New Job Discussion: Let's speculate

R

Ryio

Guest
Hello everything. i think this is like, my first post here hehe.
I figured it would be really nice to have an intelligent discussion on upcoming possible jobs. In the new expansion, I dont think they will add just Blue Mage because that would cause a severe imbalance as far as Blue Mages go. So, I got to thinking... What other jobs could be thin of seeing? One thing I kept in mind when coming up with these is that SE wont make something new. I mean, come on.. this is Final Fantasy. They would play to thier fans and use something from a previous FF game. So, with that in mind I came up with the following theories. (I aologise if a thread like this has aready been made XD)

Feel free to read them and add on. Point out any flaws you see or add your own ideas. Just please, no flaming. ^^ Also, I realise that a lot of these might involve a new WS set (or 2) of using abilities like one would use spells. Like... abilities that cost MP or some other factor. Just dont disown the thought, think or it as a possibility ^^



Coming from FFT for the GBA we have:

Illusionist
Templar
Time Mage
Alchemist
Fencer
Assassin
Gunner
Juggler

Also we have other jobs like:

Berserker
Mystic Knight


Thats all I can think of now, I think I covered pretty much anything. (prolly not XD)

Now, lets go over these and how they could be used.

==Illusionist==

I guess a job based on confusing the enemy and disorienting it?
I mean, they dont have a confuse spell in the game yet so it plausable.
Also, in the game they gave them diffrent elemental based spells that werent nessicarily the same as fire or Blizzard, but were unique too. Like, tempest which was wind damage and they could give it a special effect like It adds this staus effect or lowers this stat, etc...

== Templar ==

What we are looking at here could basically be a tank that has spells to enfeeble the enemy and enhance the party. Most likely weaker versions, but thats what a templar is basically.

== Time Mage ==

This is what I think could really be implemented into the game quite nicely. I know they already have spells like Haset and slow, but Time Mage could have them avalible to them earlier! Plus, there are a HUGE amount of spells that a time mage gets that they havent implemented really.

First of there is the -ga versions of Haste and Slow that can be implemented. Also, this is a class that would most likely get the spell Meteor and NOT BLMs. It's how its been in previous FFs, and it might be this way too. i mean, BLMs might still get it. Who knows?

Also, they could have spells to quicken the casting time of spells or certain abilities. Also, Time Mages always got demi. That spell hasnt been given out yet, so we can always look at that.
Bind obviously would be good here... But we could also look at spells that reduce the time of enemy spell charging times, or TP move execution. Maybe possibly a spell similar to Silence that blocks them completely?
Reflect is a big one too. That spell hasnt been implemented yet, and could most likely be given to Time Mages too, seeing as how they have had it in the past.
Float is another one. It could render earth based spells/abilities null while increasing wind based moves? Moving on...

==Alchemist==
Another big one that I think could be implimented quite nicely.
Ever wish all those Grenades and explosives in the Ah actually had some use? maybe here! Alchemist mixes items to create new items, and can use items like Potion or High potion as simple abilites. Since and alchemist mixes items to create diffrent effectsm this can be though as like Rikku in FFX. Her overdrive allowed her to create special abilites by mixing items. It could be possibly here too. Like, if an alchemist mixes two Holy Waters, maybe a small version og Holy Could be produced? Possibilities here seem endless.

== Fencer ==

Ive been thinking on this one and it hit me that FFXI doesnt really have a sole sword based job. I mean sure PLD use sword, but they are to tank and they have white magic. Warriors CAN use swords, but they end up using GAs and Axes, almost never swords. Ablities for these Fencers could have something to do with diffrent sword techniques, used just like spells that involve hitting vital points and such. This class could specialize more in thins like fencing weapons and bilbos, similar to RDM swords. I could imagine this being a very agile class too.

== Assassin ==

Im kind of stumped on this one. What these do is basically have damage dealing moves, but with added status effects added to them. Like a move lets say called .. um... "Heart Stab" That does damage and lowers the VIT of an opponent? Im really not sure as far as this class goes... Assassins are really involved in one hit killing enemies and such. Who knows though, they may find a way.

