My hypothesis for ToAU: Up to four new jobs.

Inunabe said:
2 words.....Time Mage.

that is all.

Definitely, that's all I would want to get, which is why I'm trying to rush my rdm to lvl 75 if that is released, because I would instantly drop my rdm main to lvl time mage as my main if that was a new one, so I should at least try to get rdm to 75, but then most people say rdm is basically a time mage :/ Would be nice to think of though.
 
Mai Ikari said:
If you look at the two jobs so far, we have BLU, the BLM alternative. COR, the BRD / RDM alternative. So that leaves two options, a PLD / NIN alternative, or a WHM alternative. Alchemist would be a fine WHM alternative, assuming it's not more expensive than Hojo to Cure II someone, and with some work, Time Mage could be a tank.

Just think about it. They can Slow the enemy down to where he's barely hitting at all, Haste themselves for more attacks thus more hate, forms of Stop as an enfeeble-based Stun and hate boost, a good rating in xxx and shield as well as decent armor, throw some JAs in the mix, it'd be sort of NIN in reverse. Rather than reducing the number of hits you take through shadows, reduce them by slowing them down.

Obviously this would take a back seat to PLD and NIN in HNM fights, but it still gives TIM a reason to be in the game. If a few Cure spells and heavy armor can tank, why not this?


or maybe as support job , i really got few good ideas for TIM , like make DoT last longer and more powerfull , make target buff wear out faster *like Dispel* , spell make time to cast a spell longer / shorter *not recast* , make regen / refersh last longer and gain alot more HP/MP from it *rdm and tim main healers XD* , slow down target regen type move , make buff last longer

tim can do alot of thing other then hastga , slowga and stopga :spiteful:
 
I think there will only be 1 more job, maybe 2, Geomancer, and/or Alchemist/Chemist. I think they'd do something like mix Necro(to an extent) with Chemist to make it in FFXI, calling pets to life and whatnot, and Lamiaes are coming with ToAU and they are a sort of an Alchemist Necro mob, kinda like they mixed Gambler and Pirate, and called it Corsair.
 
Dayner said:
or maybe as support job , i really got few good ideas for TIM , like make DoT last longer and more powerfull , make target buff wear out faster *like Dispel* , spell make time to cast a spell longer / shorter *not recast* , make regen / refersh last longer and gain alot more HP/MP from it *rdm and tim main healers XD* , slow down target regen type move , make buff last longer

tim can do alot of thing other then hastga , slowga and stopga :spiteful:

I like that idea, almost a Time Mage / Calculator... Buffs that affect other buffs. No doubt it'd end up the new subjob of choice for RDM. (And I still wonder if COR will be able to get out of subbing WHM like BRD does. >.>)
 
I don't see the point of another buffer/debuffer, as I assume BUMs and Corsairs will be in this realm as well. Or a straight up melee for that matter. A mage tank, IE geomancer would be interesting and my money is on that.
 
i like to see a new tank job like a berkserker shit def but does great damage and /war for tanking not nin or something like that
and maybe something on the links of a new solo job?
 
blazn said:
i like to see a new tank job like a berkserker shit def but does great damage and /war for tanking not nin or something like that
and maybe something on the links of a new solo job?


What the fuck? Shit DEF but tanks? Jesus Christ, man. Stop posting.
 
Mechanic - complete with summonable Robot pets.

And they hit things with wrenches Oo
 
Euphacent said:
Japanese players refer to the paladin as "knight," or "na" for short.

I was going to say that as well. I was surprised it took so long. JP often ask me what a "PLD" is and why we call it that. There's no hope of a "Knight" being added because we already have it.

As far as Berserker goes (lol Skaw) most of the Berserker/Viking job abilities and characteristics have already been sucked into Warrior. So it's not likely that they will be able to differenciate between a Berserker and a Warrior (/ja Berserk <Can you hear me?>) What they need to do is add Onion! A job that absolutely sucks ass from 1-70 and from 70-75 becomes the most uber job in the entire game (if you can get it that far!)

