Bump for awesomeness
Bump for awesomeness
Thanks!
I also just threw in some pictures for those who are knew to the jobs and changed Berserker from using a 2-handed axe to single-handed axes. Excuse the "furries" for Berserker haha but that's how its been portrayed in the past, XIV doesn't need to follow suit or could even make them look ferocious this time. I like the idea of men being canine-clad and women being feline-clad.
(Also added pictures and some changes to my Fencer, Red Mage, Mystic Knight idea in my sig!)
* I fully give permission for any of my written ideas to be used by SE without recognition.
Added lore to each job! I hope you all enjoy it! If anything I said severely contradicts in game story elements of present please let me know so I can alter it to not conflict!
Edit: Also changed BRS sub class requirements to better fit the archetype previous games set up for it and to work in some lore.
Last edited by MartaDemireux; 09-27-2013 at 02:09 PM.
* I fully give permission for any of my written ideas to be used by SE without recognition.
Lets not forget the Blue Mage. Chemist, Mime, Ninja, Samurai, Arithmetician, Squire, Mystic, Orator and Thief. Many of the classes can be introduced in expansions or free content. Also just because a 15 THM/30 ARC makes a Scholar doesn't mean it can also not make another class just a different person you talk to if they so choose to walk that path. Though I would love to see NIN and RDM in here.
"A cleaved head no longer plots."
"Put to the sword those that disagree."
'Where you recognize evil, speak out against it, and give no truces to your enemies."
Norse Proverbs.
Society for Creative Anachronism - ( http://www.sca.org/ )
Kingdom of Aethelmearc - ( http://www.aethelmearc.org/ )
Barony of Blackstone Mountain - ( http://www.blackstonemountain.org/ )
Yeah, I'm still trying to think of a way to get Beastmaster and Blue Mage to stem from the same class since they're quite similar. One uses monsters, one uses monsters' abilities. It's proving difficult though. BLU might have to be an exception and just stem from its own class "Learner" or something that gets no abilities except for what you learn and then it could turn into a Blue Mage to get abilities that increase their damage/utility or increases chances of learning an ability or something.
Ninja and Thief were hinted to both stem from a rogue class already and SAM was confirmed to get its own class to implement great katanas so I don't feel like delving too much into those at the moment. Chemist would be great, always wanted it in XI. Wonder if there's a way to get a base class Tinker to turn into Chemist and Machinist. Chemist would be relatively easy to do, we have lots of medicine in the game they could use/amplify/multiply. Machinist... would need some core changes as their classic "might enfeeble/buff you/might enfeeble/buff mob instead" abilities don't seem like they would translate well in the MMO world.
I have a RDM idea here actually if you'd like to give it a read. No class in the game felt entirely right for me so I made it a whole new class, Fencer, which branches into Red Mage and Mystic Knight.
Edit: Orator, Mime and Mystic would be hard to implement I think. Orator simply because they had such a specific role in FFT using stats we don't have present here and Mystic because I think it would be hard for them to fill a role with their signature attacks being given to most other more known classes. They'd step on the toes of my Fencer idea too with their focus on debuffing xD. For Mime, while really good in FFV, I can't see it getting much use here unfortunately. I'd love to see a Freelancer class that could branch into Onion Knight and Mime but I don't think it would be feasible to implement.
Last edited by MartaDemireux; 09-28-2013 at 01:11 AM.
* I fully give permission for any of my written ideas to be used by SE without recognition.
Looking over the lore, I am for the most part intrigued, particularly for the Templar.
Time Mage: I haven't delved too much into Coerthas, but the area looks like it should have been a starting area despite not being a city-state (yet is close to Ishgard, so I guess technically it is a city region).
Geomancer: I feel like this would have suited some location between Ul'dah and Gridania. Developed by a tribe of Elezen that journeyed out beyond the shroud long ago that were skilled in Conjury but struggled to survive out in the Thanalan region until contact was made with a traveling thurmaturge. Then again, it suits Gridania's theme with the elementals. Perhaps tie in something with them?
Dark Knight: Lore-wise it is perfect.
Berzerker: What I wonder is how it would suit Limsa Lominsa association. What I mean is, Marauders were pirates folded into the thalassocracy's forces, and the Arcanists handle customs. What were berzerkers fall into? It would seem mundane to have them just be marauders given special duties in the military.
Templar: Now this I like, for most people know Ala Mhigo for being monk specialists, but forget that they had polearm legions as well. Perhaps they were known for having lancers who charged the enemy head on, which lived on in their refugees' memories? I like the concept, for it always seemed a bit off to me about lancers being supposed to keep the enemy at bay from a distance more than say pugilists, yet in game you are often right up against the mob or boss, your weapon clipping through the monster before you even hit. It would be nice if you could tank by literally keeping the enemy at bay, but of course this isn't really ideal.
Last edited by MaverickEntity; 09-30-2013 at 09:47 AM.
Personally speaking, I like the overall concepts of who gets what, though I'm not really sold on Dark Knight/Berserker, I think you wind up running into the core issue of just what else uses an axe in Final Fantasy, which is a whole lot of nothing. I think you could give it Dark Knight, and either way a Damage Dealer from a Tank class seems ideal, but the exact specifics make it hard to say which needs it, since nothing else really uses a sword/shield in FF either. I suppose you could make Knights, and have some sort of break mechanic from FFT, but it feels a bit off as Knights are typically tanky, and we already have Paladins who are basically Knights. *shrugs*
I am, however, strongly against Templar. I don't know what possible class could use it, but Templar is hardly a traditional FF class. We again run into the issue of what exactly else uses Lances, but I'm sure something could be found that is slightly closer to most FF games. Templar just feels like a really weird inclusion. Unfortunately, Blue Mage isn't an option (I do think whip for it and Beastmaster is the way to go), and the only other class that could possibly use it in traditional FF classes is Samurai, which I don't see being a popular choice. So really, we wind up in an awkward situation yet again. Though part of me likes the idea of a Blue Mage, it shouldn't be in any category outside of the DoM as it is, so I suppose it's kind of an awkward fit no matter what.
I think Time Mage is overall good conceptually, but it needs some tweaking of it's mechanics. I still think some sort of healery/supporty mage would be possible, plenty of buffs/debuffs, maybe switch it's LB to the Healer one like the other supportish Bard. Geomancer I just think needs some sort of way to manipulate the weather/terrain, so that it can choose what it gets. Powerful Geomancers always wind up being able to do that.
All job ideas are so amazing hope they get put in
I'm of the opinion that Ishgard will probably bring a couple of new classes once it is accessible to players, and I see Astrologists as a possible DoM to join ACN, THM and CNJ. IMO one of Astrologist's would definitely have to be time mage.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
a class that have buffs(not bard or give em to bard) haste/Shell/elemental protects. both single target at lowere lvl and party later on.
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