemies’ weakness, which lets them take more damage on the exposed weakness attack type.
    Also proficient in offensive and defensive maneuvers that they can double tap to spread the effects nearby if needed.

    Skill Button 1 - Scan
    reveals enemy weakness, leaves enemy open to either physical or magical attacks for a short duration. Instant. Low MP cost.
    Skill Button 2 - White Grimoire
    Uses defensive spells that can be spread to the surrounding area, halving it's effects

    Adloquium > Accession - places a shield on the target. Short cast time. Normal MP cost
    Skill Button 3 - Black Grimoire
    Uses offensive spells that can be spread to the surrounding area, halving it's effects

    Bio > Bioga - places a poison elemental dot on the target. Short cast time. Normal MP cost.


    Astrologian - Single target enhancement - Passive Bonus: Buff duration Up


    Overview: Astrologian uses its suite of card decks to draw random cards that grant a variety of potent single target buffs.
    Draw grants skill 2 and 3 a new buff every time it’s used. Shuffle will only change both unused cards once, granting a 2/3 chance to get the effect that’s desired.

    Skill Button 1 - Draw Arcanum
    Draws 2 random cards from each deck - turns into “Shuffle” once.
    Shuffle will change the currently drawn cards once. Reverts back to Draw if Shuffle is used once or both cards have been played. Instant. Normal MP cost
    Skill Button 2 - Astral Deck
    Draws one of 3 offensive buffs to play after using Draw

    Balance - Increases determination and weakness damage
    Arrow - Increases direct hit and movement speed
    Spear - Increases critical hit and attack range
    Skill Button 3 - Umbral Deck
    Draws one of 3 defensive buffs to play after using Draw

    Spire - Regenerates HP and reduces cast times
    Bole - Grants a HP shield and decreases damage taken
    Ewer - Regenerates MP and halves MP cost


    Sage - Enhances actions passively - Passive Bonus: Reduces MP costs


    Overview: Sage will grant you access to short aura buffs that will add effects to all of your actions passively.
    Effect auras won’t stack with each other.

    Skill Button 1 - Id
    Triggers a small energy burst effect around the caster that deals additional damage whenever a non-damaging spell is cast -
    Effect ends automatically if Ego or Superego is active or MP drops below 20%. Drains MP.
    Skill Button 2 - Ego
    Adds potent self healing to existing attack moves for a short time. Any healing applied while own HP is full turns into a MP.
    If both are maxed out, the effect will end. Normal MP cost.
    Skill Button 3 - Super Ego
    Adds small party healing to existing attack moves for a short time.
    Any healing applied on party members with full HP turns into a small shield stack instead. High MP cost.


    Monk - Critical Hit Combo Master - Passive Bonus: Critical Hit Up


    Overview: Monk will bring a mini version of their Chakra system into your hotbar, relying on passive critical hit generation to change up their available skills with each hit.

    Skill Button 1 - Meditation
    Manually opens 1 spirit chaka without the need to perform a critical hit -
    Changes into “Spirit Burst” at 3 chakras (aoe attack + heal around the user) –
    Open Chakra determines the current Ying and Yang Techs. Instant. No MP cost.
    Skill Button 2 - Ying Tech
    Offensive attack that changes based on chakras accumulated, which are gained when executing a critical hit.
    Chakra points are shared with Yang Techs.

    Air Render - ST from a distance
    Fire Render - Line AoE attack
    Spirit Render - Self AoE attack
    Skill Button 3 - Yang Tech
    Defensive attack that changes based on chakras accumulated, which are gained when executing a critical hit.
    Chakra points are shared with Ying Techs.

    Earth Mender - decreases damage taken on self
    Water Mender - restores HP and clears debuffs on self
    Life Mender - Revives target in melee range. High cast time. No MP cost. Blocks Chakra generation for a short time. Target revies with very little HP.


    Samurai - Reaction Style - Passive Bonus: Direct Hit Up


    Overview: Samurai rewards precise timing of their skills, accumulating their special Bushido techs with each successful trigger.

