Wings of the Goddess job classes

There use to be 15 jobs before ToAU.. that's uneven. I never had all 15 unlocked, but wouldn't it make it 7 on one column and 6 on the other? That sort of breaks the statement of them not adding an uneven amount of jobs.

Or if you had all 15 unlocked did it make 3 columns of 5 or something?
 
The sister survived with amnesia and is in selbina btw. She named her son Aldo.
 
There use to be 15 jobs before ToAU.. that's uneven. I never had all 15 unlocked, but wouldn't it make it 7 on one column and 6 on the other? That sort of breaks the statement of them not adding an uneven amount of jobs.

Or if you had all 15 unlocked did it make 3 columns of 5 or something?
Before the expansion they were in one column, that's why it worked out. After ToAU, they split it up in to 2 columns of 9 each. So splitting it up in to 2 columns with uneven jobs would look weird.

And I had no idea about Aldo and that girl. But either way, the mannequin NPC hints towards us visiting Tavnazia in the past. And in that case, it is even more likely that he (the NPC in the quest) and several others might have been involved in necromancy before the Lightbringer destoyed Tavnazia.

edit: before you ask, no. I do not want there to be a necromancer job. I don't like the idea of necromancer. I'd much rather have mimic.
 
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Oh, and btw. They could actually make it possible with 21 jobs now that I think about it, so that makes it possible that we get 3 jobs from each of the three nations. They could simply make 3 columns of 7 :p I don't think that far ahead though. But it'd still make it look slightly weird on the job select screen. Would make it slightly oversized.
 
Maybe so but i still Out DD wars, monks, thiefs, and nin's. I have a parse if u would like to see and No we were fighting lizards not colibri

by the way i am a lv 66 pup, i was out dding the Players that were 1-2 lvs higher then me
lol @ bragging about beating horribly gimp players and thinking it's an accomplishment. You're still ignoring the problem they were talking about.

On topic, necromancer is impossible. Am I the only one who remembers why SE added PUP to begin with? They wanted to do necromancer, but the job would be weak 2/3 of the time due to daytime, so they made PUP instead. Necromancer isn't coming.

Geomancer isn't likely to show up either, for reasons that were discussed to death in the 500 job threads that have already shown up and the ones that were made(by idiots who don't bother to look for 2 seconds) right before Aht Urghan came out. If you're a geomancer, your power is tied to the area you're in, and most of the monsters are appropriate for their locale; which would mean they're strong to whatever a geomancer could bust out. So you'd be trying to use water powers on a beach against a crab, which wouldn't work well. The only way to fix that problem would be to make the class not a geomancer.

Chocobo Knight is poorly thought out and is extremely unlikely to be added, it's a DRG with no pet on a mount; there's nothing there worth making a new job for.

Alchemist is about the only suggestion so far that actually holds some weight. It'd give a boost to crafting and it could have some cool effects.

The argument of SE not adding X number of jobs because it'd make the job selection screen uneven is stupid. It's completely baseless and would not have any bearing whatsoever on their decision for the number of jobs to add. No one would care about a blank spot.
 
You're going about them the wrong way. Geomancer can simply be like NIN in that it uses tools to cast spells. Necromancer on the other hand, yes, I don't see that working very well, hence why I said I hope it doesn't come out. As for Chocobo Knight, as I mentioned earlier, it doesn't have to be a job on a mount. It can simply be a job that uses a chocobo as a pet.


You're stuck with a "only-way" kind of job. People kept saying BLU would be impossible, since "its basically a BST without a pet". People said gambler wouldn't work either, but they implemented it good with COR. Most poeple seem to be stuck with a "This is the only way to make the job, and that won't work". Its called brainstorming, you should try it out sometime.

