What job would you like to see added?

I suppose another way of handling the Rune Knight would be to give him a direct MP->Damage ability, rather like the Rune weapons already in the game. Burn MP every strike, have abilities that would raise the amount of MP burned/Damage dealt. On the flip side, you could reverse it, have them absorb damage through MP loss. Throw on a /war sub, and you'd have a viable tank that didn't revolve around healing or evasion, throw on a more magic oriented sub and you'd have a melee damage dealer that's at least superficially different from the rest.
 
the thing is the chocobo they would mount for 2hr would not be a typical chocobo.... it'd be a seperately considered thing


Should they mount a typical traveling chocbo they wouldn't be able to shoot from it or enguage in combat without dismounting....
 
findel thats just wrong and chocobo crualty lol I rather see my chocobo running happy than see them takin all my damage
 
I read all your ideas and there all great i like the rune knight alot but for balance purposes I think my transforming , rune knight, and alchemist idea would work the best to keep all the jobs balanced. My idea for the transformer is more a solo job rather than pt job but it had pt values and the alchemist and rune knight could be more directed toward pt than solo.
 
My ideas... kinda long, so bear with me...

Rune Knight (RNK).

Stats (on a 5-point scale):
HP: 4
MP: 3
STR: 4
VIT: 4
DEX: 3
AGI: 3
MND: 3
INT: 3
CHR: 2

Weapon of choice would be greatsword. Could also use 1h swords effectively. Would have an A- in Enhancing, B+ in Enfeebling, C in Healing and Elemental.

Traits:
-Empower: Enhances effect of weapon enchantment spells based on current weapon's delay. Learned at level 10
(In other words, weapons that hit slower will also get more power from an en- spell)
-Attack Boost: Learned at 25
-Defense Boost: Learned at 25

Abilities:
-Arcane Blast (2hr): Drains all of the RNK's MP to deal huge damage to the enemy. Damage dealt depends on MP drained.
-Spreading Charge: The next Enhancing spell cast on yourself is instead cast on all nearby party members. 5 minute recast timer, learned at level 20
-Spreading Curse: The next single-target Enfeebling spell you cast instead affects all nearby monsters (in other words, it's an AoE enfeebling spell). 5 minute recast timer, learned at level 30

Spell list:
-All current En spells, at earlier level than RDM (start at level 10)
-Enlight and Endark, after the other 6 are learned
-Level 2 versions of the 8 elemental En spells
-Cure 1-3, at higher level than PLD. Maybe cure 4.
-Level 1 and 2 elemental nukes
-Most enfeebling spells (Paralyze, Silence, Slow, Dia, Blind, etc).
-Most enhancing spells (Haste, Protect, Shell, Bar- spells, Regen, probably not Refresh).

Basically, this is a melee job that specializes in dealing damage through En-spells. It's also sort of a RDM and WAR cross, similar to how DRK is a cross between WAR and BLM, and PLD is a cross between WAR and WHM.

More next post...
 
hmm

nah Blue mage wouldnt be BUM, mebbe BLU idk
 
Blue Mage (BUM)

This isn't going to be as detailed as my other post, but I will say my idea of how a Blue Mage can work...

Basically, yes, a Blue Mage is a mage that can learn and use enemy abilities. But, my idea is going to be a little bit different from what most people think a BUM can do...

One of BUM's main JAs (they get it at level 1) is Enemy Seal. Whenever a BUM kills an enemy of a certain family, they learn its Seal. They can use the Enemy Seal ability to gain access to that enemy's abilities. For example, if you want to use a Goblin ability, you have to first activate Goblin Seal. However, the Enemy Seal ability is on a 1 minute cooldown timer, so you have to wait a minute between Seal changes.

Whenever an enemy uses an ability, you have a 10% chance to learn that ability, unless it's an ability that you can't learn (pretty much only super-powerful enemy abilities, like the ones used only by HNMs or by some mission bosses, can't be learned. Any ability used by a normal mob can be learned). You can learn the ability even if it's not used on you (so you can learn self-buff abilities).

JA list:
-Ultimate Seal (2hr): The BUM is able to use any monster ability, regardless of what that player's current Seal is. 2 minute duration.
-Enemy Seal: Changes the BUM's current Seal to any Seal you have unlocked. You can only use abilities used by that monster. 1 minute cooldown, learned at level 1.
-Study: You have a 100% chance to learn the next ability used by the target monster. Lasts 30 seconds, 10 minute cooldown.

