New Jobs.

S-E would implement Necromancer to get EQ peeps to come to our side.

S-E <3 $
 
if they where to make necromancer they would have to make to give dark more spells as well. then again there is no mage that is divine or dark allimented so it possible
 
i think the new summons will be Alexander and odin
why because they are names that have come up in quests yet have not been intoduced in the game and like said in anouther threed
Fenrir and charby are high gods
Alexander and odin are the lower allied gods for light and dark
 
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you will never see refreshga it would just be to conveniant
ultima would be nice but knowing se they make it hit about same range as holy
 
ok just some quick thoughts

Pirate - they've been around since mankind first got on boats and decided someone else with a boat had something they wanted, so that wont screw up the theme of the game. however, pirate is gonna be different from Thief how? after all it is pretty much a thief with a boat. :)

Necromancer - charm undead/raise dead/summon undead, however you put it that sounds like a really limited bst. and any basic spells you give them (bio, poison, drain, etc.) other jobs have already.
 
well pirate would be cool but yeah its basically a thief with a boat, although maybe they could make it more specialized

Necromancer i like the sound of, but they should make some new spells for it, like spells that poison their weapons, having shields of bone(sorta like diablo i know >_>) and basically realy 'dark' arts. the cahrming undead part does sound like a limited bst though, but i think it could work if they give em some new spells or some realy good abilities
 
Mimic would be so cool, but (already said this 500x, abridging)

Hellstorm, there's an edit button y'know =P turned this from 8 to 11 pages with those triple-posts.
 
Javir said:
Refreshga won't happen unless it goes to RDM (which unfortunetly I dun see happening). Well, maybe if they go by the idea I present in my thoughts on how Time Mages could be considered a "Refresher", and even then I think that should be like the standard Refresh with being single target in your PT only.

Stop aka Stunga uhmmm.. no? Stunga should prolly never exist in any form. I think Stop should simply be a slower casting time, but longer lasting Stun. There for, there should also be no Stopga <.<

Reflect I've always wondered why this spell wasn't implimented yet. If they do though, I think it would be best to be single PT target. I also think they shouldn't make it reflect right back at the target so much as maybe reflected randomly in a cone from the direction it origionated. This would be a decent balancing factor, in considering that a reflected spell would essentially be then viewed as the player's spell if it happened to hit another mob it would aggro that mob to the player who had reflect on. If it is relfected in a direction that no mobs are in then a message would say that the spell was renderded "harmless". This would obviously also mean that Cure spells would have the same thing happen when reflected, though if it were to hit a mob it would actually cure them (rather than doing nothing as it does now when Cure is miscast onto a mob rather than a player).

Even if this is how it would work, I'm sure it would still be a Time Mage's "Trump" so to speak.

Ultima I honestly don't expect to see this spell until the level cap is raised to 100 <.< and that I'm sure is a long time (if ever) in coming.

the reason you wont see reflect is because if we had it mob would have it to.
what you going to do if they have reflect cant cast magic. plus you can heal your self you just cast reflect on your opponet
 
hellstorm said:
the reason you wont see reflect is because if we had it mob would have it to.
what you going to do if they have reflect cant cast magic. plus you can heal your self you just cast reflect on your opponet

I'm not sure I see any point to how exactly this would be an issue, especially if it was set up even similarly to how I mentioned above. Besides, I'm sure the same rule in FF3 (6 in America) would be followed. If two opponents have reflect, a spell may only once be reflected. So, you could in theory Cast Dispel on a reflected PT member and have it dispel the mob's Reflect. And if it's not, oh well. It would be a tricky spell, but I seriously don't see any direct issues with it.

While I'm thinking on it, it maybe would only be able to affect sing-target spells, where -ga spells could bypass reflect.
 
venomice said:
ok just some quick thoughts

Pirate - they've been around since mankind first got on boats and decided someone else with a boat had something they wanted, so that wont screw up the theme of the game. however, pirate is gonna be different from Thief how? after all it is pretty much a thief with a boat. :)

Necromancer - charm undead/raise dead/summon undead, however you put it that sounds like a really limited bst. and any basic spells you give them (bio, poison, drain, etc.) other jobs have already.

In case nobody else noticed, Pirates in this game are already Necromancers, so there can be a marriage of abilities there.

On another note, Aht Uhrgan is someplace called the Near East, and we have to think of jobs that could have that kind of style, unless there's more than one kind of town for this expansion. Blue Mage looks really Indian in its attire, and its scimitar solodifies this view, what other aspects of the "Near East" can be extracted to make new jobs? We can only wait and find out.
 
dont hate on me but I think RDMs have enough as it is they can sub any job they want they get the most tools at there disposal and rdm/nin are ballista kings too. I think they can tweek there melee stats a little but nothing more than that. Blame the rdm shortage on all the shitty rdm out there same reason why ppl dont invite to many drks mnks and drgs as much too many bad ones. Another refresher class would be the best solution and another tank class.
I had a idea for a new tank job that is acually a mage but there spells would be very shield oriented prevent X type dmg. This idea may just be the geomancer but maybe not. As far as another mage job I have no idea what would be added I personaly liked my shapshifter idea that allows ppl to tranform into beastmen.
 
There are already 2 refresher jobs though. All I hear from high level RDMs are how they are only wanted for refresh, if there was another job that could do a RDM's job what would happen to the RDM?
 
who was the person who even suggested Necromancer as a job anyway? I'd like to slap that guy in the face.

Just cuz someone says sometihng about a Necromancer doesn't mean it'll be a job. They could talk about Sorcerors, Engineers, Sages, Bishops and all other junk but for some reason you pickin up on that Necromancer crap. There's a whole slew of jobs they haven't used yet, no way will just throw some random job out.
 
I am hoping for something with trapping involved maybe, and maybe something that uses thrown weaps like grenades a bit more...
 
Gimmie a job with a whip and ranged WS. They already set the stage for it when they nerfed RNG by altering damage in relation to distance from the mob. Lets see some good come from it.
 
Us BST were talking about that a month or two back in the BST forums on Alla, about how cool it would be to have a whip as a BST only weapon (besides axes).

Of course, I'd be game for another job too (At which time I'd be selling my BST gear >.>).
 
Red Mage and a Bard seeking...who do you choose? Most people would choose Bard. Just like how Rangers were selected over all the other DD before the distance change. They need to fix Red Mage a bit for party situations, and nerf them a bit in solo-ing situations. I wouldn't dare say nerf Bard...because they are too godly. Paralyze, Slow don't land 100% of the time even with MND and INT up the roof. And how often does the mob actually get Paralyzed? ...I don't even notice...BUT, with a Bard's Elegy, I notice considerably the mob slows down while I'm casting Utsusemi. SO, they need some new spells for Red Mage (or a new job with new spells).

But, I'd have to agree that SlowII, ParalyzeII, HasteII, BindII, GravityII ect;...and all the lowbie spells x2 sound good.

AND for Red Mages, if you're going to melee be serious about it, use melee gear!! Snipers, Amemet+1 and all that other junk :D damn this rdm/war outdamaged me...
 
They need to make more use of Divine and Dark Magic.

I say make Time make and Give em a bunch of Divine/Dark attack magic.

Either that or make a Geomancer and make the abilities that do Fire/light/thunder/wind damage be divine magic, and make the ones that do Earth/Dark/Ice/Water damage be Dark Magic.

I want a Geomancer above all else.
 
i would love to get a divine magic spell for rdm... i want to cap it without having to sub whm (which i never do unless i'm main healer ; ; )

new spells would be nice :)
 
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