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Talk:Class

From Neverend

  • Knight
  • Thief
  • Monk
  • Dragoon
  • Ninja
  • Samurai
  • Summoner
  • Berzerker
  • Archer
  • Beastmaster
  • Mystic Knight
  • White Mage
  • Black Mage
  • Time Mage
  • Blue Mage
  • Red Mage
  • Caller
  • Tamer
  • Pilot
  • Chemist
  • Elementalist
  • Mimic
  • Gambler
  • Bard
  • Dancer
  • Shapeshifter
  • Engineer
  • Painter
  • Beast
  • Alchemist/chemist is easy, it'd be a support class like RDM or BRD who did buffs/debuffs/heals except you'd have 'alchemist potions' which would work pretty much like ninja tools, stack to 99 and you'd get say a cure potion equal to cure one and it'd probably cost like 40 gil. Just give them refresh, buff, debuff potions as well, couple elemental dmg ones and some DoT ones, even a few AoE ones. It'd play like a cross between ninja and bard.
  • Geomancer is a good possibility too, lots options here, could go like a cross between a rdm and blm, personally, I think it'd be neat to have a mage tank class, he could use stoneskin type spells to buff themselves from dmg. Then again they could have stoneskinga type spells that made tanks unnecessary and just let hate bounce around the party. not sure exactly how'd they'd implement it.
  • Blue Mage is very distinct possibility, lots of monster spells to learn, been in lots of games before. I'm willing to bet they've wanted to put it in since the beginning, but there's lots of balance issues to sort out - when to learn spells, and how strong they are when you use them. I like this job too, because I think it could fill any role in the party if they learn the right monster abilities (tank/healer/dd/support)
  • Heh, sorry about that :) Back on topic, I bet that the most likely class for them to add would be Gadgeteer/Engineer. They would have A rated skill in marksmanship so they would specialize in guns, and maybe get some passive abilities like tactics or leadership that gave slight bonuses to their party members in a new way. Like maybe enhancing the effects of other member's natural job traits representing increased coordination between party members. They could have job abilites that would let them "modify" their weapon to do a different elemental damage as well. It might be unbalancing, but it was just a thought.
  • As for Engineer, I can see them using club also, but only hammers. Sub NIN and you can use pliars! >_>

As for them being A in Guns, I think that might be interesting, but how about if they were A in Guns but only specific guns with special ammo? They would have to be Status Inflicting to a fault, rather than Damage dealing ranged fighters, since we already have RNG. Like they have special guns, and special ammo that only they can use.

  • If they made a "dancer", wouldn't it be cool if they could "skillchain" with a BRD for added effects? Like if the dancer did some "Pimp Dance II" and the BRD did Ballad it would make your MP regen faster or for longer? Just a fun thought :D There would have to be enough of these "skillchains" and they would have to be powerful enough that people would sacrifice a DD slot for another support class, but it would be interesting.
  • Mystic Knight sounds good, sort of a Magic Def version of a PLD (meaning you fight different mobs such as pots/eyes).
  • Healer? Chemist... the ideas above are superb, I'd love to play it. CHM/BRD > You.
  • Support? Chemist could do this as well to a degree, mixing up dispel/refresh potions. Ninja has some enfeebles down, so this class would do stuff like gravity and maybe the elemental enfeebles (Drown, Rasp etc).
  • Throw potions etc... although I don't think this would work too well because of the Ranged slot being taken up by the gun. Maybe the NIN tool idea thing would be more effective.

1 Healing Crystal + 1 Power Up Crystal = Cure 2 <st> 1 Status Effect Crystal + 1 Poison Crystal = Poisona <st> 1 Poison Crystal + Bullet = Bio Bullet <mob>