JT list:
-Learn: Gives you a 10% chance to learn any learnable ability used by a nearby monster you or your party is fighting. Learned at level 1.
-Seal Knowlege: Whenever you or your party defeats a monster, if you have not learned that monster's Seal, you learn it.
 
Not so much a new job, but some new weapon classes.

Sorta similar to the H2H weapons of a monk, but with swords. It goes in the main weapon slot only, but its two swords you wield in each hand. Sorta like how Samurai had two swords, one longer, and a shorter one. Would make for some cool WS posibilities.
 
I like the idea of blue mage, but it doesn't exactly excite me when I think of a new job that could be put in FFXI. it just doesn't seem all that fun to me :\

I do however, definitely like the Pirate idea. That sounds like a lot of fun, and would give me an excuse to run around saying ARRRR for no reason whatsoever.

I also like the Shapeshifter Idea Lokkin had there. It's no entirely unfounded either, just look at Cyranuce from the DRG quest. He actively changed between dragon and elvaan forms. So why not a player job class that does nothing but this? Sounds like a lot of fun to me. Could you imagine turning into a bunny and kicking some DRK or PLD ass in uncapped ballista? XDDD

Also, I think they should introduce the Whip class of weapons to FFXI, I always thought whips were cool, and I could just imagine how awesome Whip weaponskills would look. I'd level just about any job if it used Whip as a main weapon. XDD
 
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...

I think this idea is pretty good for a start. It's not enough to make a whole job, but there is room for this in this game. EVERYTHING in the game is effected by moon and day pretty much, this is an good start at something the game has room for.

Only problem is it's not enough in my opinion.

I really don't think any of these job ideas are enough to go on and make as a "MMORPG" job. It's not that the ideas are bad, a bit basic though. And this MMORPG revolves completely around interdependece.

For example I like the shapelifter job,time mage, and elementalist job idea concepts. But imagine a job where the only spells/abilities were slow,slow II, slow III, haste, haste II,haste III. A retarded monkey could do that, wouldn't you get bored if that's 'all' you were doing, aisde from a few small other tasks?

Same thing with -en damage dealer. Pop a -en spell, draw your weapon, through a cure in the air once in awhile and a haste, well that got old fast. Not to mention a -en DD would probably be completely undesired for endgame activities. If 25% of the damage is coming from -en spells, I don't want to see his/her ugly worthless WSs.

What I think, is that we need to combine 2 or 3 of these ideas into one job, leaving certain spell/ability ideas out so it's not too much. That way there would be plenty to go on.

So I'd like to combine 2 or 3 ideas if the original idea holders don't mind.

Something along the lines of combing elementalist, rune/mystic knight, and maybe a multi use mage.

Now what we can't do because it would ruin game balance.

-We can't make the job a DD capable of being a support job also, if they could fill rdm-brd's role while being frontline, it'd be completely unfair to the good rdm and brds.

As it stands now ander, yes I think the 15 jobs are fairly damned balanced, especially considering there are 15 and that's alot to juggle, I probably couldn't do much better of a job than SE did. However there is a population imbalance, shortage of brds and somewhat rdms, support jobs.

I'd like to follow the 75% support-25%DD route though. A support job capable of throwing in some damage with spare time between support casting... Unlike brd who is the true champion of pure support but can offer almost zero damage dealing when they're caught up in songs.

And yes as brd, I sometimes find myself with a little time on the side, if you're good and get things done fast at the start of the fight and inbetween fights, you may of some time to spare depending on your party. That's why they sub whm alot, nothing better to do then.

For the sake of balance and yet unique characteristics I think the job has to be either 75% DD-25% support, like drk, or 75% support-25% DD, much like rdm 'can' be.

Like I said I'm going to go with the 75% support- 25% DD route since it's far more needed.

-Here goes, I'd like to see a job that can equip a variety of weapons, including a 2handed of some sort as there B+ or A- weapon.

-They'd have elementalist powers as in my quote from another person, manipulating the elements somewhat like threnody spells, but more the weather itself so that it effects everyone and everything in the very nearby area apart of that party-group.

-They'd have party target type -en spells. In other words, they could could give a tier I or II -en spell to another player within the party-alliance, thus making it more support-ish. The damage on the -en effect would be dependent on weapon delay as to not give any existing DD an advantage.

-Their own form of dispel, but I'd rather not rip off the existing rdm dispel, maybe an ability on a 25 second timer, but a disadvantage of not being learned until 38-40, so no other job could sub this job and get a 25 second dispel to spam. And it'd have to be based off a certain stat.

