Page 1 of 9 1 2 3 ... LastLast
Results 1 to 10 of 84

Hybrid View

  1. #1
    Player OrganizationXIll's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    285
    Character
    Soraxas Straeh
    World
    Goblin
    Main Class
    Conjurer Lv 50

    Future Job Ideas



    These are just my speculations about future secondary jobs. I had gradients going but the darker colors took precedent and it conveyed the wrong ideas. Basically, I was thinking Samurai could be a DD that could off tank very well. Knight would have tank status, but be able to deal pretty good damage with counter attacks. Also, as I mentioned before, this was an old image. I also had Chemist going into 2 un-named classes that would throw vials. (One Debuff and one Healer) This could maybe start the DoH requirements making it get extra skills for having a higher Alchemist if people really want to go that route.

    EDIT: I used the wrong image. I had fixed this, but the requirement for Black Mage is Archer. XD

    Quote Originally Posted by Vid View Post
    As long as the Ninja doesn't have to rely on consumables to actually tank I have no problem with them becoming a tank. FFXI Had the problem where 1% of the actual Ninja tanks used their tools like there was no tomorrow, and they were awesome tanks. However for the rest of the 99% they barely used any tools, if at all, and failed miserably.

    The rest don't look bad, although when I think of a Dark Knight I think of 2 handed weapons, not 1. Of course I'm a little biased since my EQ and FFXI days.
    In my mind the Dark Knight was intended to be more of a caster. I was thinking they could cast magic with their free hand. Meh. lol

    Quote Originally Posted by Deedsie View Post
    I do not see Red Mage in there.
    That's because I made the Dark Knight very similar to Red Mages. xD

    Quote Originally Posted by Anonydort View Post
    ninja as a tank? yeah, no. never again. terrible thread
    Why is it such a bad idea? It didn't work in FFXI I know, but if the skills were used masterfully, it was a pretty darn good tank. I think a good evasion tank could really switch up the game play. Require less healers as his whole goal is to not take damage at all. Coming from Pugilist it could get Second wind to restore any damage it DOES take. In theory you could not need a healer at all in pre endgame dungeons with a ninja tank.

    Quote Originally Posted by MrSmiley View Post
    I would rather see Dancer come form pug as a healer (I notice you include no healers) and templar from lancer (similar idea though) as tank. Samurai seems a little off coming from mrd, Id rather berserker as DD and have sam/nin come from more proper classes later. I agree with sniper/ranger (probably be labled ranger) sorc is an interesting idea. I always thought we could maybe get geomancer from con, but if we did we would want sep job weapons ( like you also mentioned). The theme is close, just the weapon off, unlike say the sam idea where both are off.
    I could actually see Dancer being a Buff role (if buff and debuff became roles) rather than healer.
    (6)
    Last edited by OrganizationXIll; 09-12-2013 at 12:59 PM.

  2. #2
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    As long as the Ninja doesn't have to rely on consumables to actually tank I have no problem with them becoming a tank. FFXI Had the problem where 1% of the actual Ninja tanks used their tools like there was no tomorrow, and they were awesome tanks. However for the rest of the 99% they barely used any tools, if at all, and failed miserably.

    The rest don't look bad, although when I think of a Dark Knight I think of 2 handed weapons, not 1. Of course I'm a little biased since my EQ and FFXI days.
    (1)
    It's not that I forget, it's just that I don't care.

  3. #3
    Player
    Arimer's Avatar
    Join Date
    Feb 2013
    Posts
    6
    Character
    Arimer Pendos
    World
    Cactuar
    Main Class
    Gladiator Lv 60
    I so hope samurai comes in, Loved that class.
    (1)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Its a nice start but I'd rather they stick to the formula they had in FFT. It just seems to make more sense to me. I have not played FFXI but I liked the fact that in FFT to unlock DRK you needed to kill 50 enemies and have a Black mage and Knight maxed. Also the Dark Knight should use great swords to give them a more glass-cannon feel. It would make their life drain a very important role in staying alive. Good work and fingers crossed that the DRK and SAM returns because that is my most fave classes in any game period
    (1)

  5. #5
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Marxam View Post
    Its a nice start but I'd rather they stick to the formula they had in FFT. It just seems to make more sense to me. I have not played FFXI but I liked the fact that in FFT to unlock DRK you needed to kill 50 enemies and have a Black mage and Knight maxed.
    Was very similar in FFXI, in fact you had to do a specific quest to become a Dark Knight that required you to kill so many enemies using a 2 handed sword. You could not kill the enemies by any other means except by using the sword for it to count toward the total.

    FFXI had various quests to unlock all of the classes, but unlike here, they weren't in the form of a crystal that you equipped over your current class, they were completely separate classes and started out as level 1. Summoner was not a starting class in that game, you had to actually unlock it at level 30, and then you could play your summoner starting at level 1.
    (0)
    It's not that I forget, it's just that I don't care.