And SE do care about making things symmetric. I'm surprised you haven't noticed by now.
Escept for Alchemist, all other jobs are considered impossible to implement by people. Which means they'd only be able to make completely new jobs like PUP. My point is, SE doesn't have to do them EXACTLY like previous jobs. COR isn't exactly like its ancestors. The only ones almost identical to their previous ancestors are the start-out jobs. SE doesn't have to stay with them to be exactly like they are. They can change them slightly. Like, say, make geomancer use elemental-based tools found in the environment instead of the environment itself. They don't even have to name it geomancer. They can name it something else and still hold the same base function, like Corsair. Which is the "Pirate" job the player base screamed about.

And off course my take on chocobo knight is poorly thought out when I wrote it down. Hell, I hadn't even thought about it for more then a minute. I read his post, and wrote down what came to mind, how you could implement it. Its how most story writers, film makers, game producers, and a whole lot of other careers get their ideas.
 
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You're going about them the wrong way. Geomancer can simply be like NIN in that it uses tools to cast spells.
If you do that, then it's...not Geomancer.
 
If you do that, then it's...not Geomancer.
Hence why I said they could change the name of it, like they did with Corsair. It'd still be based off of Geomancer, just not using the terrain to its advantage.

Like I said earlier, the only job that's in the previous games that could work, is Alchemist. Hence, SE either need to modify previous FF jobs to fit the game, or make up entirely new ones, like Puppet Master.

And example of a modified Geomancer, that could actually also be a type of Alchemist.:

Elementalist
uses a type of Crystal to cast spells. Like, Enhanced water Crystal. Stacks to 99. Each Water spell costs 1 Crystal to cast, as well as a a few MP to channel through the Crystal in order to obtain desired result. Also have an ability on a 1 min timer that allows them to mix 2 Crystals together to cast a mixed, stronger spell. An example would be Water crystal + Light crystal to get a Curaga-like effect. Dark + Light to get a spell that drains HP from the enemy and cures nearby party members for (HP drained)/(amount of party members).

No, that's not using the surroundings to your advantage. But like I said, there's very few jobs from the previous FFXI games that could work well in the game.
 
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Hence why I said they could change the name of it, like they did with Corsair. It'd still be based off of Geomancer, just not using the terrain to its advantage.

I'm pretty sure that Corsair was named, and designed, because of some stigma Gambling actually carries in Japan or something like that. It would've been called Gambler otherwise, and likely have other types of luck-based abilities.

It wasn't because they wanted to, but because they felt they needed to.
 
Well actually to expand on that idea for nin tool versions for geomancer they could just take an elemental cluster from the area or some new item derived from various crystal clusters synthed together in different variations to make unique "weather" patterns.

so for example fire fire and earth makes lava which would make the gemancer replicate the ifrits cauldron area. or some combination of earth and wind to make a sandstorm. ect ect
 
My original response got eaten before I went to work, so here goes.
You're going about them the wrong way. Geomancer can simply be like NIN in that it uses tools to cast spells. Necromancer on the other hand, yes, I don't see that working very well, hence why I said I hope it doesn't come out. As for Chocobo Knight, as I mentioned earlier, it doesn't have to be a job on a mount. It can simply be a job that uses a chocobo as a pet.
As already said, that wouldn't be geomancer. That'd be significantly easier and more accurate to implement as an alchemist job.

You're stuck with a "only-way" kind of job. People kept saying BLU would be impossible, since "its basically a BST without a pet". People said gambler wouldn't work either, but they implemented it good with COR. Most poeple seem to be stuck with a "This is the only way to make the job, and that won't work". Its called brainstorming, you should try it out sometime.
Who said BLU wouldn't work? I remember everyone wanting BLU to be added, myself included; no one was saying it'd be impossible. The only problem I had was with how they could break the job depending on how you learned the spells; a concern they handled well with the system they came up with. No one's said they're impossible, only that they'd be pointless to add due to either being incredibly ineffective or completely redundant due to the other jobs.

And SE do care about making things symmetric. I'm surprised you haven't noticed by now.
5 gods, 5 sets of abjurations, 7 jailors, 3 kings, stop me when I get to something symmetric outside of dynamis.

Escept for Alchemist, all other jobs are considered impossible to implement by people. Which means they'd only be able to make completely new jobs like PUP. My point is, SE doesn't have to do them EXACTLY like previous jobs. COR isn't exactly like its ancestors. The only ones almost identical to their previous ancestors are the start-out jobs. SE doesn't have to stay with them to be exactly like they are. They can change them slightly. Like, say, make geomancer use elemental-based tools found in the environment instead of the environment itself. They don't even have to name it geomancer. They can name it something else and still hold the same base function, like Corsair. Which is the "Pirate" job the player base screamed about.

And off course my take on chocobo knight is poorly thought out when I wrote it down. Hell, I hadn't even thought about it for more then a minute. I read his post, and wrote down what came to mind, how you could implement it. Its how most story writers, film makers, game producers, and a whole lot of other careers get their ideas.
They're not considered "impossible," they're considered a complete waste of time because they bring absolutely nothing to the table. Your idea of the chocobo knight IS DRG with a .dat change, that's how you presented it, and you're taking offense when people comment on it. That's how brainstorming works, someone gives an idea, others give feedback; the bad ideas(chocobo knight in this case) get shot down because they're not good. It has nothing to do with "impossible," SE could very easily make a chocobo knight like you suggested, just look to a separate .dat file for the pet, and there's your chocobo knight. If you're not going to put any effort into your ideas, stop being such a sore pussy when people point out how they're not good.

The reason why alchemist is actually being recieved, while your chocobo knight and geomancer are not; is becuase alchemist would actually be useful. Chocobo knight wouldn't bring anything to the table that you couldn't get in DRG or WAR; so why bother adding it? I'd rather they added one good job with a purpose than 3 shitty jobs that were added just to pad the job numbers.
 
Yea, I highly doubt SE really cares that much about being symmetrical.

Again, if they really feel like they need to add jobs, then more damage dealers is certainly not what we need, nor is more magic damage. What we need is more than 1 true tank (Paladin) and a player-made tank (Ninja).
 
You can't say implementing a job is impossible because SE can twist things around to fit the FFXI universe as much as they like. In the end, the only problem is balancing the jobs (which is a BIG problem).
 
My original response got eaten before I went to work, so here goes.

As already said, that wouldn't be geomancer. That'd be significantly easier and more accurate to implement as an alchemist job.
I also said that they didn't have to name it geomancer, like they didn't came Corsair for what it originally was.
Who said BLU wouldn't work? I remember everyone wanting BLU to be added, myself included; no one was saying it'd be impossible. The only problem I had was with how they could break the job depending on how you learned the spells; a concern they handled well with the system they came up with. No one's said they're impossible, only that they'd be pointless to add due to either being incredibly ineffective or completely redundant due to the other jobs.
Plenty of people. I remember quite a few saying it'd be pointless, since it'd basically be a BST without a pet.
5 gods, 5 sets of abjurations, 7 jailors, 3 kings, stop me when I get to something symmetric outside of dynamis.
I'm not talking about having everything as even number.s I'm talking about SE being fixated with numbers being equal. 5 gods, 5 sets of abjurations is a good example of that. Another good example is 7 jailers, and all of the Jailer torques having +7 on their skills. Novio and Novia each having +/- 7, Ninurta's Sash having:
DEF: 6 Attack +6 Haste +6%
"Subtle Blow" +6
Spell interruption rate down 6%

Mars's Ring having:
Accuracy +8 Attack +8
Evasion -8 DEF -8

Futsumo Mitama having:
DMG: 84 Delay: 480 DEX +8
"Store TP" +8
Latent effect: STR +8

Salvage set levels adding up to 75 (15 + 25 + 35), which is the final level of the set.

SE tend to stick to "even" things quite a lot. They don't make something stick out like, such as having it:

Code:
job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
since that just looks stupid. If anything, they'd make it:
Code:
job               job               job
job               job               job
job               job               job
job               job               job
job               job               job
job               job               job
job               job               job
However, that'd still "stick out" from the menu below. Although it is more likely then the previous one.