I'm just kidding. I actually am leaning more on Geomancer, but Onion's a funny idea. I also have thought about Mime a lot since the very start of this game. Mime would be a better reward job in place of Maat's cap, and as you level it you get to pick and choose job abilities or skill sets, depending on your level. Like every 5 levels you can pick a job ability you have unlocked, or every 25 levels you can select a skill set (ninjitsu, white magic, black magic, etc) but Mime gets no sub-job. Something to that effect would be insane and fun to have full customization.

I cast my vote on Geomancer, though. SEI never comes up with the fantastic ideas that I have for games (or additions to games) that would be insanely popular, and for some reason they won't use mine. (Damn laws.)
 
Geomancer does sound like what'll be in the middle. It's a lot more popular than every other idiots ideas(Necromancer? Go play EQ, retards.)
 
Kirutaru said:
A job that absolutely sucks ass from 1-70 and from 70-75 becomes the most uber job in the entire game (if you can get it that far!)
Isn't this already in the game, but called Summoner?
 
Bajaratt said:
Isn't this already in the game, but called Summoner?

lmao I was gunna post same thing as soon as I read that...so sad but true.
 
I hope they add a job that wasn't in a Final Fantasy Tactics game. That'd be awesome!
 
Elponcho said:
I hope they add a job that wasn't in a Final Fantasy Tactics game. That'd be awesome!

Tactics pretty much had every job from previous FF games, and then added a few others.

I really don't see how Chemist would work. I mean, we have Alchemy already. It'd pretty much be that but as an actual job. Only benefeits I could see are being able to use items on other players in the party. But we really don't have many incredible items for HP/MP recovery that they would be useful as a healer for, unless they use a system like Riku's Overdrive in FFX and mix random items for an effect. But still, in a game like this where it's not turn based, I can't see it working.

I also don't see much of a use for a Time Mage since White Mage and Red Mage have spells they would use. Unless they add Hastega for mages, Haste II, Slow II, etc. It just doesn't seem as if they'll really be much support to a party. I see a Time Mage more as a gimp BRD/SMN(Pacts)/WHM than anything.

I can't really think of anything else they could add that hasn't been done or would work well with this game. Maybe they'll actually add a job that hasn't been in previous FF games (I don't think Corsair has, but from what everyone is saying, it's pretty much a Gambler).
 
A Paladin is not a Knight. They are two totally different things. First a paladin is a holy warrior. The way that they have done them in FFXI has been great in my opinion. I hate to play paladin, but I love when they are the tank when I play white mage.

I feel that a knight job class in this game would work, if they added the ability to gain extra TP when the knight is hit. I'm not talking about a big bonus, like instead of getting 2 TP/hit they get 3. As a Knight I feel that sword, great sword, and polearm should be main weapons. But it took me about an hour to write this little bit because I was doing other stuff so I'll just continuedrinking tonight and tell everyone what other skills would be cool for a knight tomarrow
 
Shaunessy said:
A Paladin is not a Knight. They are two totally different things. First a paladin is a holy warrior. The way that they have done them in FFXI has been great in my opinion. I hate to play paladin, but I love when they are the tank when I play white mage.

I feel that a knight job class in this game would work, if they added the ability to gain extra TP when the knight is hit. I'm not talking about a big bonus, like instead of getting 2 TP/hit they get 3. As a Knight I feel that sword, great sword, and polearm should be main weapons. But it took me about an hour to write this little bit because I was doing other stuff so I'll just continuedrinking tonight and tell everyone what other skills would be cool for a knight tomarrow
A Paladin is a holy knight, the only thing you're giving "knight" is 1 more tp for being hit, which won't effect tanking in the slightest. You haven't listed anything that would help a job tank, you're just trying to combine aspects of other jobs to make a job that is already present in the game. SE actually puts a little more thought into the characters than "let's just pile in parts of other jobs."
 
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