    Skill Button 1 - Gil Toss
    Spends a small amount of gil to damage and stun the enemy if possible – when using this action to interrupt a cast bar, deals tenfold damage and also refunds the gil spent tenfold. Levels up Bushido by 1. Low GIL cost.
    Skill Button 2 - Iaido
    Readies a counter stance and triggers one of the following when hit:

    Physical Attacks are countered with Masamune (physical ST attack and self HP regen)
    Magical Attacks are countered with Murasame (magical ST attack and self MP regen). Low MP cost.
    Skill Button 3 - Bushido
    Attack changes based on the number of successful counters executed with Shiahadori(default Bushido), Iaido and Gil Toss - resets to Bushido:Shirahadori after use

    0: Shirahadori - Increases defenses for a short time. Raises Bushido level if hit when its effect is up.
    1: Dragon Fang - Damages every enemy on the field that is currently in battle regardless of distance.
    2: Shooting Star - Heavy ST damage, might push back enemy and has a small chance to KO weaker monsters instantly.
    3: Banishing Blade - Magic ST damage, decreases enemy attack and defense power.
    4: Tornado - Heavy AoE damage around the target, hits twice if executed during a casting enemy.


    Dragoon - Mobility specialist - Passive Bonus: Movement Speed Up


    Overview: Dragoon lets you move freely across the battlefield with ease.
    Their Jumps grant temporary invincibility for most attacks while midair aside from unavoidable attacks.

    Skill Button 1 - Jump
    Jump attack towards one enemy - triggers invincibility for 1 gcd. Does not bypass unavoidable attacks! Low MP cost.
    Skill Button 2 - Highwind Jump
    Leaps into the air for 2 GCDs and attacks the selected ground target - cannot dodge unavoidable attacks!
    Can be used again to immediately land on the selected space. Low MP cost.
    Skill Button 3 - Dragon’s Jump
    Backwards jump - no fall/out of bounds
    Upgrades to Dragon Roar (ranged line aoe attack) until another Jump is executed – restores some MP. No MP cost.


    Reaper - Accumulate actions - Passive Bonus: Reduces recast time


    Overview: Reaper will mostly rely on speed to build momentum to strike when the time is right.
    Every GCD will boost all 3 skills at the same time, up to 8 times and can be cast whenever. Effect is reduced to default every time a skill is used.

    Skill Button 1 - Drain Touch
    Absorbs enemy HP and restores it to the user. Any excess HP restored is evenly distributed to the party.
    Accumulates power based on the amount of gcds used before using this skill, up to 8 times -
    resets to default power after use – shares built up powerlevel with the other 2 reaper cross skills. Short cast time. Normal MP cost.
    Skill Button 2 - Evil Mist
    Places a potent poison dot in a cone aoe.
    Accumulates power based on the amount of gcds used before using this skill, up to 8 times -
    resets to default power after use – shares built up powerlevel with the other 2 reaper cross skills. Normal cast time. Low MP cost.
    Skill Button 3 - Dark Flare
    Unleashes a magical dark aoe attack around the target.
    Accumulates power based on the amount of gcds used before using this skill, up to 8 times -
    resets to default power after use – shares built up powerlevel with the other 2 reaper cross skills. Long cast time. High MP cost.


    Ninja - Versatile Ninjutsu - Passive Bonus: Dualwield 1h weapons/auto attack rate Up


    Overview: Ninja brings their Ninjutsu Mudras for high utility.
    Pressing the same Mudra twice will trigger the Ninjutsu based on the correct sequence.
    A 3 step Ninjutsu will have more power but also higher MP cost. Using 1 step will default to Fuma Shuriken on every skill button.

    Skill Button 1 - Mudra Ten
    Enables various Ninjutsu skills when pressed in correct order.