They're not considered "impossible," they're considered a complete waste of time because they bring absolutely nothing to the table. Your idea of the chocobo knight IS DRG with a .dat change, that's how you presented it, and you're taking offense when people comment on it. That's how brainstorming works, someone gives an idea, others give feedback; the bad ideas(chocobo knight in this case) get shot down because they're not good. It has nothing to do with "impossible," SE could very easily make a chocobo knight like you suggested, just look to a separate .dat file for the pet, and there's your chocobo knight. If you're not going to put any effort into your ideas, stop being such a sore pussy when people point out how they're not good.
Yes, I already said it'd be a more advanced version of DRG with a .dat change. And I didn't take offense, not once, I said that yes, naturally my idea of it is bad and broken since I spent a grand total of 1 min on it. However, it COULD be good if you worked on it a bit. The point wasn't to only have a chocobo by your side, it was to implement breeding in to it and ot allow you do modify your chocobo similar to PUP. You're the one taking offense when I say that any and all jobs are possible to implement. Because, news flash, they if you bother looking further then the end of your nose. You're acting like SE have to stick to how the job used to be in Final Fantasy III 100%.

The reason why alchemist is actually being recieved, while your chocobo knight and geomancer are not; is becuase alchemist would actually be useful. Chocobo knight wouldn't bring anything to the table that you couldn't get in DRG or WAR; so why bother adding it? I'd rather they added one good job with a purpose than 3 shitty jobs that were added just to pad the job numbers.
Yes, I know. I also said the following:

Uzor said:
What do you get if you mix a lolDRG, with chocobo breeding and PUP?
I never said it would bring something NEW to the table that DRG and WAR would.

Additionally, not many jobs have a purpose, since your definition of "purpose" is bringing in 30k/hr in a TP burn.
 
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Uzor, if you recall, before Aht Urhgan was released, the jobs shown on Menu > Status >Job Levels was uneven because there were only 15 jobs in two columns.
Why has no one commented on this? Who the fuck cares what it'll look like.
 
I'm not talking about having everything as even number.s I'm talking about SE being fixated with numbers being equal. 5 gods, 5 sets of abjurations is a good example of that. Another good example is 7 jailers, and all of the Jailer torques having +7 on their skills. Novio and Novia each having +/- 7, Ninurta's Sash having:
DEF: 6 Attack +6 Haste +6%
"Subtle Blow" +6
Spell interruption rate down 6%

Mars's Ring having:
Accuracy +8 Attack +8
Evasion -8 DEF -8

Futsumo Mitama having:
DMG: 84 Delay: 480 DEX +8
"Store TP" +8
Latent effect: STR +8

Salvage set levels adding up to 75 (15 + 25 + 35), which is the final level of the set.

SE tend to stick to "even" things quite a lot. They don't make something stick out like, such as having it:

Code:
job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
job       job
since that just looks stupid. If anything, they'd make it:
Code:
job               job               job
job               job               job
job               job               job
job               job               job
job               job               job
job               job               job
job               job               job
However, that'd still "stick out" from the menu below. Although it is more likely then the previous one.
Yeah, this is just a horribly stupid argument. You're reading far, far too much into the game; and at this point you're almost making shit up just to say there's symmetries where there really aren't. The only example you have that is even remotely valid, is the job window, and that's just because if they stayed with the old window of a single column, the window would be pretty large and eventually they'd need a scroll wheel.

Additionally, not many jobs have a purpose, since your definition of "purpose" is bringing in 30k/hr in a TP burn.
And this is almost as stupid as your symmetry argument. You're trying to put words in my mouth, and it's so obvious and wrong it's laughable. Every job in the game so far has a distinct purpose to it; yeah, there's some overlap in that a lot of them do damage, but they still have different roles. I'm starting to wonder if you've ever actually played with half the jobs you seem to know so little about them.
 
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