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Final Fantasy XIV

Final Fantasy XIV 

General Discussion  » What new jobs do you hope to see?

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30 posts found
  HavenAE2035

Novice Member

Joined: 7/04/09
Posts: 53

"Nothing can not not exist as it exists as something even if abstractly"

7/13/09 3:57:14 PM#21

The two jobs I'd like to see back are:

Thief

Dragoon

Hopefully Dragoon is more viable than it was when FFXI came out and Thief doesn't get sidelined to Dark Knights at lvl 60. One thing that drove me from FFXI was that my two favorite jobs turned into shit a halfway through because Dark Knight was so powerful.

 

Other jobs that I think would be a great addition:

Mime
Holy Swordsman
Engineer/Chemist (they should be the same job)
Illusionist
 

Some kind of psionic class would be nice too.

 

 

But what I'd rather see... is a combination of systems where trees are involved much how FF:tactics had requirments to job classes such as to be a ninja you have to be an archer/thief/geomancer.

And other systmes where you choose a generic class then advance picking your class as you go but much more options than 2 clases per split example:

Squire,
First tier: -> Fighter, Knight, Archer

Second tier: (I'll just take Knight for instance)

Knight:   -> Grand Knight, Lancer, Guardian, Swordsman
Fighter: -> blah blah blah
Archer: -> Blah blah theif blah blah monk

Their Tier:

Grand Knight: -> Paladin (+equal level whm), Dark Knight (+equal level blm), Temple Knight (+ equal level monk)
Lancer: -> Dragoner (+equal level Bst), Chocobo Knight (req Chocobo trainer?)

 

Each successive tier requires more classes or special requirements to be leveled for instance the next class up from Dragoner could be Dragoon where you undergo a quest to tame a baby dragon.  The next step from Paladin could be saint where you add in another class maybe monks.  This could also extend play value by perhaps requiring a job class be played to cap before it can upgrade where you begine back again at lvl 1.  Better yet 3 classes exist initially; Squire, Scholar, ??? From these three extends all other jobs making the first choice at 30 leveling back from 1 to 60 make another choice and level back to 1 to 75 where the final choice is make back to 1 to 75 again however making each new class shift much more powerful than the previous.

This can also solve solo vs. group requiring lesser jobs (Squire, Scholar, Whatever) to always group until eventually final job shifts allow the player to solo.  This forces community and interaction at first while allowing those who have paid their dues and made standing relationships to solo later if they so wish. So as you progress from 1-30-1-60-1-75-1-75 you can befome increasingly less dependant on groups whil still forcing a cummonity early on.

 Edit, Note: Granted levels are going to be done away with so any mention of levels in this post is a generic term to describe whatever they do use to replace levels.

  UWNVME

Apprentice Member

Joined: 4/16/06
Posts: 113

7/13/09 5:11:35 PM#22

Mystic Knight, complete with Middle-Eastern looking epic armor, just like they were in Final Fantasy V. They're pretty obscure, but then again, so was Fenrir, and SE made him into an FFXI avatar for summoners.

  ic0n67

Novice Member

Joined: 4/23/08
Posts: 782

7/14/09 12:01:47 AM#23
Originally posted by Rogue_Leader
Originally posted by ic0n67

I have a feeling that in FFXIV we are all going to start off as an Onion Knight and work from there. 

 

So you're thinking FF:Tactics as well?

Still curious about how the focus on weapons will work.  

I'd find it annoying if it was like FF:IX.  Especially if there's some rare, hard to get weapon that teaches an ability players decide you "need" to advance beyond a certain point.  It'd be even more annoying if the players were right.

It could be interesting if your weapon choice determined your class.  That would lead to some weird game-play though.

Being limited to speculation is annoying, I hope they release more details soon.

 

I was thinking more like 5 but sure Tactics would work.

  HensenLiros

Novice Member

Joined: 12/19/04
Posts: 465

"Tolerance is a sign of weakness."

7/14/09 12:26:24 AM#24

Mainly Mystic Knight, Berserker, Geomancer and Time Mage.

Some that could be interesting if adapted right:

Chemist, if it somehow didn't depend on items and on the same time not becoming a mp-free white mage.

