What job would you like to see added?

Well, to stick with what I've been saying a long time:

Rune Knight- Would be a melee with several of the mage 'en', 'spike', and maybe 'Refresh' or 'Dispell'. Say what you want, but the only Red Mage this job could replace would be a bad Red Mage.

As far as Bard, nothign replaces a Bard.

An additional ability to give the job of it's own might be 'Chicken' or 'Blitz'. Chicken would leave the mob intimidated for a few attacks, and Blitz would do damage based on the difference between the Rune Knights max and current HP.

The only problem I can see with this job, is that you would have to make it a weaker melee, almost a like a Thief to justify it's insane abilities. However, it would have a useful place in parties without stealing any jobs role.

Blue Mage- I think the abilities of the Blue mage would have to be limited to spell versions. Most likely gotten from scrolls you quest. Everyone knows many of the useful abilities that Blue Mages get, but to illustrate a few I would say White Wind, Rhino Guard, Wall, and 1,000 Needles.

Figure in recasts, spell costs, and subjobs and you have a balanced Job. Over-powered? No. You already have group haste, shell, and protect, and Black Mages can AM burst for much more then 1,000dmg. Done properly it's a fair job...

...besides since people are complaining about HNMs so much we need a new job capable of nuking them.

Alchemist- Give the job abilities such as 'potion-ga', 'free use', 'no delay', and other abilities and you have a very powerful support job. We're talking about being able to use an x-potion on the whole party for free by stacking abilities. That or by using a free pegasus wing so you can skillchain more?

The limiting factors here would be timers, but imagine a macro mis-fire and how much it could cost you? Not to mention the inventory you'd need. Yikes.

These are what I foresee as the most viable, and the most liekly picks from SE.
 
SE needs to make medicines stack to 99 instead of 12 for an item-based mage to work. But I would love for a Chemist-style job to be available.

I'd like to see a heal-using melee, much akin to the Final Fantasy Tactics style Monks, or expand on the existing Monk to be able to heal others, instead of just themselves. A Seperate Chakra that would effect the whole Party, but cure less damage than the personal version would be a good step up. We have Elemental Damage Melee(DRK), Elemental Damage Tank(NIN), and Heal-using Tank(PLD).

Geomancer wouldn't really work well, since you'd be using damage based off terrain and location, when mobs are generally tailored to their location. Granted, you'd be one awesome force against Bombs in Ifrits :P

Reducing the cost of whats required to make stacks of tathlum and shuriken, as well as adding throwing Weapon Skills would make Ninja a good ranged DD too, and you know.... make them more Ninja like.


Personally, a new job I would like to see, would be Mimic. The job would center entirely around strategy.

I'd rather see more Job abilities after the mid 40s though. Don't think any job gets something usable 50+, just traits. A 1 Hour ability would be neat, tailored to each job(Not talking about a weaker form of the 2 hour either. Something entirely different,) some upgrades to other abilities, but with twice the reuse timer and can't be stacked, and entirely new things in general.
 
Momo starts casting Freeze.
*Now's where I mimick!*
Jahn starts casting Barwater.
Mimic starts casting Barwater.

:lol:

Although, that would make AM bursting more efficient.
 
Skaw said:
I'd rather see more Job abilities after the mid 40s though. Don't think any job gets something usable 50+, just traits. A 1 Hour ability would be neat, tailored to each job(Not talking about a weaker form of the 2 hour either. Something entirely different,) some upgrades to other abilities, but with twice the reuse timer and can't be stacked, and entirely new things in general.

PLD get Rampart after 50 :lol:

But seriously, I think that SE is gonna go so far into making a new job, they're gonna forget to add to existing ones. I think that they should fix what's broken, instead of adding more stress to a cracked foundation. We all know SE though...
 
Taurothar said:
Skaw said:
I'd rather see more Job abilities after the mid 40s though. Don't think any job gets something usable 50+, just traits. A 1 Hour ability would be neat, tailored to each job(Not talking about a weaker form of the 2 hour either. Something entirely different,) some upgrades to other abilities, but with twice the reuse timer and can't be stacked, and entirely new things in general.