    Fuma Shuriken (only Ten): very long ranged physical attack – no MP cost.
    Fire Veil (1 Mudra + Ten): fire magick damage around the target may cause burn dot. Low MP cost.
    Wind Veil (2 Mudras + Ten): wind magick damage around self that increases movement speed. Normal MP cost.
    Skill Button 2 - Mudra Chi
    Enables various Ninjutsu skills when pressed in correct order

    Fuma Shuriken (only Chi): very long ranged physical attack – no MP cost.
    Thunder Veil (1 Mudra + Chi): thunder single target magick damage may cause paralysis. Low MP cost.
    Earth Veil (2 Mudras + Chi): earth magick damage placed on the ground, slows down enemy movement speed caught within. Normal MP cost.
    Skill Button 3 - Mudra Jin
    Enables various Ninjutsu skills when pressed in correct order

    Fuma Shuriken (only Jin): very long ranged physical attack – no MP cost.
    Ice Veil (1 Mudra + Jin): Ice cone aoe magick damage may freeze target. Low MP cost.
    Water Veil (2 Mudras + Jin): water magick damage that refreshes own HP and MP over time. Norrmal MP cost.


    Viper - Follow Up Enhancer - Passive Bonus: Applies a stackable poison dot after each weapon hit


    Overview: Viper will enhance all of your offensive attacks with a special follow up skill, that can be changed based on your base job.
    Serpent’s Tail will flash when conditions are met.

    Skill Button 1 - Serpent’s Tail
    triggers a follow up attack after a successful attack based on active venom skill. Low MP cost on every follow up attack.
    Skill Button 2 - Twinfang Venom
    changes Serpent's Tail to trigger a physical single target follow up attack after every physical attack. Low MP.
    Skill Button 3 - Twinblood Venom
    changes Serpent's Tail to trigger magical aoe follow up attack after casting a spell. Low MP cost.


    Bard - Continuous Party buffs - Passive Bonus: Passive MP restoration Up


    Overview: Bard offers you a simple support suite that can be played for an extended period of time draining your MP, as long as there’s enough MP.
    Songs cannot be stacked. The song will end by pressing the same skill again.

    Skill Button 1 - Angelsong
    Increases Physical attack damage dealt and gradually restores HP while singing until choosing another song or no MP is left to spend. Drains MP.
    Skill Button 2 - Magick Ballad
    Increases Magical attack damage dealt and gradually restores MP while singing until choosing another song or no MP is left to spend. Drains MP.
    Skill Button 3 - Battle Chant
    Increases damage dealt and decreases damage taken while singing until choosing another song or no MP is left to spend. Drains MP.


    Dancer - Dance Step party support - Passive Bonus: Passive HP restoration Up


    Overview: Dancer offers a little 2-step dancing mini game every time a dance is selected, enhancing the effect of said dance.
    Once you select a dance, the other 2 buttons will turn into random dance steps you have to press in a correct order. Pressing the activated dance again will finish the dance and trigger the effects.

    Skill Button 1 - Jitterburg
    Starts a dance sequence - Drains enemy HP and restores it to the party - power is increased with successful dance steps. Normal MP cost.
    Skill Button 2 - Slow Dance
    Starts a dance sequence - Slows down all enemies and increases the party movement speed - duration is increased with successful dance steps. Normal MP cost.
    Skill Button 3 - Polka Polka
    Starts a dance sequence - Lowers Enemy attack and increases it to the party - power is increased with successful dance steps. High MP cost.


    Machinist - Mixed debuffer - Passive Bonus: Attack range Up


    Overview: Machinist will need to “reload” their machinery skills to use them, each skill button having a different bullet cost.
    If the remaining bullets exceed the bullet cost of the skill button, it changes to Reload, granting enough bullets to use the skill. All skills will rotate in a set order if there’s more than 1.

    Skill Button 1 - Reload I
    Stocks up 3 bullets to use for special tools. Low MP cost.
    Skills under “Reload I” use up 1 bullet and use the following attack rotation:

    Auto Crossbow - Deals ranged physical damage in a cone, instantly reloads 2 bullets
    Bio Blaster - Deals magic poison damage in a cone, poisons targets
    Flash - Deals magic damage in a cone, blinds targets
    Skill Button 2 - Reload II
    Stocks up 3 bullets to use for special tools. Low MP cost.
    Skills under “Reload II” use up 2 bullets and use the following attack rotation:

    Drill - deals high physical damage, reduces magical resistance
    Chainsaw - deals high magic damage, reduces physical resistance
    Skill Button 3 - Reload III
    Stocks up 3 bullets to use for special tools. Low MP cost.
    Skills under “Reload III” use up 3 bullets and use the following attack rotation:

    Air Anchor- deals high physical ranged aoe damage, next machinery deals double damage.


