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  1. #1
    Player
    Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    307
    Character
    Samantha Smith
    World
    Excalibur
    Main Class
    Pugilist Lv 80

    Let's imagine new jobs!

    So, while we're waiting for the new jobs to appear, let's say try to imagine what kind of new jobs that could come from the current classes.

    First a few rules.

    1: The job has to be a classic Final Fantasy class. At least it has to be featured in a previous Final Fantasy.
    2: It has to come from a class.
    3: Try to specify a specific role in a party that it could fill. Try to be unique.

    Now, on to the imagining.

    Rune Knight
    Base class: Gladiator
    Sub class: Thaumaturge
    Party role: Magic Knight
    Abilities: Runic - Absorbs magic damage to HP
    Magic Shield - Increases all resistances
    Enspell - Put magic from an ally to the sword
    Shell - Increases magic resistance for all party members
    Magic strike - Hits enemy with non-physical attack that greatly increases enmity

    Dancer
    Base class: Pugilist
    Sub class: Conjurer
    Party Role: Support
    Abilities: Samba - Puts a haste effect on all melees hitting an enemy
    Waltz - Puts a cure effect on all melees hitting an enemy
    Saber Dance - Increases Double Attack
    Fan Dance - Increases Guard/Parry rate
    Jitter Bug - Attack that slows an enemy

    Samurai
    Base class: Lancer
    Sub Class: Marauder
    Party Role: TP Based Damage
    Abilities: Meditation - Grants a Regain effect on user
    Shikokko: Gives a portion of TP to another player
    Haisho: Decreases the amount of TP needed for weaponskills, but halves damage from weaponskills
    Seigan: Increases damage from weaponskills, but increases amount of TP needed
    Meikyo Shishui: Eliminates TP costs for 3 weaponskills

    Dark Knight
    Base Class: Marauder
    Sub Class: Thaumaturge
    Party Role: Debuffer Damage
    Abilities: Souleater - Sacrifices a portion of HP to increase damage
    Last Resort - Sacrifices defense to increase attack
    Absorb Attribute - Absorbs a single stat from an enemy
    Etherial Weapon - Changes auto attack damage to magic damage
    Blood Weapon - Absorbs HP from enemy with auto attack

    Ranger
    Base Class: Archer
    Sub Class: Arcanist
    Party Role: Pet Damage
    Abilities: Tame - Charms a beast-type monster in the world as a pet
    Call Beast - Summons a previously tamed beast to the Ranger's side
    Barrage - Shoots five arrows at the same time against an enemy
    Feed - Restores the pet's HP
    Eagle Eye Shot - Single high damage shot

    Magus
    Base class: Thaumaturge
    Sub Class: Lancer
    Party Role: Debuffer
    Abilities: Stun - Stops the enemy from acting for a few seconds
    Poison - Enemy loses HP over time
    Slow - Enemies movements are slowed
    Bio - Lowers an enemies attack
    Paralyze - Prevents an enemy from moving

    Red Mage
    Base Class: Conjurer
    Sub Class: Thaumaturge
    Party Role: Damage
    Abilities: Stone III - Increased stone damage
    Aero III - Increased Wind Damage
    Drown - Uses water magic to cause damage over time
    Chainspell - Allows quick casting of magic
    Helix - The next damage spell causes a damage over time effect, but has reduced damage.

    What else can people think of?
    (0)

  2. #2
    Player
    Kagato's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    627
    Character
    Chie Kaisuri
    World
    Balmung
    Main Class
    Marauder Lv 60
    Very high chance these jobs won't be like how they are in FFXI as Yoshi-P never played FFXI.

    For example, I see Dark Knight being more like Dark Knight from FFIV or FFT. It'll still focus on sacrificing HP for more damage as well as life draining, but probably not in the same vain as in FFXI.