PLD get Rampart after 50 :lol:

But seriously, I think that SE is gonna go so far into making a new job, they're gonna forget to add to existing ones. I think that they should fix what's broken, instead of adding more stress to a cracked foundation. We all know SE though...

Agreed here.

And, Rampart is 62.
 
Javir said:
Time Mage yes! And I think their 2-hr should reset every players timers to zero. so, if the PLD and the WHM use Bene-Invinc, then time mage could 2-hr and rest theirs. This would also work on other abilities such as convert, which in some cases may also save a pt.

lol i think this would be to much power

blue mage be nice. like lancent in ffx and
the enemy skill materia in ffvii
but instead of useing mp maybe using tp
 
SE needs to make medicines stack to 99 instead of 12 for an item-based mage to work. But I would love for a Chemist-style job to be available.

I'd like to see a heal-using melee, much akin to the Final Fantasy Tactics style Monks, or expand on the existing Monk to be able to heal others, instead of just themselves. A Seperate Chakra that would effect the whole Party, but cure less damage than the personal version would be a good step up. We have Elemental Damage Melee(DRK), Elemental Damage Tank(NIN), and Heal-using Tank(PLD).

Geomancer wouldn't really work well, since you'd be using damage based off terrain and location, when mobs are generally tailored to their location. Granted, you'd be one awesome force against Bombs in Ifrits

Reducing the cost of whats required to make stacks of tathlum and shuriken, as well as adding throwing Weapon Skills would make Ninja a good ranged DD too, and you know.... make them more Ninja like.


Personally, a new job I would like to see, would be Mimic. The job would center entirely around strategy.

I'd rather see more Job abilities after the mid 40s though. Don't think any job gets something usable 50+, just traits. A 1 Hour ability would be neat, tailored to each job(Not talking about a weaker form of the 2 hour either. Something entirely different,) some upgrades to other abilities, but with twice the reuse timer and can't be stacked, and entirely new things in general.
_________________

You sir have some good ideas.

Back on topic though

We don't need more DDs clearly, we need another tank or support class or even another solo class.

Time magic is already covered, slow, elegys, haste, advancing/victory march. If you made a time mage, how much more could you possiblely add?

-en DDer? Just what we need, more DDs, and a gimp one at that.

15 jobs is enough, what could SE possiblely create that's unique, balanced, needed, not over or underpowered on top of what we already have?

Keep in mind mages have dozens and dozens of spells, and melee have many spells/abilities. So when you think of a job, it's probably a good idea to consider one that's flexible, and can have a variety of ideas added. Sorry to sound mean, but alot of these ideas are so unrealistic. You simply can't build a job around 2 or 3 things.

Bluemage is the only job that comes to mind that could be implanted without creatinga huge imbalance since SE can be so flexible in creating it.

The mystic knight idea sounds like it could be used, but not as a DD. Lets face it, we have enough DD, and that have enough unique forms of doing their damage. It'd be nice if SE could take the basic of the mystic knight idea, and mold it and change it so it could be a tank or support class...with it's -en spells no one will care about a week after it's been out because they'll be useless. After the ohhhhhhh ahhhhh factor from -en spells dies down we'll have a very useless job otherwise.

Maybe a mstic knight with a few defense traits and a few absorb stat, absorb hp -en spells and a acc up trait could tank if given access to certain armor. It could work in xp, but come endgame gods and HNM, he'd be one piece of crap tank, same goes for DDing with -en spells. Is there really enough things about a "mystic knight" though to make it a viable job in FFXI with worthwhile things for xp and endgame? Without making it completely wierd and random?

After all ninja was supposed to be...you guessed it! Another DD so we could LFP more! I think the real backfire to SE about ninja was nearly double the tanks, and less LFP time.

Knowing SE though, I bet they make another DD to make all LFP time as DD worse :lol: So we play more!

The shapelifter job definitely sounds unique, I think you should expand on your idea and make it practical to invite to xp party now. I think you got onto something very unique that could fill a new role, pile some more ideas into it of why I'd want to invite one. I'm being serious, come up with ways that it can support-tank for a party and you'll really be onto something. Although another solo job is always possible too.

But like the person I quoted, I agree, I'd rather have more post 50 abilities and traits, expand upon jobs that fit into the game without question. Not that I mind a new job, but...not at the cost of ignoring the originals.
 