    Black Mage - Offensive Magick combos - Passive Bonus: Magick damage Up


    Overview: Black Mage will grant any job high magick power to compete.
    Casting the same element in succession will power up the same element. Once fully powered, it will boost the next element in the chain (Fire > Ice > Thunder > Fire…)

    Skill Button 1 - Fire Spellchain
    Starts a fire elemental spell chain - gets more powerful when used in succession while increasing own damage, also increases the next blizzard spell damage.

    Fire – ST magic fire elemental spell. Short cast time. Low MP cost.
    Fira – aoe magic fire elemental spell. Normal cast time. Normal MP cost.
    Firaga – strong aoe magic fire elemental spell. High cast time. High MP cost.
    Skill Button 2 - Blizzard Spellchain
    Starts an ice elemental spell chain - gets more powerful when used in succession while inflicting heavy/slow/freeze debuffs, increases the next thunder spell damage.
    Blizzard – ST magic ice elemental spell, inflicts heavy. Short cast time. Low MP cost.
    Blizzara – AoE magic ice elemental spell, inflicts slow. Normal cast time. Normal MP cost.
    Blizzaga – Strong AoE magic ice elemental spell, inflicts freeze. High cast time. High MP cost.
    Skill Button 3 - Thunder Spellchain
    Starts a thunder elemental spell chain - gets more powerful when used in succession while placing a DoT on the target(s), increases the next fire spell damage.
    Thunder – ST magic thunder elemental spell + dot. Short cast time. Low MP cost.
    Thundara – AoE magic thunder elemental spell + dot. Normal cast time. Normal MP cost.
    Thundaga – Strong AoE magic thunder elemental spell + dot. High cast time. High MP cost.


    Summoner - AoE Specialist - Passive Bonus: AoE damage Up


    Overview: Summoner is all about AoE damage that is placed with a ground target marker, hitting everything within its range.
    Summons come in 2 groups in a set pattern. After using Grand Summon, the pattern resets back to the first summon, so each Grand Summon requires at least 3 regular summonings.

    Skill Button 1 - Astral Summon
    Summon offensive aspected Espers to deal ground targeted Aoe Damage with debuff effects. Long cast time. High MP cost.

    Ifrit: Fire damage + burn dot on targets
    Shiva: Ice damage + slows down targets
    Ramuh: Lightning damage + paralyzes targets
    Skill Button 2 - Umbral Summon
    Summon Support aspected Espers to deal ground targeted Aoe Damage with support effects
    Long cast time. High MP cost.

    Titan: Earth damage + Party HP shield
    Leviathan: Water damage + Damage reflect shield
    Phoenix: Fire + Wind damage + revives member in range
    Skill Button 3 - Grand Summon
    Uses stored Aether attunements to deal Aoe Damage based on accumulated Aether. Long cast time. High MP cost.

    Bahamut (mixed Aether): Megaflare – deals massive magical damage around the target
    Odin (mixed Aether): Zantetsuken - deals physical damage in a wide line originating from the caster, may KO weaker targets
    Alexander (3 Umbral Aether): Divine Judgement - deals special holy damage around the caster while restoring HP and increasing defense


    Red Mage - Versatile Magicks - Passive Bonus: Grants Dualcast after casting any spell


    Overview: Red Mage grants their signature Dualcast to the base job, offering the ability to cast offensive and defensive magicks in quick succession.
    It offers a stance that can be changed with “Shift Change”, altering the Skills 2 and 3 with either White or Black Magic to use freely.
    If at least 1 White and Black Magick is cast, Shift Change will turn into Red Shift, granting special Red Mage only spells to use once.

