"Original" Jobs?

Celvantes

Genkai Conqueror
Adventurer
Joined
Oct 1, 2004
Messages
2,864
Age
43
Location
Oklahoma
Main Job
Paladin-Male
Secondary Job
Dragoon-Male
Third Job
Dancer-Male
Server
Quetzalcoatl
Linkshell
RoyalKnights
FFXIV
Celvantes
First, Kudos to Chrono Fantasy's Time Mage idea. It was really well thought-out and I think it could actually work in the established system. Given that the new expansion is heading into Vana'diel's past, I think some "original" (as in, not really used by SE before) jobs would be in order. I was thinking of something along the lines of the 3 kingdom's militaries back during the time of the Crystal War. You would flag these jobs by going to the respective country and completing a quest for the ruler at the time to prove your ability to join his or her forces. The twist on these jobs would be that unlike "modern" job classes, you could not equip a sub job while using them. The theory would be that these jobs were the ancient predecessors to the modern jobs adventurers use today.

San d'Oria's Job: Knight (predecessor to WAR PLD and DRK). TKN or RKN

The first unique thing about this job is that you could choose to enlist in either the Temple Knights or the Royal Knights. The only difference would be the storyline as well as your weapon ratings. Temple Knights would have A+ Sword, B Shield, B Club, C Archery and A- Great Sword. Royal Knights would have A+ Great Sword, A- Staff, and B Archery. One could switch between being a Temple Knight and a Royal Knight by completing a quest and could only switch once per conquest tally.

These would both be DD classes that would have access to all forms of heavy armor (chainmail through plate). However, a Temple Knight could be made into a viable tank option by using enmity and a degree of def/vit enhancing gear. Because of a limited number of hate-producing JAs, a Temple Knight tank setup would have to rely more on damage output mixed with enmity gear to hold hate.

As a DD, a Temple Knight would be the only DD class with an A+ sword rating, but so as to keep it from being broken, it could not use scimitar-type swords (no Ridill or Perdu Hanger).

Royal Knights, on the other hand, would be the only DD with an A+ Great Sword skill, and could use *any* Great Sword (to include Mercurial). They basically would be the kings of Spinning Slash.

Job Traits:
Lv. 5 Resist Fear - Lowers intimidation rate.
Lv. 20 Offhand - This is essentially Dual Wield II, but with a slight accuracy penalty to the second weapon.
Lv. 35 Reisist Fear II
Lv. 45 Offhand II - accuracy penalty is reduced
Lv. 60 Resist Fear III
Lv. 75 Offhand III - no accuracy penalty for offhand weapon

Job Abilities:
Lv. 1 Blade Fury - 10, no-delay consecutive attacks with 30% critical hit rate. 2-hour.
Lv. 10 Provoke
Lv. 20 Backhand - "Bash" type move with 50% stun probability. 3 min recharge.
Lv. 30 Charge - This is essentially Sneak Attack, but must be performed within front 10° of a mob. 1:30 min recharge.
Lv. 45 Prayer - removes "erasable" negative status effects. 10 min recharge
Lv. 60 Charge II - This adds the damage of Trick Attack but without the hate transfer (and would have to be used carefully by DD builds). Must be performed within front 10° fo a mob. 1:30 min recharge. This ability would really make a Temple Knight tank come into his own.

Relic Weapon Access - Sword and Great Sword.

Bastok's Job: Musketeer (Predecessor to RNG). MSK.

A player could join the legendary Bastokan Musketeers who held back the armies of San d'Oria with their long-range weapons by completing a quest for a (much younger) Cid. The musket would be a new weapon that would occupy main, sub *and* ranged weapon slots and would use bullets already existing in the game. The musket would fall under the existing marksmanship weapon skills. This is essentially a RNG with a much smaller weapon selection, higher delay, lower accuracy, but MUCH higher damage. Muskets would fire slow enough to grant 20-25 TP per hit and natural damage would be very high. However, the player would *have* to stack ranged accuracy in order to be effective. Musketeers would have a "sweet spot" at twice the distance of a RNG, so camps would need to be adjusted accordingly. To make up for this, however, a musketeer would have the capability to engage and shoot a mob at maximum range (meaning as soon as a mob is visible on screen). This would make them the ultimate pullers (and in some cases, NM hunters).

Job Traits:
Lv. 5 Ranged Attack Bonus
Lv. 30 Ranged Attack Bonus II
Lv. 45 Ranged Attack Bonus III
Lv. 60 Ranged Attack Bonus IV

Job Abilities:
Lv. 1 Sniper Shot - One round that does 4x critical hit damage. Can miss, but cannot be blocked by stoneskin, shadows, etc.
Lv. 15 Hawkeye - +30 ranged accuracy to next shot, at the penalty of +10 enmity. 15 min recharge.
Lv. 30 Explosive Round - Guaranteed critical if it hits, 50% chance at 2x critical damage. 5 min recharge.
Lv. 45 Hawkeye II - Reduces Hawkeye enmity penalty to +5.
Lv. 60 Explosive Round II - Adds 25% chance at 2.5x critical damage to Explosive Round.
Lv. 75 Grapeshot - Fragments 2 bullets into 4 pieces offering 4 hits at 1/2 normal damage. 5 min recharge.

