SUMMONER PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This game is striving to links from the great final fantasy history .... so please dont let us down
SUMMONER PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This game is striving to links from the great final fantasy history .... so please dont let us down
I came across this blog about unimplemented classes that are apparently in the .dat files or something like that. You all might find it pretty interesting, I don't know how true it all is, but it is still fun to read.
http://crevox.blogspot.com/2011/02/u...ass-stuff.html
Well, we already know Arcanist and Musketeer are classes awaiting to be unlocked in the near future, after all the issues are dealt with, of course. However, here are some ideas I've conjured up through my experiences with the game and it's lore.
Chocobo Handler/Jockey (Disciple of Beasts)
This would/could be a completely new class all together and a unique addition for Chocobos to have a larger role than any other FF game. Dealing with breeding, raising, racing, and riding of Chocobos as a class in itself. But, just like any other class, you can swap abilities to customize your character, so you can ride a Chocobo as any class. However, to advance your bird skills, and race them etc, you need to switch back to that class for all the interactions.
- Earning money, rare items for crafters to use (I.E. Golden Chocobo eggs, feathers, etc.) and obtaining other rare items only found by digging and racing in races with the bird, not found in any other class.
- Class quests would enable you to dive deeper in the Chocobo lore in Eorzea and also earn a license to race them and such and better equip your bird, by completing the quests and then purchasing the license and new abilites with enough guild points.
- Breeding them would enable you to earn different colored birds with more abilities. You can also buy new gear for them to race better and become stronger/faster out in the field. Crafters could play a large interaction role by making you the necessary gear for them (I.E. Saddles, armored helmets for the bird, protected leg guards, and stat enhancing meals cooked for them by culinarians (Gyhshal Greens and other healthy varieties to improve your birds overall stats).
I have some more interesting ideas, but this is just a start for the developers to get some ideas and brainstorm a bit.
- I'm guessing at a higher rank in this class you can summon your personal, customized Chocobo with a Choco Whistle and store items on it via Choco Retainer (200 bag space). You can buy a bigger bag with Guild Points and from crafters crafting them for you, and then ride your mount anywhere around the world. Choco Whistles need repairs when you use them too much.
Last edited by Leonesaurus; 03-14-2011 at 05:20 PM.
Mechanic (Disciple of the Hand and War) *Mixture of Both
- The Garlean Empire have the only known mechanics in the land of Eorzea. They are situated in the far North Eastern part of the map. I'm guessing Cid might have a cameo role in this game by being their main mechanist for hire.
- Imperial storyline quests can enable you to build your own mechas and use them in battle, similar to a Beast master, summoner or Puppet Master.
- Repairing them and upgrading them through Garlean technology, you can use alloys, metals, and advanced technological breakthroughs, Eorzea could change drastically through this new class advancement hybrid.
- This class would/could also enable the repairing and flying of your own Airship, and trading these skills can enable you to fly one as any class and build (customize) your own. Flying them would be completely instanced to make the game concept work smoothly though, but enables you to get anywhere you want. Fuel would be the repairing ingredient needed along with other parts.
Shepherd (Disciple of Beasts/Land)
- Playing as a Shepherd you must herd flocks of dodos, groups of goat and sheep, and other various creatures around Eorzea from various point to points and protecting them from harm.
- This class could also serve as a hybrid class, working as both a Disciple of the Land and Beasts class by extracting meat, fur, feathers, and hides through quest completions and such, but also to command the animals to protect themselves and you from encroaching enemies (I.E. wolves, puks, hyenas, efts, etc.).
- The various water wells you see from time to time around the land can be the water sources you use to guide your flock to on quests and such, along with also being used to heal them.
- Levequests can include, defending the flock for a set amount of time from an encroaching hoard of hungry monsters, guiding them from Point A to Point B, extracting materials from the flock (I.E. rare items, feathers, fur, etc.) and other various concepts.
Summoner (Disciple of War and Magic)
I've read through various levequests, NPC's and other lore-filled text that Arcanists seem to be this games Summoning class. They use staffs with magic genie lamps on top to call forth summons to fight for them.
