Quote Originally Posted by Zantetsuken View Post
Every Job needs two base traits that significantly alter stats and key abilities from it's core class.

For example

PLD: +10 VIT -10 STR -- 'Paladin's Fight or Flight' Change to: Increases enmity generation by melee attacks by 30%

DRG: -10 VIT, +10 STR -- 'Dragoon's Blood for Blood' Change to: Increases damage and critical hit rate by 20% and while reducing defense and critical hit resistance by 25%

WHM: -10 INT, +10 MND -- 'White Mage's Cleric Stance' Change to: Swaps INT and MND attribute ratings, adds 10% enmity reduction effect to attack spells while reducing potency of healing spells by 20%. Effect ends upon reuse.

**Disclaimer: obviously not balanced, but you get the idea

Also, Classes should get their own version of iconic (artifact) armor and at least one or two class-exlusive abilities.


Classes need to be more heavily tailored to Light Parties and Soloing, while Jobs are focused on Full Parties - (or very high-performing light parties) Players should find soloing with a Job to be difficult (either Tanks and Healers shouldn't be able to do enough damage, or DPS shouldn't be able to survive the hits)
I agree with this, as of now the system is of poor design.