Quote Originally Posted by RemnantWolf View Post
I really don't want them to take away hybrid classes but I am fine with them giveing me an option to specalize my class.

I do understand the frustrations at the easiness that is caused by DOW being able to use cure and buffs, but I don't think it should be taken away.

Really the only things I hope jobs do is either specialize the classes by adjusting stats and the effectiveness of skills, or just become a title you get depending on your class and skills, that way selecing parties is easier (becasue IMO the only problem with the current system is less class uniquness and the difficulty of creating parties due to the fact that class roles are pretty hard to pin down).
Being someone who has played "Healer" jobs for quite a while, I'm going to approach this a little differently. The problem with the concept of "roles", players have is that it's an overly simplistic, non-engaging idea that it's what makes MMOs the types of games that many people want to avoid. "Tank" and "DD" roles should be interchangeable, while the "Healer" and other forms of "Support" should be secondary to all PCs (if some much moreso than others). Every unit, however, should be able to hold their own, whether in a party or not without having to use a great deal of items. The need to rely on a "healer" is a cripple in most modern MMORPGs, and thus it is more sensible to have casters capable of large scale healing, but that shouldn't be their only/main function. I would personally prefer that Devout/Seer/Shaman-style characters be the extreme of "Healer jobs", even if there is a WhiteMage costume which promotes Protect/Shell/Cure/Esuna. There should be something more to the characters that provide the most support, and giving players the ability to support themselves opens up this possibility for much more engaging play.