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OWA_900
11-15-2004, 09:39 PM
Hey, just wondering what some of the jobs are that you guys would like to see added to the game :).

Here's a couple I would like to see...
1. Chemist (Mix dangerous chemicals to create a very deadly attack)

2. Time Mage (Theorizes upon the properties of time and space to create spells that manipulate those properties.)

3. Blue Mage (Able to learn the abilities of Enemies)

4. Sword Mage (Not sure if these are the proper names, but its like a Knight who can cast different types of magic spells on his sword. RDM's dont do that do they?)

5. Dancer (Somewhat like a Bard, can hypnotize enemies and help allies)


sry if this has already been done, i havn't seen it tho

Cali
11-16-2004, 03:04 AM
Just a few questions about the jobs you mentioned ^^; Don't take it as offense, so don't flame... I am allowed to question, right?

Chemist:
Requires Alchemy Craftskill? Buying so many potions will really kill your pocket.... And stuffs like Arctic winds are dropped by Gods, I heard? What role would a Chemist be in a PT?

Time mage:
Haste, slow, hastega are already in game, and avaliable to the mages... what else? the reset spell from FFV? O.o;

Blue mage:
Another one that was constantly talked about, what skill to learn? Throat stab from Tonberry... and everyone will just solo with such a strong skill?

Sword mage:
The role is already played by RDM, en- spells = elements on weapon.

Dancer:
1st off, BRD does not hypnotize enemies(I hope I am getting the 'hypnotize' you meant), they do put them asleep with lullaby, but they won't turn enemies against themselves, and rarely would you want 2 x monsters in an EXP PT... and using monster would be a BST job...
2nd, why would we want 2x support jobs?(note, support jobs does not mean mage

Mercutia
11-16-2004, 11:09 AM
Another tank would help the game out and balance it im tired of it always being NIN.WAR or PLD...

Balfree
11-16-2004, 11:44 AM
i totally agree, here is a post i made some time ago on another forum:

(this is old so... comment further anyway)

Note: This post could contain spoilers of some kind, but nothing very serious ill not bother using the spoiler thingie.

Hm.. further patches could bring new skills no? You see, blue magic is one other feature that has grown with the ff titles: if i remember there was a similar class in ff5, in ff7, you had the yellow materia that allowed you to learn monster abilities, in ff8, quistis used blue magic on her desperation attacks, quina used blue magic, and so did kimarhi on his overdrives, they could very well get new abilities for you to learn in a way or another, still, now that i think about it, i have doubts if it would really work in an mmorpg.

The alchemist still sounds good to me, it would be a support class that makes special items you cant make in guild processing, change the properties of an item to a certain extent, change a MP potion + 3 into 3 normal MP potions, or vice versa, create special bullets (i think an alchemist would be a gunner, i dont see him using a sword or a hammer..) plus, as in Ragnarok Online, you could create homunculus, a processed humanoid that helps you in battle, could be interesting, but unlikely, also, a feature like in rikku's overdrive, to mix items for use in battle, ok i know some of these suggestions might be useless or already achieved in guilds, but what the hey i havent played for more than nothing so i wouldnt know, still these sound good in my head.

A time mage would use things like shift time (a skill in another game, where the speed of the party is adjusted to the one of your enemies by a percentage, it will make you faster, or slower, compared to the enemies' speed, but it will never put you at a disadvantage), a buff that would allow you to score 2 hits in one go at 100% probability for a given time, mirror image that incase you never seen this skill, it allows the mage to create various images of himself to confuse the enemy, time stop a skill in baldur's gate, that stops everyone (including monsters you are attacking/targeting) but one person, that could be anyone in the party of your choice (basically the spell would be cast on that person), cloak which covers everyone in an invisible coat, your party cannot be found by anyone that isnt below the coat, not even amidst a battle for a given time, this could be a TP skill i.e., not to mention stop, slow, haste, and all the variations (stopga slowga hastega, whateverga), but these are already on other classes so i believe these would just be an extra added selection of spells. The time mage would use whatever all the other mages use: robes and staves, i imagine it's robes to be something like a coverall cloak much like the ones on old blackmages (ff1 style, but with more detail ofcourse) and real, real pointy hats.

Hey, no one needs a necromancer in this game? =P you know.. resurrect a monster to your aid, create hordes of skeletons, be the overall evil dude..? nah i dont think this is very ff~ish, still its a usual class on these games.

Valkyrie, a javelin thrower, a lancer? restricted to female players..? dont think so too, "still" would be nice.

Barbarian, a 2 weilder brute, that can use the 2 handed weapons in one hand only, and a shield or another weapon in the other, uses 'buffs' like war cry or roar skills.. i dunno if this exists already, or something close, but also seen it various times in rpgs.

Anyways i dont know if some of these would work, but as i mentioned earlier, they sound good in my head, maybe that fact will change once i get the game and actually understand it fully.

DarkMithra
11-16-2004, 04:13 PM
It might be pretty cool to have some FFX-2 dress spheres as jobs:

Mascot :biggrin:

Gun Mage

Berserker

Lady Luck <- Very interesting!

etc.

Kiaza
11-16-2004, 10:24 PM
A Blue mage is a BST in a nut shell
A Time mages abilities have been whored to the existing mages.
A Dancer is basically a BRD, if anything a little more melee oriented.

I want something new, not just rehashes of existing jobs...
I say add ALTER users in the game, =).

LadyPeorth
11-17-2004, 01:09 AM
Hmmm...