==Gunner==

This is one I would really like to see. A dual wielding class of handguns. This class I can see having low HP and defense but being quick and agile. Abilities would involve shows that focus on dealing damage. of course, I now realise that this would require making a whole new WS set. Who knows, might happen. Let's hope. ^^

==Juggler==

Basicallay, your "gambler" job class. Ths would be pure gold. (no pun intended). Skills and spells based purley on Charisma. A thought that hit me just now, maybe instead of using MP for spells and things like that, it could actualy cost gil. I mean, there has been skills like that in previous games like Spare Change, and Bribe. of course with our economy, I dont know how this would work but it is always plausible. One thing we must always keep in mind is that SE will never go far from thier roots. Meaning whatever the job did before in previous games, is what it will most likely do here. Weapon could be dice XD

==Berskerer==

Okay, here we are looking at a class that is pure damage.
Maybe have a set of skills that revolve around high damage at the cost of HP? Also, I havent seen the spell Berserk in this game yet, so this could be a point they could put it in? I could see hate problems with this though, and also teams of berserkers owning everything in sight... But, they could tone it down a notch and round it out. We never know. ^^

==Mystic Knight==

Rounding this up is the mystic knight. This class is based around imbueing the sword with diffrent elements. Now, I know what you're thinking. RDMs already have that, right? Well, true. But there are so many more there can be! I mean, EnHoly and EnDarkness. Even charging your sword with status ailments would be genius. EnSilence, EnBlind... it goes on. This is one class I would personally love to see put into effect. Possibilties seem endless.


Well, if anyone here thinks of anything new to add, or wants to add onto this post please do. I want to start a major thread where we can all speculate about all of this and see what comes true. Also, i relaise I have left out possible 2-Hour abilities but I will work on those. For now, just tell me what you think. ^^ Thanks for reading. Now, please comment. ^^
 
Well.....for your first post that was some post.....O.O;;;

I really like your views on all the jobs......especially Time Mage. I could really see Time Mage being implemented into FFXI but in the end....we wont truely know until SE actually releases the info.

Oh and welcome to QCDN *wave*
 
^_^ Thank you.

Yeah, that's true. However, like I said we can always rest assured that SE won't stray from thier roots XD or, rather, it's unlikely that they will.. >_>
 
As long as SE doesn't add two more melee damage dealers, I'll be happy. I'm guessing Blue Mage will function as a Nuker/Enfeebler; a competitor to the Black Mage party slot. This is good for game balance because right now, Black Mage has no competition for its place in a party.

If Time Mage was given a refresh ability, it could fill the position of a support job quite nicely. Alchemist could fill in the role of mainhealer/support with the added perk of no mp restraints. It could potentially be unballancing. Remember, gil expense doesn't hurt the party inviting the Alchemist, only the Alchemist. A main healer who uses no mp would leave mp based main healers in the dust as far as invites are concerned. Think of the gil-damage argument of rangers, and how well that went.
 
Well, what I was thinking as far as Alchemist is concerned is that I thought the game needed a few more glasses that required more funds, y'know? Like, an Alchemist could carry around a stack or antidotes and then mix them and make something similar to Poisona-ga? Kind of a mix of healer and attacker. of course, the only thing stopping them from going all out would be thier budget. SE needs a way to get more gil out of the market, then by added a few gil dependent jobs would work wonders, maybe.

Also, I would kind of hope that they would keep Refresh to the RDMs so they get to keep something that makes them valubale. Remember: Chances are only like 3 MAYBE 4 jobs will be put in, and BLU has already taken one slot. So, not all of these could be put in.
 
Wouldn't it be great if there were an out-and-out Spare Change JA? Not the pussy version that was in FFX, but the more badass FFIX one where you could do quite a bit of damage with it.

Can you imagine Gamblers throwing 1 mil at Kirin? XD
 
Yea....they'll never give up their staples.....like moogles and chocobos to state the obvious.

I look forward to seeing BLMs one day gettin Ultima.....not that they will but I hope they do. I dont care to lvl up BLM any further but I'd just like to see the spell in action, lol.

Oh yea, dont forget about Geomancer. Not that I think SE would impliment that job into FFXI but......it is one of the older jobs used in past FF's.

All I can say for certain is that I can bet everything I have that SE will never ever ever ever put a new job into the game which hasnt been used in the FF world before.....like....a Pirate or....Demon Wizard..or some weird crap like that.

Another possible job would be a Mime like Gogo on FFVI. Sure, if its just like it was in FFVI it would be way overpowered but SE can properly nerf it to make it suitable for FFXI. They've had to do that with almost practicly every job.

A Mime's job abilities could include an ability to copy someone's job ability in your party, an ability to copy someone's white magic, an ability to copy someone's black magic.....something to that effect. They could all have proper cool off times to where they couldnt be abused to make the job overpowered. The 2hr could be to mime another pty member's 2hr.......which doesnt do much to help you when your solo but could be awesome in a pty.
 