    And it'll be a dream ome true if Dark Knight is as OP in this game as it was in FFT. Seriously, Dark Knights were easy mode in that game. >__>
    (0)

  3. #3
    Player
    Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    307
    Character
    Samantha Smith
    World
    Excalibur
    Main Class
    Pugilist Lv 80
    Very high chance these jobs won't be like how they are in FFXI as Yoshi-P never played FFXI
    Yes, because he will NEVER look at FFXI for inspiration or ideas. >.>;
    (1)

  4. #4
    Player
    Mcshiggs's Avatar
    Join Date
    Mar 2012
    Posts
    757
    Character
    Vizzer Mcshiggs
    World
    Sargatanas
    Main Class
    Goldsmith Lv 90
    As for samurai, if it gets put in the game, I think it will be in an expansion down the road, already in 1.0 there is a land in the "Far East," that is where the skirimish weapons came from, and I doubt it will be a lot like the samurai from XI, I would think more of a melee dd/debuffer like Auron's Break abilities from X.
    (0)

  5. #5
    Player
    Volsung's Avatar
    Join Date
    Apr 2011
    Posts
    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    These are some simple things I would like to see, I'm not really going to follow the rules, just gonna post jobs that I would love to look forward to and add to the conversation

    A light/stealth/rogue esque class that branches into thf, nin, or dnc jobs

    A greatsword class that becomes drk (I would hate for drk to come from gla)

    A large katana class that could become samurai, (if they wont give it to us, sure strap samurai onto greatsword)

    Also I would love for there to be a Fencer class that has mystic knight and red mage jobs. (one to focus on DD with magic and attacking, and the other to focus on support through attacking)

    and lastly I would love for blue mage to some how exist at some point in this games life
    (0)

  6. #6
    Player
    Skullmaker's Avatar
    Join Date
    Apr 2012
    Posts
    90
    Character
    Baronskull Lakshmi
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Here ya go:

    Lawyer: support class with unique debuffs and status effects (class)
    weapon: scales of justice (chance to block)
    example abilities: Restraining Order: keeps specific targeted mob type from agroing. (lasts 30 seconds)
    Compensation: Mob drops gil equal to the amount of damage it inflicts during next attack.
    Gag Order: Prevents mob from using special attack. (lasts 15 seconds)
    Cease and Desist: Resets mob hate upon use. (CD 1 minute)

    Lawyer 30 + Pugilist 15 = Legatus/Judge (job)
    weapon: Gavel of Righteousness (blunt damage)
    example abilities: Motion Denied: Cancels next mob action. (CD 5 minutes)
    Order in the Court: Smash the ground with gavel, causing knockback.
    Objection Sustained: Removes 1 debuff from party members in range. (CD 2 minutes)
    Guilty Verdict: Inflicts status "Death". (15 second countdown, resistable based on stats, CD 20 minutes)
    (judge AF..you know you want it XD )
    (2)

  7. #7
    Player
    JDR388's Avatar
    Join Date
    Apr 2011
    Posts
    117
    Character
    Sestina Aster
    World
    Excalibur
    Main Class
    Archer Lv 60
    I remember an interview from about a year ago where yoshi said Dark Knight might come from gladiator. Which, in all honesty, makes tons more sense than MRD. Just something to think about.

    I also feel like you guys trying to shoehorn samurai into lancer are trying a bit to hard. having a katana is sort of iconic for SAM don'cha think? It really needs its own class.

    Anyway lets take a crack at this:

    Class: Ronin
    Unique Feature: Bushido - Ronins make use of a secondary resource called Bushido. Bushido is only generated while in combat, slowly over time, and with successful attacks (including TP related weaponskills). It can be unleashed to chain together large combo attacks of special abilities. All Ronin tier 3 combos have a bushido cost.
    Weapon: Main hand - Katana, Off Hand - Wakizashi or Shield (note the wakizashi is for defence, statistically the game handles it as a shield with the wakizashi subtype. Some Ronin abilities require a wakizashi).


    Job 1: Samurai
    The samurai is a high armored job with a focus on single target damage and minimal tanking abilities. Its primary role is damage but can function as a temporary tank if the need arises. The samurai has access to higher grade armor than its base class.
    Subclasses: Gladiator, Lancer

    Job Abilities:
    Kiai - A 20 second duration buff that forces a target to directly attack the SAM for the duration of the effect. Once the effect is over normal hate continues as if nothing changed.
    Coin Toss - Expend TP to directly boost the rate of Bushido generation.
    Kaiten - High damage WS. Brandishes the power of the sun to inflict blind as an additional effect.
    And several other unique Weapon skills with various combo effects.