I could be very wrong though, but I've read on a few levequests that through the Arcane arts, beasts can be summoned forth through the Necrologos to fight for you, along with other various means.
Arcanists are very knowledgeable with all the books they keep around in their library, but other than that, they are a very mysterious class. The details on the levequest description are all I have to go buy but I am pretty sure this class is for summoners.
- Since their guild and weapon of choice have already been determined, all that is left are the summons from the Necrologos and various other magical creatures that are awaiting to fight for you.
- Titan (Kobold God), Ifrit (Amalj'aa God), Garuda (Ixali God), Leviathan and Bahamaut are freaking HUGE in this game and play a vital role in the Main Story, I am not very certain if they can be called in as possible summons. However, calling forth various creatures already present in the realm along with new and old summons (I.E. Carbuncle, etc.), things are possible for this class to work.
- If anything, with the re-working of the battle system and what not. I can see summoners using a smaller-medium sized summon through out battle, and when enough TP and MP is built up you can summon Ifrit, Titan, Garuda, etc. for a brief cutscene of them entering battle and demolishing everything claimed in the vicinity. The downside to this is mass enmity given off, however, everything might be killed by the summon anyways.
- Depending on your Diety chosen, you get increased stat bonuses for those summons and certain perks.
These are just random ideas. Discuss more and see what you guys can come up with!
Well There is Dark knight alrdy in the game lvl thm and get absorbs things for Maruder = Dark knight
I want to see in this game Summoner / Samurai / Ninja / Thief and something new and cool
Red Mage White Mage black Mage, Summoner, Beastmaster, B A R D !
I really wish they'll come up with some unique classes really, we don't need carbon copy of the classes/jobs from FFXI. I mean, they already have carbon copies of the races, why not be imaginative with what those boring old races can do?
i side with you dromax and also think that new classes should come out at a later date but i love these suggestions
i too would like a 2 handed sword class like a barbarian or berserker like ppl said would be cool.
a new class with a dualblade like in final fantasy 9 that zidane use would be pretty cool i think those weapons were awsome
summoner and asassin too
To Leonesaurus
-I really like your ideas they are pretty interesting. I also like how you made a new Disciple for pets I believe that is a good idea since they should be there own disciple since you are not really focusing on magic nor weapon training.
Disciple of the Beast
-A disciple that focuses on the training of pets. All pet users belong in this Disciple since they are training in the arts of controlling pets not weapons, crafting, magic, gathering etc.
Classes
-I have chosen names that fit with the current naming scheme SE has used instead of using regular Final Fantasy names.
- Evoker
- Engineer
- Necromancer
- Tamer
- Jockey
Evoker
-Weapon:Emblems:Tattoo's on the hand that offer different benefits.
Basic Attack:Energy Orb
-Primals:Require MP to stay out (Manapacts:MP)
-Pets
Evokers pets are primals which can either buff, attack, heal, cast magic etc. similar to how players need to set there skills on the action bar, evokers are no different they need to set there pets abilities on the bar and with there own abilities.
Primals
There are 2 types of Primals families
Divine Primals (Nonobtainable)
~These are Primals that are not obtainable but have a big story element to them, and are very rare and powerful they are similar to mini gods due to there size and power. (Strongest primals in the game) they were created with the universe and they are the guardians of the of the universe. They are the guardians of what is said below.
-Bahamut (Sky)
-Leviathan (Sea)
-Atomos (Space)
-Kirin (Earth)
-Fenrir (Moon)
-Zodiac (Sun)
-Phoenix (Life)
-Hades (Death)
Elemental Primals (Obtainable)
~These are the beast tribes guardians they are obtainable when a certain level is reached and a quest is done. (Second strongest Primals in the game). None is stronger than another, and you can unlock one every 5 levels. So you start at level 5 and you end at level 40 with all of them. They unlock more Abilities "manapacts" every even rank similar to how players gain abilities. So if you unlock them all at Rank 40 you will have them all with all the abilities they can gain from rank 5-40.