  6. #6
    Player
    Bustercucumbers's Avatar
    Join Date
    Mar 2012
    Posts
    85
    Character
    Bustercucumbers Pamama
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    My only problem with your post is that you have all the new jobs coming from current classes. This kind of stuff will take SE months on end to make and take players 1 hour to fully unlock because they most likely already have the base classes at 50...
    (1)

  7. #7
    Player
    Ryuujin's Avatar
    Join Date
    Apr 2011
    Posts
    33
    Character
    Magus Zeal
    World
    Diabolos
    Main Class
    Conjurer Lv 50

    More Hybrids!

    I would like to see more hybrids with changed up gameplay mechanics.

    Name:
    Templar's (or something)

    Requirements:
    Paladin + White Mage

    Description:
    The Templar's believe in self sacrifice to protect their allies. Donning heavy armor. Their role in the party serves as a Healer/Support.

    Gameplay:
    • Auras: Templar's casts group auras on their allies to absorb percentage of the damage they receive as well as provide healing over time.
    • Holy Seals: Create seals on the floor which allows Templar to greatly heal while standing within the seal. Allies receive a reduced heal, but also gain small def.
    • Marks: Templar's can mark enemies to reduce the damage dealt or increase damage receive.
    • Prayers: Pray to one of the 12 deities. Only one prayer may be activated per group. Each one providing a diff benefit.
    Templars have some White Mage abilities though their direct heals are weaker.

    Weapon:
    Divine Gauntlet, for prayers and weaving spells through hand gestures.
    (1)
    Last edited by Ryuujin; 09-12-2013 at 09:01 AM.

  8. #8
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50

    Possible beastmaster class

    Beastmaster (BST): Weapon: one-handed axes/shields Main Function: Tank/DPS
    BST can call upon Familiars (animal spirits) to fight for them. Each familiar should have its own skill sets that bring new abilities/functions to the party. The one difference between BST and SMN could be the way the BST interacts with its familiars. BST could possibly be shamanic-like and have the ability called "Fusion". Upon activation the summoned familiar is absorbed into the BST (thus leaving the battlefield) giving the BST different affects. This fusion is permanent until deactivated.

    Raptor: skill speed+20%, crit+10%/ HP-10%, TP combat regen-20%
    Ram: Str+20%, Def+10%/Crit-20%, skill speed-10%
    Turtle: Threat+60%, HP+20%, Def+10%/Crit-30%,
    Drake: Regen, Fire Att. Pot:30/skill speed -30%, Str-10%, Crit-20%
    Antlion: TP combat regen+30%, Poison Att./skill speed-30%,HP-20%

    Just some ideas (balancing wasn't taken into account too heavily!)
    (0)

  9. #9
    Player
    Euphe's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Euphe Liefe
    World
    Hyperion
    Main Class
    Conjurer Lv 50

    RDM Idea

    It would be really cool to take the BLM mechanic of fire/ice balance and apply a similiar function to the RDM class. Possibly have RDM constantly struggling between light/dark energies. Since white magic was founded to help combat black magic. Basically by casting black magic spells you move more into a DD mode and by casting white magic (healing) spells you move more into a healer mode. Of course you would need to give them the infamous Doublecast ability! I thought it would be neat to give them an ability to instantly switch between max DD mode and max heal mode but that would be OP. Of course give RDM access to rapiers/shields.

    This is my last idea for now(aside from adding in some sort of skill tree or ff10 sphere grid for further character customization; I dislike being exactly like the other jobs in my FC xD!)
    (0)

  10. #10
    Player Versiroth's Avatar
    Join Date
    Sep 2013
    Posts
    608
    Character
    Kraiden Draxenian
    World
    Diabolos
    Main Class
    Marauder Lv 50

    I like these...

    Gladiator = Dark Knight (2 handed swords for Melee DPS)
    Marauder = Berserker (Dual wields axes for Melee DPS)
    Lancer = Templar (Lance and Shield Tank)
    Puigilist = Dancer (Healer)
    Archer = Ninja (Dual wields swords and has a stealth ability)
    Thaumaturge = Red Mage (Melee DPS using 1 handed swords and both black and white spells)
    Conjurer = Necromancer (Ranged DPS using undead minions)
    Arcanist = Already has a healer and DPS Job.

    This would add an additional healer and tank job to the mix and also give the other classes something different to do. The current tank (GLD, MRD) and healer (WM, SCH) classes would have a DPS job and the current ranged DPS classes get a Melee DPS job. Mean while, the two current melee classes get a tank and healing job.

    Current count:
    Tank = 2
    Healer = 2
    Melee DPS = 2
    Ranged DPS = 3

    With the new jobs:
    Tank = 3
    Healer = 3
    Melee DPS = 6
    Ranged DPS = 4

    That's a lot of melee DPS, but at least each class gets two completely different jobs.
    (0)
    Last edited by Versiroth; 11-09-2013 at 01:44 AM.

Page 1 of 9 1 2 3 ... LastLast