Well if you're going to count all 18 ACN abilities: SCH utilizes 9-10 (pending on if there is a SMN to Res. 11 if applying Bio when applicable in the same manner where a WHM should be applying Aero). SMN utilizes 17 of them (as Virus, EfaE and Res. should be used on big fights) not sure how you got 12. And to be entirely honest, while clearing trash or a boss which everyone is over-geared for the SCH could/should use all of ACN abilities to get it done faster. And, if the healer DC's a SMN could do minor healing to keep the tank from dying as fast until the healer returns. So really even though they're entirely different, they are still ACN's at heart.
As a MNK I'm sure you at least don't utilize Haymaker (have to be evading attacks that shouldn't be directed at you in the first place) and rarely FoE (outside of almost dying or before a special attack). Those two abilities alone could be the bread and butter for a tank job coming out of PGL. The new job's abilities could even have one use a special technique depending on the form you're in. I could see DNC coming out of PGL in this manner due to forms being similar to dances. A dance could apply a 20s evasion bonus when in raptor form, defense for coeurl and magic defense for opo-opo. They could even change the skin of fisticuffs to fans and it would work well without needing many animations. Other abilities could have synergy with existing ones too in the same way that MRD abilities are altered due to WAR's Defiance. A new stance such as Fan Dance in FFXI's rendition could change Greased Lightning's DPS properties to tanking ones, increasing enmity and decreasing incoming damage per stack.
I haven't missed that you're not against adding jobs to existing classes but you are arguing that they shouldn't be or at least couldn't be. You however seem to miss that I'm not against adding new classes even though I've said as much above. I just think new classes should/will come with 2 roles each and existing classes should/will be given 2 roles each. Never once did I say they should "never add in new classes to level." I very much do believe RDM and BLU will need their own classes such as: Fencer for RDM(dps) and Mystic Knight(tank), Flayer for BLU (probably dps but maybe able to fill different roles with different mob abilities) and BST (possibly a tank or ability to fill multiple roles with different pets) utilizing a similar mechanic to FFTA's Morpher/Beastmaster where you at say level 6 can learn "Bug Soul" which you can then set a bug-type pet to for BST or a bug-type monster ability you've learned for BLU (actually in the process of pitching the idea).
You may not want to admit it but there are more casual than hardcore players of XIV and that is what pays SE's bills. SE will look towards keeping the majority happy as well as being able to cut costs. Since jobs are much cheaper than classes to create and would be pleasing to the majority to not have to level up a whole new class just to be able to get a group as a different role, I was giving a realistic view on the situation at hand.



Reply With Quote