Relic Weapon Access: Would need a new relic

Windurst's Job: Wizarding Warlock (Predecessor to BLM, RDM and WHM). WIZ.

How to make a mage job that didn't impede on the realms of other mages? This was hard to think of, especially a way to make it unique enough to want to play. Picture a point system like BLU, except you have point values for each element instead of assigning spells that require points. Say you start with 64 points for 8 categories. Points allocated into an element would bring you higher on the list of available spells for that element. Say I put all 64 points as a lv 1 character into "fire." I could have Fire III at that point, but I probably wouldn't have the MP to cast it, and I wouldn't have any other spells, because my other categories were empty.

So, while WIZs could access higher-level spells than their normal mage counterparts at a given level, they would not have the same width of spells, and they'd be at an MP disadvantage. By having access to multiple categories and all elements of spells, a WIZ could tailor himself to be a healer, a nuker, an enfeebler, or a refresher. As you level up, you get more points to put into various categories. Some spells, such as erase and refresh, would require a certain number of points in more than one category. This would prevent a WIZ from having refresh *AND* top tier nukes at the same time.

The job could be better at nuking than a BLM at a *single* element, but in doing so would give up the capability to use other spells of a similar level. Likewise, it could refresh *or* enfeeble, but not refresh *and* be able to enfeeble as well as a RDM could at the same time. Same goes for the curing side of the house.

In order to make it competitive at endgame, a WIZ could get access to spells no other job has by specializing in a single element (and giving up the ability to cast any other spell). This would obviously only be used in major boss fights. These pinnacle spells would have 2 min cooldowns and would use 1000 MP (or all the caster's MP and 2x HP of whatever was missing). Each spell would need to be individually meritted.

Darkness: Demi (- 1/2 current HP on mobs that are vulnerable to it) *or* Terror (same terror wyrms use, mob must be vulnerable to it).
Light: Raise IV (no exp loss + no weakness) *or* Curaja (AOE Cure V but with full enmity).
Each Element: AM-aga (Flare-aga, Burst-aga, etc) *or* AM III single target spells.
Non-Element: By unequipping all points and combining in a party with 2 other WIZs, the party could collectively cast Meteor (the same one used by Behemoths). If not in party, the WIZ could cast Ultima.

Job Traits:
Lv. 10: Clear Mind
Lv. 25: Conserve MP
Lv. 40: Auto Refresh
Lv. 55: Clear Mind II
Lv. 70: Conserve MP II
Lv. 75: Pinnacle Spell Access

Job Abilities:
None.

WIZ could be modified to fill the role of a missing mage in a party and would have a valuable role at endgame without replacing WHMs BLMs or RDMs.


So what do you think? Cool jobs or overpowered?
 
Last edited:
Oh....my....GOD. YOU REALLY HAVE NOTHING BETTER TO DO?
 
No, I'm keeping myself awake to change my body clock from days to nights.

Thanks jerk.
 
Wow, those jobs seem good. I especially like the idea of Knight and Wizarding Warlock. That must've taken some time to put together.
 
I like the other two, but the RNG seems a little weak sauce. I say remove nerf for it and your golden. Would be equaled out by not having subjob access.
 
I really like these ideas :shok: They would fit in well with the continuity of the stories and everything, but I think the idea *was* that you don't get to join those ranks (War Warlock, Iron Musketeer, Temple Army/Royal Army Knight) unless you get to be really high up, unless I'm mistaken.

Having them as generic ideas though, such as Knight, Musketeer, and Wizard(Sage, anyone?) is a fine idea.

As for this:
Oh....my....GOD. YOU REALLY HAVE NOTHING BETTER TO DO?

Piss off >.>

ALSO There's a .dat for it, so Dark Knights should be able to cast Death :o Maybe make it some insanely high MP cost, like 2x Raise III's cost or something :\ With a 5-10 minute cooldown timer lol.
 
I considered that we'd probably get jobs that, in the storyline, were no longer in use after the Crystal War.
Glad to see I wasn't alone in thinking that.
 
Nice work, man. The Knights sound sweet, the Musketeer Im on the fence about, but could be cool. The Warlock I didn't like too much, until I read that they would combine to cast Meteor... that kinda got me. =P

I also really like the idea of having a storyline go along with these jobs, something in depth. I love this game, but sometimes I feel like need for more storyline that doesn't require a static party.
 
you guys should start applying for the develpment teams of these games. seriously. im reading alot of good ideas and i can picture their usage in game.

i think they said that no new jobs would be added at the expantion's releace so you still have time to get in there. :ph34r:
 
What would be cool is if they gave us good CP based "old" job gear. And I like the thought of being able to actually join the temple/royal knights. It reminds me of all the other classes of knights from FFT, you know Holy Knight/Heavenly Swordsman/ect.(i forget all of them).
 
The knights seemed interesting, however I do not like that their bash is so much better than the currently existing ones. The musketeer seems meh, and I lost interest before I reached the wizard. :P
 
Back
Top