    Skill Button 1 - Shift Change
    Changes the current skillset to either support spells (White Shift) or offensive spells (Black Shift).
    Temporarily changes to Red Shift once after 1 White and Black Magic spell was used beforehand. Reverts back to White Shift after usage
    Skill Button 2 - Vermillion Combo
    Attack Changes based on current Shift stance

    White Shift: Cura – ST healing spell that also cures status ailments. Low cast time. Normal MP cost.
    Black Shift: Fira – AoE fire spell that also places a burn dot. Low cast time. Normal MP cost.
    Red Shift: Embolden – Increases party damage dealt. Effect is stronger if the party has higher role diversity. High MP cost.
    Skill Button 3 - Crimson Combo
    Attack Changes based on current Shift stance

    White Shift: Raise - Resurrects KO'd party member. High MP cost.
    Black Shift: Thundara – AoE thunder spell that might inflict paralysis. Normal MP cost.
    Red Shift: Magick Barrier - reduces party damage taken and increases HP restoration effects. Normal MP cost.


    Pictomancer - Unique Magicks - Passive Bonus: Reduced cast time


    Overview: Pictomancer has a broad skillset that can be initiated after painting a motif.
    Once a motif is selected, it changes all 3 skill buttons depending on the motif used.
    Once one motif muse is cast, all skill buttons reset back to the original Paint Motif versions.

    Skill Button 1 - Paint Creature Motif
    Replaces all PCT cross job skills with special muses that can be used once.
    Button reverts back to Paint Creature Motif after use. Long cast time. Normal MP cost.

    Skill 1 - Moogle Muse: Sends out Moogle that attacks in a line while temporarily buffing damage
    Skill 2 - Madeen Muse: Sends out Madeen that attacks in a cone while increasing damage taken on enemies
    Skill 3 - Carbuncle Muse: Sends out Carbuncle that grants the party damage reflect and movement speed up
    Skill Button 2 - Draw Weapon Motif
    Replaces all PCT cross job skills with special muses that can be used once.
    Button reverts back to Paint Weapon Motif after use. Short cast time. Low MP cost.

    Skill 1 - Hammer Muse: Grants a meele attack chain that gets stronger after every use
    Skill 2 - Mace Muse: Grants a magick attack chain that gets stronger after every use
    Skill 3 - Whip Muse: Grants a ranged attack chain that gets stronger after every use
    Skill Button 3 - Draw Landscape Motif
    Replaces all PCT cross job skills with special muses that can be used once.
    Button reverts back to Paint Landscape Motif after use. Normal cast time. Normal MP cost.

    Skill 1 - Blue Sky Muse: Places a bright daytime ground aoe that restores HP within the target area
    Skill 2 - Starry Night Muse: Places a night sky ground aoe that restores MP within the target area
    Skill 3 - Rainbow Meadow Muse: Places a field of flowers as ground aoe that reduces damage taken within the target area


    (thanks for reading – I hope I did your main job(s) justice!)
    (5)
    Last edited by Shikiseki; 10-14-2024 at 10:00 PM.

  2. #2
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,246
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    The reason why the crossclass system was scrapped and replaced by role abilities learned automatically is because players did not want to have to level classes they had no interest in just to unlock a required crossclass ability for their prefered class/Job. The current system streamlined all that so that you simply gain the abilities as you go along and are always available to each class.

    Also, your idea is based around the concept of ability customization, which although great on paper, in practice never works because players inevitably discover what works the best for a situation (what gives the greatest benefit for the least effort) and will insist on only using that combination of abilities, and hassle anyone who dares think outside the box. FFXI suffered from this problem far too much with it's sub-Job system, and FFXIV 1.0 did too with the original incarnation of the Armory System and crossclassing abilities. Yoshi was determined to ensure ARR did not suffer the same problem, hence ability homogenization.

    Yes it may seem staid, but really, that's the price that has to be paid - the current system is a better choice, because players aren't hassled or discriminated simply because they decided not to have a certain ability equipped that the minmaxers decided was the 'meta'. Now everyone has the same abilities and so there is a far more even playing field.
    (6)
    Last edited by Enkidoh; 10-07-2024 at 02:39 PM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  3. #3
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,489
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Yeah Enkidoh perfectly summarized my thought.

    Great post though. Would be neat in an alternative gamemode but that can't work in practice for regular raiding.
    (2)