Knight, by making the warrior more of a raw dps class, a knight would be able to fit the general tanker role.

Viking, a axe/hammer wielder and slow attacker with sick armor (like FF3's).

Black Belt, by making monks more focused on raw dps (and giving them basic skills like Chakra), the BB could be a combo-based tanker.

 

Maybe a sort of a green mage (status ailments caster) and a necromancer (like FFIVA's) could work as well, but I don't see them as much of fundamental classes of Final Fantasy (even though many feel the same way with vikings and even black belts).

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  Crosius

Apprentice Member

Joined: 11/13/04
Posts: 127

7/14/09 12:40:47 AM#25

I would love to see job points (jp) make a comeback in the new FF. I LOVED FF:Tactics (not the new crap ones for the handhelds) and their use of levelling and multi-class skill sets. Even the way they allocated their abilities was awesome. Maybe you could have different classes have more reaction slots or more accessory slots. That way I have more of a say in my style and versatility / specificity. I want to have more of a say in the development and the progress of my characters not just the usual level this job class, now level this job class, now level this alternate job class.

EDIT : oh right. job classes I'd like to see. Geomancer would be awesome, although the one class that ruled them all. the Lancer. Not this dragoon crap. Lancer. Although It would be interesting if they made Malik into a class, (the ying yang mages from tactics) and it would be fun (hopefully not broken) if they could work in a calculator.

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  Ichigo83

Novice Member

Joined: 6/17/09
Posts: 87

Star wars: The Old Republic is Gonna be Epic.#1 MMORPG!

7/15/09 6:47:59 AM#26

I'd say Bluemage with duel wield like in old ff games not in fffxi were only ninjas had duel wield which was so damn lame. so my picks are these jobs. they need to make more then 1 job class in FFXIV have duel wield. and  i know there wont be subjobs in FFXIV SE stated this info in an interview already so idk why ppl keep saying  for ect.. paladin sub job time mage for it wont happen.

Bluemage: Duel wielding  and learn ur foes skills

Time Mage: use space and time magic

Gunner: Duel wielding 2 pistals

Baserker:  have anime like skills and you act like that beast

Mystic Swordsmen: basicly a type of Swordmage were they can duel wield swords and cast magic like blm or have some rdm skills to use both blm/whm magic.

Swordmens: a skills fighter that can use any sword in the game to battle with and be a true master of the blade aka Master swordsmen.

Sage: i kinda forgot what they do >.> lol

mime: copy ur foes skill that they just used at that time and use it back on them, and or copy ur party members skills/spells.

Enchanter:

Necronacer: Summon the undead to do your  bidding muhahahaha.

warlock: summon demons to aid you in battle.

i can go on from classes from wow ffxi ragnarok to eq2 and D&D the list goes on lol.

 

 

 

  ic0n67

Novice Member

Joined: 4/23/08
Posts: 782

7/15/09 8:48:58 AM#27

The only thing I want with jobs is to have Blue Mage look like a fucking Blue Mage again and not this immortal-look crap ...

Correct:

 

Correct:

 

Incorrect:

  Rogue_Leader

Novice Member

Joined: 6/16/05
Posts: 118

7/15/09 11:38:31 AM#28
Originally posted by ic0n67

The only thing I want with jobs is to have Blue Mage look like a fucking Blue Mage again and not this immortal-look crap.

 

Hey, they look like mystic knights!  Always thought that was weird.

  Celic2009

Novice Member

Joined: 7/15/09
Posts: 8

You can't reason someone out of a position they did not reason themselves into. - author unknown

7/15/09 4:58:43 PM#29

No subjob? That could be bad unless they replaced it with a pretty damn cool idea..... no subjob... sniff sniff

  Rogue_Leader

Novice Member

Joined: 6/16/05
Posts: 118

7/15/09 5:01:04 PM#30
Originally posted by Celic2009

No subjob? That could be bad unless they replaced it with a pretty damn cool idea..... no subjob... sniff sniff

 

Where'd you see that?  All I've seen is that they want to expand on the job system and that weapons are very important (possibly determining your 'job' or at least abilities.)

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