Geomancer/Elementalist from FFV or FFT (or like Mog's dances from FFVI)

They'd have the ability to change the local weather (like in the general area of the party). Because everything is based on elemental affinity- like elemental magic damage and resistence, or rumored to be based on elemental affinity, like item drops, why not have a job that could actually change the elements in our favor as well as working with the terrain?

You're fighting against crabs (as usual...) when you notice that you're in the middle of a heat wave. Oh no, that wouldn't do for your (overused) Distortion SC. So have the geomancer cast "Snow Buddy" and suddenly you notice that (for you and your party) it's Ice weather with all its added bonuses for a limited time!

Or imagine going into an Shiva prime battle with highly leveled ELM, at the right time, he casts Altepa Heat Stroke changing the local weather so while it wouldn't overwrite the double ice weather of the cloister, the avatar's attacks aren't as strong because of the weather effect.

Maybe that G1 paper drop is dark-based? Haul out a Elementalist to cast Xarcabard Twightlight and slightly increase the dark affinity for the party, as if it were Darkday or had dark weather. (Of course, this wouldn't be a completely positive thing against the undead...)

I can imagine that GMN/ELM magic would be based off summoning magic skill, partly because (most of) the Avatars are the manifestations of the elemental powers of Vana'diel. And it would also make raising summoning magic easier too. And as for a equipable weapons, give them instruments again, speciallizing in bells and other percussion (like elementalists have always been good at in FF).

Also, I just wanna see Geomancer AF gear complete with a bobble hat. ^_^;

It's a possibility... and I can see where there would have to be some careful balancing though...
 
Culebra said:
I'd sell my lungs to see a blue mage use Frypan.


Or a BLU use Crispy Candle, and see it blow up in their face :D. SE would have to make a hilarious action/emote for that.
 
FFXI has a gil based damage dealer (ranger) and a gil based tank (ninja), so I think a gil based support/healer (chemist) would fit the balance best. The chemist would have to carry the full array of in game medicines (maybe via 99 stack bags like ninja tools), and would be able to use potions on other characters in a party. In FFIV, the bard had an ability where he could divide a single potion amongst all the players on the team at the cost of reduced effectivness. Maybe that could be the answer to a Whms' curaga? Also, the job could have job traits that enhance the effectiveness of items when used by a chemist, because for the most part, items as they are now are impractical and useless. The job would get no innate mp, much like the bard, but for some reason, I forsee whm being the only accepted sub because people like tossing /whm on anything they can. Another support class would be nice anyway. Of course, if the chemist wasn't able to heal 10x as much hp as a whm for no risk, chemists would complain that they have to pay for their cures, so it might be a hard job to balance.
 
well

BLue mages spells would definitely use MP instead of TP, seeing as how they're mages, and as for Time Mages, there's a lot SE could do, make spells such as Haste II, Slow II, w/e else Time mage only high lvl spells, Geomancer would be good, but about the area thing, now lets see if SE made geomancers be able to equip some element into their ammo slot that let's them use that element's ability w/o being in that zone, so could use dirt/earth based abilities in ifrits if per sei u equipped a pile of dry mud into ammo slot, they could be stackables like arrows/ninja tools, or they could be a catalyst item that u only need 1 of, but u gotta do a quest for em instead of having em handed to u, idk just my 2 cents, but I firmy believe SE is planning on including at least 1 mebbe more new jobs with next expansion
 
Blue mage would be an awsome idea but just a idea would be to add 2 jobs that would be so-so jobs but if they were to party together they would be able to swap each others skills(like weapon skills or 2-hr)
but thats just me at 5 in the morning thailand(vacation) and im trying to be as creative as the other writer on this topic :lol:
 
I want a mime.

He would have skills like mime WS, mime JA, mime MA, and his 2 hour would be Mime 2hr.

It would be a job tha twas VERY dependant upon others, but that's ok in this game, as parties rule and solo sucks.

I would imagine he would be able to use all weapons and armor, and maybe even let him learn the Drk absorb stat spells.

Yeah, Mime, that's my choice.
 
Would the abbreviation for Blue Mage be BUM? BLM is already taken ^^

I like the different ideas discussed in this thread, mostly I agree that new Tank and/or Support job would be the best, but maybe another DD wouldn't be so bad.