    Playing a samurai effectively will involve chaining together a very complicated combo system for unique effects. Bushido will essentially act as a secondary resource for this purpose and will allow players to build up to high burst damage. Samurai damage rotation is all about big and fast burst damage.

    Job 2: Ninja
    The ninja trades the use of high value, single hit weapon skills for fast, dual wielding weapon combos, ninjutsu and group support features tied to hate control. The Ninja is the master of the shadows and can direct opponents to attack certain characters and away from others through careful positioning.
    Subclasses: Archer, Scout


    Job Abilities:
    Dual Wield - A ninja may drop its wakizashi and equip a second katana in its off hand slot. Ninjas gain 50% of the attack value of the second weapon.
    Blink: Primary bushido dump for Ninjas. Creates a shadow clone. Shadow clones follow the ninja and appear to fight along side her but deal no damage. They will take damage in place of a ninja for one, single target, physical melee attack however ninjas will not want to lose them in this manner. A ninja can have a maximum of three clones (four with relic) active and can generate them at a maximum rate of 1/25 seconds.
    Katon: Consumes a shadow clone to deal high fire damage to a target. Significantly raises Enmity. Inflicts target with weakness to Wind. A small percentage of the damage dealt from this ability is converted into an enmity up effect for the nearest player within 5 yalms of the Ninja. (My idea for the visual effect of this spell would have the clone transform into a facsimile of the nearest player and then explode)
    Huton: Consumes a shadow to deal AoE wind damage to an area around the ninja. Inflicts enemies caught in the blast with weakness to Ice
    Hyuton: Consumes a shadow to deal single target Ice damage. Sharply reduces enmity incurred by the ninja. Inflicts enemy with weakness to Fire
    Shadow Curtain: a fair percentage of the ninja's attack damage apply an enmity down effect to players within 7 yalms of the ninja for 20 seconds (30 with AF). This effect has priority over Katon's secondary effect. Consumes a shadow. 15 min cooldown.


    I think my ninja may have a bit of a hard time in pvp but its a job so oh well.
    (0)
    Last edited by JDR388; 06-21-2013 at 02:52 AM.


    "A way of seeing is also a way of not seeing."
    Kazem Chaharbaghi - The Problematic of Strategy

  8. #8
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,033
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    ARTIFICER
    (Chemist/Engineer)

    MH Weapon:
    Claws (clockwork bracelets that extend into claws; similar to H2H, but deal slashing damage)
    OH Weapon: Steam Pistol (Allows for ranged TP building and certain weaponskills)
    Base Class: Artificer
    Supporting Classes: Pugilist / Scout (Whatever THF's class ends up being)
    Job: Chemist + Engineer (Branching)
    Role: Tactical DD and Battlefield Manipulation


    Artificer specializes in tactical inventions, such as specialized bullets/grenades (single target/aoe) that deal different types of elemental damage or have different short-term effects, allowing it to stun, crowd control, and hate control in addition to adding to the total DPS.

    In a nutshell, the Artificer family has less DPS than most jobs (aside from a few hard-hitting but high-cooldown weaponskills and self-buffs for important zerg moments), but allows for a lot of battlefield maintenance, helping to balance the status quo and make everything run as smoothly.

    Equipping the Chemist job crystal expands it so that the Tactical DD/Battlefield Manipulation is characterized by buff/debuff additional effects/DOTs, though only one can be active at a time, be it drain on the claws or poison in the grenades. There will be a sort of gambling process to Mix, whereby double and triple mixing will yield more powerful results but might fail, wasting precious combat time. Some mixes may even lead to potions, expanding the buff/debuff/dot/effect capabilities and allowing for support healing.

    Equipping the Engineer job crystal expands it so that the Tactical DD/Battlefield Manipulation is characterized by the use of a mechanized drone. Different drones would have different strengths and weaknesses, similar to Summoner pets, but would have limited HP and must be healed with "maintenance" lest it be lost until the cooldown timer is up. This would allow the Engineer to choose whether to fight up close with the claws or from a distance, using bullet/grenade skills.
    (1)
    Last edited by Anonymoose; 06-20-2013 at 05:52 PM.
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola