New job ideas and why they should be implemented (My Job: Time Mage)

Tanking is predicated on two basic abilities - damage mitigation and hate management.

PLD and, to a lesser extent WAR, mitigate damage with high defense; PLD also has minimal healing magic. NIN and SAM use evasion and parry, respectively. Hate is managed with Provoke and Damage. So what would make a new and interesting job class which could both mitigate damage and manage hate?

Dancer.

A dancer class could have a provoke style dance which taunted the mob, angering it and gaining hate. It could also have certain dances which evaded damage, augmented parry, and/or drained HP. It would have a low natural damage output augmented by a dance which guaranteed critical strikes, and maybe a dance which provided a low grade curaga - to restore, say, 75 hp to all party members at level 20, 250 hp at level 50, etc.

A Dancer could also have a passive regen effect, mitigating its lower defense and stacking with an actual Regen, and "stances" which augmented elemental resistance - i.e. Flame Fandango, Water Waltz, Ice Tango, Thunder Cha-Cha. This would make it a very useful tank against magic wielding enemies, stronger than a PLD or NIN. If it had a dance which doubled WS and MB bonuses, it would also effect the return of the old-style, non cannon party. And all bonus damage would add to hate.

All of these abilities would probably be overpowered, so some selection and balancing is required, but it would provide a new tank, different enough to attract player interest, but strong enough to compete with PLD & NIN. If the main attribute was DEX, you would see a lot of mithra dancetanks.
 
you would see a lot of mithra dancetanks.
The most important point here folks, is that the necessary Artifact for this would be showing off the ass(ets) of the wearer >.>
 
Tristam, stop killing threads.
 
I'm sticking by my Chemist idea, A new healer/DD/Refresh job. Also the only job able to heal your MP on the spot. I mean how does that not sound great?

Even if chemist just throws existing items, Potion Hi pot X pot Vile Elixer Ether HI ether, Yag drink, Au laits, Soilder's Drink, Cleric's Drink, Blue Drop, Clear drop, Icarus Wing(!!), Goblin's Grenade, Bomb Core, etc, That alone would make this job able to do a lot of jobs fairly well, All SE needs to do is to slap a throw ability on top of the ability to throw a lot of those items with a 10-20 second timer and They could be the next mage job that is invaluable to the pt.
The only downside to this is that it would be a fairly expensive job, But isn't the same said for jobs like Rng, cor, and nin? Who use consumables in every party? I like the way Time Mage Sounds, But Chemist is at my top of the list for jobs that I want.
 
Oh and On the subject of time mage spells, Haste, Haste II, Slow, Slow II, Quicken,Quicken II Demi, Demi II, Teleport, TP Regain, A host of New debuffs which gradually deplete HP MP and Atributes, and well Instead of Meteor, how about a toned down version Known as Meterorite?

Demi and Demi II I could see being implmented, Highly resisted commonly doing about 1/10th of HP but very seldomly You can actually land it and take of 1/4 > 1/2 of the HP Even on HNMs But on HNMs it's like the once in a lifetime thing to do, and you'd have to have optimal Conditions. Also You could merit Demi by resistance once you hit 75.

On the subject of Teleport, i'm thinking either Teleport I and Teleport II teleport one teleports you to the nearest OP in the region, teleport II teleports you to a connecting zone of the zone you are currently in (Your Choice). So say you are in Meriphraud(sp) Mountains and you don't wanna walk over that hellish labrynth of cracks and crevices, teleport to either the Champaign zone or the Oztroja Zone. This ability has at least a 10 min Cooldown But can be cast on the entire party.

Edit: On the subject of Quicken

Quicken I
Erases the Delay on the last spell or Ability used (except Two hour)

Quicken II
Does the same thing as Quicken I But for the entire party.

Also food for thought, Quicken III The ability to use one ability two times to double the effect.
 
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I'm sticking by my Chemist idea, A new healer/DD/Refresh job. Also the only job able to heal your MP on the spot. I mean how does that not sound great?

Even if chemist just throws existing items, Potion Hi pot X pot Vile Elixer Ether HI ether, Yag drink, Au laits, Soilder's Drink, Cleric's Drink, Blue Drop, Clear drop, Icarus Wing(!!), Goblin's Grenade, Bomb Core, etc, That alone would make this job able to do a lot of jobs fairly well, All SE needs to do is to slap a throw ability on top of the ability to throw a lot of those items with a 10-20 second timer and They could be the next mage job that is invaluable to the pt.
The only downside to this is that it would be a fairly expensive job, But isn't the same said for jobs like Rng, cor, and nin? Who use consumables in every party? I like the way Time Mage Sounds, But Chemist is at my top of the list for jobs that I want.

Maybe give them their own concoctions instead of existing ones.. So then they could stack their potions to 99, and maybe even bag them, while keeping the job unique

Imo, getting the new potions would work the same way crafting would, in a sense, but instead of it being based on crafting skill, it would be based on chemist skill and level. The higher both of these, the easier it is to learn new recipes.
 
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Chemist sounds more expensive than NIN already. ; ; The only way everyone can play that job is to make their meds spell like. Potion (lvl1), Echo Drops (lvl 10), Vile Elixir (lvl 75), etc...

This way you can have your chemicals but don't have to spend a ton of gil on a merit PT at 75. D=
 
Am I the only person who doesn't want Time Mages to be in FFXI? There's no need for a Slow II since rdms have it and most of the other spells they could have that'd be interesting (like Demi, Haste II, etc) would be really game-breaking. What's left really? Meteor? That isn't worth making a whole job class for.
 
Am I the only person who doesn't want Time Mages to be in FFXI? There's no need for a Slow II since rdms have it and most of the other spells they could have that'd be interesting (like Demi, Haste II, etc) would be really game-breaking. What's left really? Meteor? That isn't worth making a whole job class for.

Read my idea of Time Mage, fool. It's buried in one of the many WotG threads.
 
Pretty gay idea but, a tank that uses only 2-hand weapons could have something in the sub spot that greatly increases parrying or something?(This way they could MAYBE tank) They said they where eventually going to add something in sub spot for 2-hand weapons anyway.
 
Pretty gay idea but, a tank that uses only 2-hand weapons could have something in the sub spot that greatly increases parrying or something?(This way they could MAYBE tank) They said they where eventually going to add something in sub spot for 2-hand weapons anyway.

Great Axe war/mnk

war can get good defensive armor, too. Maybe not healing spells, but still.

pld can also use GS's
 
A tank without a shield is like a burger without a bun. Taking away the one completely changes the essence of the other. Just look at the word "tank" and the images it conjurs up. Now before you retort, "Well NINs don't use shields and their considered tanks," I would content that ninjas are not "tanks" per se but more more like Spanish matadors. They use deception to occupy the enemy long enough to defeat it.

Rather than introducing a tank class, what SE should do is improve the effectiveness of PLDs versus all types of mobs even further while at the same time moving NINs more towards their intended role of DDs than they have already. Specifically for PLDs I would like to see the introduction of one-handed spears that could be used to increase damage outpost as compared to swords a la Greek Hoplite fighting style.

Personally, I don't think the game needs anymore job classes as there are already too many to begin with and all that is left to do is encroach upon the territory of the roles of pre-existing jobs. That being said, since SE has already decided to create at least a couple of new classes I think they would be best suited as party-support jobs. I think the most logical addition will be something akin to the Alchemist class from FFT or Rikku from FFX since it could be tailored to be either a full-blown party support class or a full-blown enfeebler depending upon playstyle. Also, a Time Mage seems to be a likely candidate as well for the same reasons as well as all the other valid reasons that others have given.

Since there will be almost 20 job classes after this expansion I think SE should implement a system where groups of 12/18 can group up and EXP together without a significant penalty for earned EXP. Make zones where the mobs are ~90ish; virtually impossible for a group of 6 to take down, but efficiently manageable by groups of 12/18 while offering up 6-man EXP equivalents. It would promote more teamwork and help linkshells and PUGs improve their coordinations in alliance settings.
 
Well, I suppose a war/mnk would still just operate as well if they went axe/shield than with GA alone.

Not only would they have the shield to help mitigate damage, but also counter.
 
Geomancer or Necromancer would be nice.. Come on at least give us another Dual wield job. Then everyone who wants to use two weapons wouldn't have to be nin or /nin..
 
I think if they do make the second slot opened for something else while equipping a two-handed weapon, they should be various different items that you can purchase or obtain for your playing style, such as 50% blink, attack boost, acc boost, etc.
 
I agree 300% with Valandil, this game has enough jobs and I wish they would just fix the current jobs up more rather than add a few more new jobs.
 
Am I the only person who doesn't want Time Mages to be in FFXI? There's no need for a Slow II since rdms have it and most of the other spells they could have that'd be interesting (like Demi, Haste II, etc) would be really game-breaking. What's left really? Meteor? That isn't worth making a whole job class for.
No you're not.

I think Time Mage is really cool and I would love to have it in FFXI, but I simply cannot think of how it can be made unique enough to be a job class on it's own. I would much rather the stuff that would be made into the new Time Mage be distributed among existing Mage classes simply because I have yet to see how many unique and non game breaking spells a Time Mage can have.

I always thought dancer would be a dumb job for FFXI. Recently though, I've been thinking about how it'd probably be cool buffing job much like the Bard is.. but then again it'd just be repeating bard. Just that one sings and one dances. So.... lol.

In case you haven't noticed, I am NOT good with new job ideas. I should just keep quiet and read....
 
Give time mage regain and they will be a new rdm

Melee's "Hey time mage can i get ragain"

Time mage "Hey redmage give me refresh"

Red mage "sigh"
 
Well.. if they happen to never create a Time mage since people think it'll just be like another rdm when it can be something completely different, than they should at least give Rdms new spells for regain and other debuff spells mobs get but no other mages can use.
 
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