A Pirate class would be awesome, but what unique traits would a pirate have? He would be like a Thief with puffy arm shirts and RDM-AF-esque hats armed with a sable? Maybe a parrot pet like the wyvern of DRG?

A Shapshifter class sounds like a Monk and Summoner molded into one, this is probably the idea I like best. The ability to turn into a handful of animals, kinda like a prolonged Weaponskill. Gain 100 TP, turn into animal for X seconds, gain 300 TP, 3xX seconds.

I wouldn't mind seeing more soloable classes.
 
I stand by my picks.

Rune Knight- As far as en-spells being useless, it's not the spells themselves as the fact you can only effectively use them as jobs that have no melee talent.

Not to mention, imagine getting an Enfire 2 at the point they start becoming out-dated.

I think the big seller of the job would be it's unique or rare spells. It kinda bugs me that you need a Bard or Red Mage for an effective dispell or for refreshing.

A melee that got either dispell or refresh would be a huge balancing factor. If you say the game's original fifteen are balanced then you must not have trouble finding a Brd or Rdm. >_<

Chicken and Blitz... I think these Chicken would be effective aid to either form of tanking. It would help a Pld not take dmg, or the initial voke not take damage, much in the same means as Flash. Also a big help to Ninja needing a recast because a Pugil just double attacked twice in a row.

Blitz, it just sounds cool, but I imagine the practicality of it would be there. Even more so for a trick partner.

Blue Mage- Once again, a job that can take over some of the big spells. Blue Mages are known for their high mp cost, high result spells.

Their mighty guard, big wall, or rhino guard have always tended to have multiple effects. Most give you the protect and shell, but some have also been known to give group haste, stonskin, or even regen.

Then they also have their oddball spells that help in emergencies. Would you rather try to silence a mage type... or use a move like Goblin Punch to knock out it's MP in general? I imagine that'd be a pretty nifty quest scroll. ;)

They could also take some ground from Black Mages with some of their high-cost spells.

Alchemist- They'd need abilties to save them actually using the items, or to make them multiple use, no medicate side effect. I can see them getting several stacking abilities in this department much like Sneak Attack and Trick Attack with their stacking and 1-minute timers.
 
Ok how about this not a job that charms beastmen but a job that can transfom into beastmen. At HL ppl can turn into demons and other HL beastmen. And the type of beastmen you turn in to is judged by your SJ. You would have to buy beastmen scrolls to turn into beastmen and your skill will be more based off the type of beastmen you turn into. IDK excatly how the 2hour would work beside make you a more potient beastmen.
 
I came up with idea along time ago and I thnk that wont mess up the balance of the 15 jobs. As far as weapon and armor they can still use them but the majority of there strenght will be in there beastmen form. No you wont be able to transform into beast only beastmen and there gear can be similar to BST gear. When transformed there attack and defense will be based off the character b4 the transformation.
 
Ok... I KNOW I'll get a lot of laughs on this but just hear me out.

Chocobo Calvary style class... Still can't come up with a set name for it.


Anyway this would be a tanking class having several passive and active defensive traits. They would be limited to Polearms and Bow/Crossbow/Gun combinations. Now taking a page from DRG their two hour would summon an armored chocobo that they can mount and use as a sort of defense boost.

The chocobo would have a health that could be restored through an ability similar to DRG's spirit link. But while on a chocobo the player could not be targeted directly by simple melee, the chocobo would catch all this. Magic would be the only thing that directly affected the player so some sort of magic defense boost would have to be in there too. the chocobo would be able to zone into other areas, including dungeons, but it wouldn't run as fast as a typical chocobo since it would be weighed down with heavy armor.

Now should the chocobo die you're automatically thrown off and begin to take damage directly again. But like I said this class would be considered a tank class and would have the ability to wear some of the heaviest armors at the cost of not being that great a damage dealer. Sadly to make them truly effective they would either need to have a "provoke" like ability or sub war.


That's just an idea I've been playing with since I started playing really...
 
thats not fare to several other jobs in that case why not make rng able to shoot while mounted they would have to change the game way to much to apply that job to that game.
 
Back
Top