-Ifrit (Fire)
-Titan (Earth)
-Ramuh (Thunder)
-Shiva (Ice)
-Garuda (Wind)
-Triton (Water)
-Valefor (Light)
-Odin (Dark)
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Engineer
-Weapon:Wrench (similar to Dark cloud 2 max fighting style)
Basic Attack:Light Bash
-Robots:Require Frame,Machine (Actions:Attachments/TP)
-Pets
Engineers are Fighters that specialist in building robots, and machines for combat. They are similar to Puppetmasters from FFXI in the fact that they upgrade there robots and machines with attachments.
Robots
~Robots have many uses similar to Primals, but they are much weaker, and breakable than primals. But while they might have weaker pets in nature they are still very resourceful because they are able to use many machines and robots at the same time.
~They use a charge system that lets you summon more pets, you gain more Charges the higher your level is, but more difficult Contractions require more charges, or only one can be summoned at the time. (Similar to Sch charge system from FFXI)
Machines
~Turrets, Healing Aids, etc are less useful than Robots, but have there uses. only one can be summoned. Counts as 1 charge.
Attachments
~Attachments are upgrades that offer many benefits to the Engineers robots, like think of them as traits/special abilities for the robots, but unlike FFXI automaton attachments they break to provide some money to the crafters since they need income as well. (Can only be made by mechanics new crafter more details in the class section.)
How to obtain robots/machines
-First you buy the Frame/Machine from Mechanics (Only bought once but require repairs)
-Next you need to have the required Rank (to use)
-Next you need the Instructions needed to control them which are bought from the Guild. (If you don't get instructions for the Frame/Machine you can't use it)
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Necromancer
-Weapon:War Scythes (Might need changes to Botanist weapon name)
Basic Attack:Light slash
-Undeads:Require HP to stay out. (Bloodpacts:HP)
-Pets
Necromancers summon Undeads to do there biddings, they can only summon DD,Debuffers,Tanks,Mages, NO healers.
~The undeads are obtainable when a certain level is reached and a quest is done. you can unlock one every 5 levels. So you start at level 5 and you end at level 40 with all of them. They unlock more Abilities "Bloodpacts" every even rank similar to Evokers. So if you unlock them all at Rank 40 you will have them all with all the abilities they can gain from rank 5-40.
~(Multipet user) They use a Charge System similar to Engineers.
Obtainable Pets (5 charges at rank 50)
-Rank 5:Skeleton (Random Hybrid) (1 Charge)
-Rank10:Imps (Mages) (2 Charges)
-Rank15:Ghosts (Mages) (2 Charges)
-Rank20:Wolfs (Melee) (2 Charges)
-Rank25:Fomors (Random) (3 Charges)
-Rank30: Dark Dragon (Melee) (4 Charges)
-Rank35:Evileyes (Mages) (4 Charges)
-Rank40: Demon (Hybrid) (5 Charges)
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Tamer
-Weapon:Whip
Basic Attack:Fast Whip
-Pets:License to tame, and Piety to improve control.
-Pets
Unlike the other classes Tamers have to tame there pets, they can only tame pets if they obtain the require license off the guild, but they also have whistle to call pets that don't require licenses.
Animals
Only pets that are green or below can be tamed, and you require the license.
Only whistles of the approach rank can be used.
Pet abilities
Only Pets from whistles have abilities, the wild pets only use random abilites.
How many pets
Only one pet can be controlled by the Tamer.
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Jockey
-Weapon:Raipers
Basic Attack:Impale
-Mounts:Require Mount, and TP to use abilities
-Pets
Jockeies can use many mounts for combat including chocobos that offer different Abilities and different benefits.
~They are bought from sherperds
~Can only be used at the required Rank.
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Disciple of the Hand/Land
Here are two new Disciple of the hand
Classes
Mechanic
Sherpard
Mechanic
Main item:Blowtorch
Second Item:Screwdriver
-Makes Attachments
-Makes frame
-Makes Machines
-Repair frames, machines
Sherpard
Main item:Knife
Second item:Collars
-Gets skins off dead enemies
-Scavenger of material from animals.
-The collars are for whistles, mounts
Last edited by Brightshadow; 03-15-2011 at 02:42 AM.
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