  • In FFT, Chemists could throw potions. This could be something as simple as a potion to a friend or a paralyzing potion on a monster. These potions, if thrown, would likely be placed in the ammo slot. There would likely also be CHM only potions for damage (Napalm maybe?)
  • Now I realize that if a chemist is using a gun, the gun and it's ammo need to go into the range and ammo slot. Thus, some simple /equip macro swapping would be required.
  • As for primary melee weapon, likely daggers (FFT) and clubs.
  • To add to what that guy said about Chemist, they could add a command of "Mix"-- if any one has played FFV or FFX, "Mix" allowed one to take two random items in thier inv., put them together, and make a Weapon, New potion, Reviver, etc and what have you, for example: In FFV Mixing a Potion + an Ether made an instant X-Potion for auto use on a person and mixing a Dragon Fang (lol) + a simple Holy Water made an attack called "Dragon Breath" (Holy damage to all opponents) ;)
  • Also Chemists had the ability to double the effects of the item he/she used ^^
  • On Dancer, it's COMPLETELY possible, as a Dancer was an enfeebler of sorts, but the effects were DAMN near impossible to evade, they always proc'd on for the most part, as long as the Dancer continued to Dance for a set amount of time (after the dance was done, the effects disapper, lol)
  • Chemist would be a fine addition, but if they were to "mix" by the use of the current selection of medicines in this game, or if they use the current medicine inventory at a range, i.e. I am gonna use a potion on a teammate without having to trade it to them, this would be the most expansive freaking job in the game, or it would crash the economy of alchemy. I don't think SE would do somehting like that. Instead I see all chemist items coming from Alchemy synths to make the equivalent of chemist ninja tools, which would stack to 99.
  • I could see a Geomancer advanced class that also took elements of Oracle (star magic) and (to a degree) Calculator. Basically a non-MP using class that used the existing moonphase/weather/terrain rules to dole out status effects (good and bad) and some damage. Consider it a no-MP version of a Red Mage/Bard cross with less direct "stat" boosts. Call it "Feng Shui User" and it's all set for the Far Eastern Empire.
  • The (Al)chemist job would be as other have said a ninja-like version of a White Mage: buffs and healing paid for by gil, not MP.
  • The Engineering job is iffy. Magical technology is a component of FFXI but the setting just isn't well suited to incoporate it as a job, IMO.
  • BLM/WHM, did the quest, this would unlock the job:

Master Caster

  • The Master Caster would be a single job you level from 1 to 75. It would contain most of the skills from BLM and WHM plus several of it's own unique spells. It would however not allow you to have a support job (as you now are specialized).

Also you would have higher HP/MP then normal for same level BLM/WHM. So for example:

Level 10 BLM/WHM has 200 HP and 100 MP. Level 10 Master Caster has 300 HP and 150 MP

He would have bonus skills, and all the job abilities of both jobs, as well as both 2 hours ^_^


Another example I thought of would be:

RDM/DRK -> Unlocks: Templar

Templar would be a job that focuses equally on using magic and weapons to fight. They would gain all the job abilities of both jobs (so a 75 Templar would have ALL the Attack Bonuses of a DRK as well as the Fast cast bonuses/convert of a RDM). As well as the magic arts, and several new skills:

Some -ga magic abilities (firaga, etc) Omnislash : Combination of the 2 two hours, allowing massive amounts of slicing and HP absorption.


The caveat for this is that you need to get BOTH jobs to level 75 before unlocking the specialist job.

I see this as a possible offering as:

1) It encourages players to level up multiple jobs to 75 (thus encouraing more people to do support jobs as it could be needed for the quest). 2) It encourages players to play more to get more jobs to 75 (more players, more revenue) 3) Adds more jobs as an encentive for long time players to stay even longer (even more revenue).

And finally, as an added bonus, at level 75 you would have the HP/MP/STATs equivallent of a 75/75 job (instead of the now 75/37 job combo), giving you even more power and the abilitiy to fight the now 'deadly' mobs with more ease.

Imagine if an RDM/NIN equated something and you had all the stats/etc/bonuses.

Blue Mage

Oviously a fan favorite. They have the ability to learn monster abilities by having the monster abilities fist used on them - and surviving them. Most likely however SE will realize this is a bit overpowered in the early leveling stage as a Blue Mage could gain many different kinds of attacks quickly, so SE would prolly set them up like scrolls or make many monster abilities not useable till x level.

2 Hour Because many of the more powerful abilities the Blue Mage traditionally have a level setting, like "Level 5 Doom" Perhaps their two hour removes enemy level requirements off their spells for a short duration.


Time Mage

Hastega I or II anyone? YEAH!!! Ok, fantasies aside, this job is certainly doable. The would be a support class (of course) and have access to time based spells - maybe even the dreaded Stop spell - though it will prolly be seriously nerfed! I imagine any of the following spells could be seen in both high level versions (2s and 3s) and even in -ga form. Slow, Stop, Haste, Bind, Blink, Float, and even Demi (one can dream) might be spells attributed to them. Perhaps if one of their own abilities allows them to have auto-haste we might see a job in this game that finally used staff efficiently and possibly even put them in SCs at higher levels with EX Staff abilities.

2 Hour I imagine this would be like the RDM 2 Hr ability only without the MP cost. Like a super-mega-haste that basically accounts that the Time Mage is moving so fast he can cast and then sit to rest and cast again before people make one move action. So simplify this he just casts extremely fast with no MP cost. NOTE: I also thought a Blink like ability which makes him so fast he cannot bit hit for his 2 hr - but what support mage takes hate???


Mime (Mimic)

This is so doable it's not even funny!! This has to be the MASTER job. You unlock it from Matt after having beat him in 6 Genkai V fights. The job is awesome and a reward to those who put in the time and effort to level accordingly. They basically are the mime job which has very much like RDM stats - they really don't have the best of any abilities. However, they can use a variety of abilities. I'm not gonna say ALL abilities because that would be overpowered much. They have a 10 minute ability called Mime that allows them to target a PC in their PT and will give the Mime the ability to use HIS 10-minute ability right then - so knowledge of the game is a must of course! There are soooo many possibilities with this class

2 Hour The two hour would open for a limited time most if not all job abilities present in the PT to the Mime. It would allow a quick-witted player the ability to pull any PT out of a jam by dealing insane damage or reviving the PT. Again - there as so many possibilities for this it would take too long to discuss them all.


Chemist

I like this job idea. We have so many jobs that use items right now. We have a Tank (NIN) a DD (RNG) why not an item using support job like the Chemist!! Finally a job where potions and ethers would be exceptionaly good to use. Perhaps they double or triple the effectiveness of the items used. Yes this might be a bit overpowered, but imagine how the prices of these items will sore! Normally though, the Chemist uses simple items obtained from mob drops or on the AH - maybe even regional vendors in combat to help his allies. He'd be paper thin, so too many overly powerful high-potions and your chemist is goblin food. He might even need to have MP-usage to go along with items. for instance, the Chemist used a simple item (like a distilled water) and like 3 MP and you get a Cure I equivalent spell! It be neat if he could enfeeble, cure, enhance, and basically do everything other support jobs can do with use of his items. Of course - it would be expensive and I'm sure rather than using distilled water , SE would create a new branch in the AH - Spells - Chemist Tools with specific chemist tools - those for healing, some for enhancing, some for enfeebling, and maybe even nuking.

2 Hour Double effectiveness of all abilities used - kinda like Bard.


Geomancer

I personally would like to see more Damage/Support combo jobs in this game. Geomancer could be it. His abilities he can use would be largely determined by the landscape (zone) he plays in and maybe even the current weather effects. In addition to his different kinds of damage and enfeebling attacks/abilities, he might also have support abilities as well.

2 Hour This is going to sound odd, but I'd like a Geomancer to be able to have a pet - a pet based on the zone - a pet like an elemental... But who knows?

Ok so there is my run down. I definitely see all the above jobs as doable. I'd like to thank my FFTactics strategy guide for all the help in remembering what these old jobs did.

Blue Mages have a customizable, limited library of abilties available to them. Every X number of levels, a blank slot opens for them in which they can store a new enemy ability. In order to get a new ability, you need to have an empty slot - if your slots are full, you will have to delete an ability before you can store another. As a result, every Blue Mage has a different spell library, and this is highly representative of the effort they put into the job.

As in previous FF games, only CERTAIN abilities can be copied into the library. When an enemy charges up a copyable ability, the Blue Mage (and only the Blue Mage) sees blue lines to indicate that this is a copyable ability. While the ability is charging, the player hits a Learning ability to add the ability to his library, assuming his level is high enough to comprehend the ability and he has an empty slot.

Learnable abilities are scattered all over the world, and obtained through different means. Some abilities come from Monsters in BCs or ENMs, others from everyday Exp. monsters, and some come from questable/forced-spawn NMs similar to Hakutaku, Gration, etc. Some "overpowered" abilities like Bomb Toss and Dream Flower may be learnable, but only from certain Gobs/Mandies in BCs or the like, and only provided that you're high enough level.

Once learned, abilities are used with TP, just as their former monsters use them. Naturally, this requires the Blue Mage to melee. Damage and spell accuracy are based largely on Charisma, as the Blue Mage is mimicking or "acting out" the ability - the more convincing his charade, the more the enemy is affected.

Going from FFTA's Blue Mage and its Arabian-themed attire, the Blue Mage job is learned in the next expansion's new Western Continent, the same land that produced the Sha'ir Manteel. AF looks similar to the FFTA incarnation, and includes abilities such as TP Regen to 100% as well as CHR and melee Accuracy.

I see Blumage as being that type of support/melee mage, considering their ability to learn a mobs ability and then use that same ability back on the mob, the Lancer idea seems to work much better than the BLU getting hit to learn the ability, and the higher up in levels the BLU goes the Higher the abilities he learns. Now seeing as how there are a lot of the same family type of monster around Vanadiel, each ability he learns corresponds the level of mobs he's fighting, so at Lv10 he will only be able to learn abilities from mobs at his current level, as for his 2hr that could be just as how it was in FFX for Kimari, where he chooses an ability to use as his 2hr, and every 2hr he can choose a different one.(have'nt fully thought out that one as yet)

Geomancer(my personal favorite), I think GEO would make and interesting midline/support/enfeebler more akin to NIN than RDM. Of course we know GEo would use the terrain he is on to learn his abilities, and every different terrain produces a differnt affect, he would have access to these abilities at all times but the effect is multiplied several times when he uses an abilitity that corresponds to the type of terrain that he is on. His 2hr would simply enhance the ability according to the terrain, be it a defensive effect or an offensive one.

Both jobs would use medium armor and weild either axes or swords or scimitars, BLU just like BRD and BST would require chr to help make learning abilities much easier, and GEO would require moderate amounts of INT and VIT to help with his terrain/elemental attacks/support abilities. I would figure that neither of these jobs would require MP, but have some sort of timer attached to them.

Blue Mage

Ok lets assume he came in a expantion pack, and mobs that casted many of the more famous spells are in the new zones. Now lets take the fact Blue Mage cannot learn every monster skill, so he is now down to say learning 40-60 skills. I believe this is a good number considering all the monsters there are.

How would he learn these?

Since there are some support Blue Mage skills I would use a JA like Lancer/Draw(FFX). Hmm this seems cheap now...

Lets limit this by making it so our BLU friend cannot succesfully Draw from mobs that are IT or VT to him often. This means they now have to be EM or weaker to give him a chanceand its not a 100% that it will learned. Also lets make it so the monster unless it is far lower level then our BLU friend has to have been beaten up some (FFIX). This way he cannot just learn and run. I would also have his ablities based on MP as it would be the easiest way to do it.

Lets also give him a Whip(FFVIII) as one of his better weaposn for the fact I think more weapons should be introduced. XD

As for 2 hour I cannot for the life of me figure out anything good.

I can see Blue Mage as something of a Tank/Support or DD/support. The reason I say Tank is because I feel another tank class would be good for the game, and orgienally I believe you had to be hit with the skill to learn it. They could keep hate with skills and Mighty Guard(and other monster skills I have seen) just screams let me be the tank please.

Chemist

Personally it would not be hard at all to make potions simmiler to Ninja tools. Combine them to get different things, maybe have it so you can combine and save the new tool/potion. That way your not doing it in battle. Anyway this would be a great support class in many respects.

This is probably stupid, but what if the new jobs were perhaps nation-related? Like, not really new jobs per se, as much as new roles within the game... Like becoming a Mythril Musketeer, a Sybil Guard, Royal/Temple Knight, or a War Warlock?

Being any of the said jobs would depend on your allegience and job status (I don't see how a WAR/NIN could be a a War Warlock, for example, but a BLM/WHM would be ideal), and would of course, be quested. After unlocking any of these jobs, you might have two options of leveling it: Instead of leveling via the normal XP grind, you would go on solo missions related to the storyline of the particular job you were playing, and recieve points after completing a goal. Or, you could level in the traditional party setup. Either way, you would be granted new Job Abilities, probably relating to specialization of your appropriate job (such as RNG for Sybil Guards).

I dunno. Just a thought. :) I like the ideas of Chemists and Dancers, though.