-If they're going to compete against rdm and brd, obviously they need a function of refresh...I have to admit I'm not good with an idea to implant this without being a complete copycat, so feel free to improvise here. I've considered a AOE refresh on a 3 minute ability timer, swapping mp, but I don't like my own ideas in that regard.

-No innate nukes, I want to seperate this idea from the existing rdm while trying to provide competion to it and brd. This job would lack in the ways of nukes and therefore MBs.

- I'd give the job an innate mp pool, although no bigger, and maybe smaller than a rdm's. I'd give it innate cures, but no higher than III or IV, and learned slower than rdm without question.

-They need a function of slow at the min, and maybe haste to compete against the other 2 support jobs. I'd like to tie this concept in with the weather ideas though, make them spells/abilities learned somewhere between 10 and 30. And just like the spells haste and slow in terms of potenty. Maybe a haste elementalist type thing better than all current haste spells/songs, to take advantage of the target en- spells, however what they gain in the ways of perfecting haste, they'd lose in slow, less potent form of slow.

It's be like this the way I'm thinking of it

Rdm-medium haste and slow
Brd-Medicore haste, and the best slow
This job-Best haste, and worst slow.

And least importently, but cool in a pitch, the DD ability

Converts -en spell damage into plain damage for a combined damage number. Practical for WS time. And maybe a blitz move or something like everyone's being talking about. No harcore DD here...but little tricks up it's sleeve. But let me say B+ or A- in a 2handed weapon most definitely can get some damage done.

I think I overpowered the job a bit, I should maybe go back and pick at it and take something out. Maybe B- or B skill in a 2handed weapon, this is a support job after all I'm thinking of.

And and it has no way to paraylze, dia, bio, blind, and gravity. I don't think it should be able to do it all, to create a variety amoung the support jobs.

Not a very practical subjob.
 
I would really like to see Blue Mage, Rune Knight, and Alchemist added.

But with Rune Knight I don't think there should be any healing spells or buffs because from previous descriptions it seems to have almost all RDM spells but a few. And it would be too similar to RDM if it had all of those same spells.

The thing that I really really enjoy about the alchemist job,and this might make some people mad, is its ability to replace WHM. I'm pretty sure that WHM is the only 100 percent (certain situations vary) needed job for experience party in the game. With Alchemist being able to use AOE items like potion, hi-potions, and x-potions, it could be interchangeable with the white mage. This would just lead to more succesful parties in my opinion. Also, alchemist could have higher alchemy ability for crafting as well as job traits that enhance the effectiveness of their items. In FFX, Rikku had mix as her overdrive and that could be the 2 hour. Alchemists could combine items when not in battle but you have to go through a crafting animation and all that, when the Mix 2hr is used, the items are immediately combined and immediately used.

Plus AF could be sweet!
 
Marajade said:
Not so much a new job, but some new weapon classes.

Sorta similar to the H2H weapons of a monk, but with swords. It goes in the main weapon slot only, but its two swords you wield in each hand. Sorta like how Samurai had two swords, one longer, and a shorter one. Would make for some cool WS posibilities.

Sword chucks, yo!
 
Yeah, I don't think Rune Knight should/would have healing spells. Then they'd be forced into subbing White Mage and playing the role of a Red Mage. The big thing would be that they would have useful spells similar to the Dark Knight and Paladin jobs. *Flash/Stun*

I reall would want to see a spell like Chicken or a JA similar to Blitz.

Another job I have considered, that isn't really needed would be a Berserker. Something that has pasisve traits and active abilites that increase things like accuracy or attack speed.

As far as active boosting abilities go their is a heap of atk up abilities, but not really many acc+ or speed up outside Monk.
 
But war is in a sense our berserker already, or at least has the option to be.

By the way Ander, I like the bottom line of your sig lol. I've had the same thought.
 
Anderithe said:
I'm thinking about changing it myself, they don't deserve the attention nor the title.

Then again, look at the NBA. :roll:

I'd venture a guess and say Dua doesn't really care. Colbwas the one thats an attention whore, however.
 
I think Mimic (FFT version, not Gogo from FF6. Ew? :?) would be fun as hell. Unfortunately, there'd be no way to make the job without it being badly balanced and either way too easy or way too hard...and while I love how the outfit looks, I dunno if it'd be too good seeing a bunchof of morons in the AF of it, y'know?
 
pfft

pff, too bad Gogo from FFVI is the best Mime there is, Gogo 4tw!
 
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