Don't kill me for referencing to FF X-2, but they could make the Alchemist similar to the one in this game. Have both a mixing ability and other abilities that were time-based. Or maybe you need to quest for the ability to have the items you could use in a party, like a scroll.
 
That is exactly what I tried to make Alchemist sound like above. That's why I think this could be a definate possibility... Think of all the items in the game, and now think of the diffrent ways they could be combined.

And it just hit me now... like, if you fail at a combination.... then have a consequence... Like, a small amount of damage to the party due to failed mixing ability... and like, to make sure the most powerful abilities wouldnt be avalible to you right away, you could quest them to find out diffrent alchemy recipies.
 
Maybe not find out as much as have them as possibilities. There could also be Rare/Ex items that would serve as Catalysts that were needed to make the mix work, or, heck, make those abilities by themselves. Should be a good name, too.

I think that consequence thing should be to the Alchemist alone, if the whole party suffers backlash they'll start hating on the Alchemists and they wouldn't get any invites.
 
I'd love to see Mimic and Demon :P

Basically, Mimic mimics the move of another person, basically copying it. In order to make it more balanced, the accuracy/damage and effectivness of it can be decreased unless the "Mimic" skill is capped, as to not be a BLM75/MIC37 and copy Barrage or something... heh. Maybe make so that 2-hours can't be copied.

And then we have Demon or w/e it would be called. If you ever played through all of FFVII, including the side-quest involved in getting Vincent, you'll know what it is. Basically, you transform yourself in to a beast and get put in "Berserk" mode. In FFXI though, they could make it so that you can transform in to different monsters that you can controll, with different stats and abilities.

The above mentioned ones would be fun if they were added in to the game, and have been in previous games, sadly I don't think they will be added, as most jobs added are from games before FFVI (look at the AF's, they're all from the earlier FF games), and the other FF classes I can't think of a way to make them "fun" (as Calculator broke the earlier FF games, and Alchemist would basically be a WHM which costs more than RNG *and* NIN together to play...)

Although, I guess Geomancer could work, but doesn't really give that eastern-feeling that Aht Urghan is.

however, going on looks only, these ar ethe jobs that would qualify:

Mystic Knight
Bmystic.gif
 
If I could choose what jobs would be the new job for FFXI, I would choose Mimic and Time Mage hands down.

Not that those will be included but damn....Mimic would be so friggen sweet.
 
I personally do not think that geomancer could ever be implimented...
For this sole reason. All of thier techniques are based on what land they are currently on. Leveling spots are too slecetive to really use all of the Gemancer's abilities effectively. Like say, in Valkurm Dunes. You could have many diffrent abilities, but could only use the one based on Sand ground, or water if you fight by the beach... Not enough land XD

But thats just my opinion.
 
Chocobo Knight - Breed(raise?) and fight on top of your own chocobo. Chocobo earns new armor and abilities just like its rider.

(Taken from Final Fantasy X, the scene where lots of people on top of armored chocobos charge at Sin)

Although it will severely unbalance the game :(
 
LadyKiKi said:
Chocobo Knight - Breed(raise?) and fight on top of your own chocobo. Chocobo earns new armor and abilities just like its rider.

(Taken from Final Fantasy X, the scene where lots of people on top of armored chocobos charge at Sin)

Although it will severely unbalance the game :(

And.....A Knight in Shining Armor, riding into battle, on a chicken? >.>;


No Thanks.
 
man i feel like putting down my psp and picking up my gba to play some FFT again.

i'd love to see the juggler class.... the coin tossing luck character.... that would be so much fun. No more falling asleep while leveling doing the same thing OVER and over and over.

As for alchemist, meh ive never been a fan. Hate to use consumeables.

Mimic could be cool, but i dont see a whole job forming of it. Make it an ability and give it to thieves or ninjas.

Something that transforms like vincent would be cool. I can see that being a huge possibility.


Maybe one of the new jobs will be BLITZBALL PLAYER!!!!
Weapon - Ball and Boot
2 hour ability - Ject Shot 2
Can either attack with range by kicking a ball at the monster or just straight up kick the monster.
Also has the ability to swim, something no other job can do.
:P
 
Templar from FFTA would be difficult to balance. It was a wonderfully disgusting overpowered job once it had learned all its abilities.
 
Skaw said:
Templar from FFTA would be difficult to balance. It was a wonderfully disgusting overpowered job once it had learned all its abilities.

Sounds like the ideal distraction for bandwagon hoppers then. I'm all for it. Get all of the bandwagoneers in one place. Blm is overcrowded, and I don't like being the new job of the month.
 
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