Blue Mage...but using TP instead of MP...as Monster skills are technically TP attacks. Finally a job that you hafta sub SAM for lol. It'd also be interesting to work into SCs. I posted this idea....a long time ago on other forums. The rules were: 1) You'd hafta get hit by the skill, 2) just like other WS, TP would effect whether the move hit. For Throat Stab...I'm thinking of % chance to hit...like 5% at 100 and 15% at 300. That still might be too generous...might also instantly add an insane amount of hate as well...and be untrick-attack-able. I dunno...maybe I'll post my idea, armor equipment, stat layout, and how certain enemy skills would work one day.

Gadgeteer...not like from FFTA, but more like Edgar from FF6. Each gadget would cost inventory space and have a time delay. I don't think any of them would be used up...but some would require you purchase ammunition for them.

Chocobo Knight...battle atop a chocobo and have your Chocobo be your pet...kinda like DRG. Summon Chocobo would be your 2hr. You could ride it out of battle, and during battle it's weapon skills would be Choco Kick, Choco-Meteo, Choco-Cure etc. Of course DRG would be buffed a bit to compensate

As for abilities for current jobs...

I'd like to see SAMs being able to call out the spirit of their sword like in FFT. It'd be a five minute ability and the sword wouldn't break, but the effects of the skill would use your TP.

RDM would get En-Light and En-Dark as well as the ability to cast Ultima at max level, where it'd cost all your mp to cast. BLM would get meteor and Holy for WHM would be buffed.

DRG's 2hr would be changed to let you turn into a dragon for 15 minutes. You'd have enhanced attack and defense as well as your WS would become breaths. Wyvern summon would be changed to a 15 minute ability.

Dennarai
11-17-2004, 08:45 AM
Blue Mage would be cool. I like that. But the most intriguing one for me would be Chemist. It could be like basing off FFX-2 where items come from a 'stash' and they can use them on other people in battle. And mix things like explosives or status powder to hit mosnters with.


Gunner would be interesting, a ranged job that focuses on hitting fast instead of hard. Accuracy and speed would be a must. All shots would need to be as effective as possible and deal low damage. Also, gunners should be able to Dual Wield guns and blast away quickly, build up TP well, too. Could also be like a ranged SAM.

Kiaza
11-17-2004, 09:21 AM
ALTER users!!!

-Summons an alter being to fight by their side. The type of alter being would be depended on Race to suit that Race's strengths.
- Weapon of choice would be Chain Sword, a la Ivy Soul Calibur.
- Level 25 Job ability, enhance your alter being to its second form. Minimal HP consumed...
- Level 37 Job Ability, enhance your alter being to its third form. Moderate HP consumed...
- Level 50 Job Ability, fuse with your alter being, Final Form. HP is drained slowly from host...

*Each form would have their own distinct, for lack of better word, Blood Pacts.

- B+ on guns, ability to use their weapon skills without the need for /RNG.
- The AF would look like the cloths the guy in my sig is wearing...

Yeah I know....I've been watching too much sCRYed lately. :p

OWA_900
11-17-2004, 03:57 PM
That Chocobo Knight idea sounds nice...

Yeah, I don't care if you comment on my thoughts lol, np ;)

Jugend
11-20-2004, 10:26 AM
The idea of a Chemist sounds nice. If it were to ever happen, it would probably be a very expensive job to play.

Pai Pai Master
11-20-2004, 08:37 PM
I've said it time and time again, I'm not satisfied with FFXI's class database until I can be a Geomancer, my all-time favourite Final Fantasy job! :o

It should play much like it does in Final Fantasy Tactics. Purchase Topography scrolls to learn specific Geomancer spells, and the ones you can use are based on your environmental surroundings/weather conditions.

Chemist would be useful, especially the classic ability to pull out potions and whatnot from outside of inventory. Chemists should also be able to use recovery items on other players.

Gambler would be fun as well, but might seem slightly out of place.

Berserker would be very cool, a kind of massively strong damage-dealer with speed and attack-boosting abilities.

Xodia
11-20-2004, 09:28 PM
i am going on strike now....

CHOCOBO KNIGHT, CHOCOBO KNIGH What Yall Think About A Morpher? Kinda Like a BST, But Captures The monester and then May Become It!

Cali
11-21-2004, 08:57 AM
Poor Xodia gonna be hunt down by players if you 'morph'ed into a Crawler XD

Chocobo knight, they will need to give it some cons, no? I mean, Everyone will have a chocobo knight if it does happen, we don't need to ever pay for chocobo anymore, and with RNG sub(widescan), camping large area spawn is so much easier with chocobo knight.. But then again, if chocobo knight has low attack/def, kids will start their complaining and such..

I usually think about what weapon-type is in FFXI, or not commonly used...
If I am to make a dancer, this is what it will be:

-Instead of being a support like BRD(what kind of PT needs 2x supports? usually we get 1x support with 2x mages, no? it's hard for mage to main heal, MB and everything on their own...), I would prefer dancer to be a melee.
-We have attacker melee(RNG, DRK, MNK, THF), TP master(SAM), melee with pet(BST, DRG), skillchain master(WAR(huge list of weapon to play with)), tank(PLD, NIN)... so it'd be nice if dancer is an attack speed melee, to have job traits like 'Attack speed up'.
-But having an attacking dancer would sound strange, so may be have special dance that does various effect as Job abilities.
-Uses whips(<3 whips)
-No..er.. comment on AF... *looks away*

Darkedge
11-21-2004, 12:24 PM
Lady Luck job would lead to a lot more deaths in the party. Maybe Lady Luck would have a JA with a 15 min recast, and a 20 Min duration, when people die they loose less exp? Even then Lady Luck's damage to party abilities would be a huge threat and would slow down exping.

Chemist... ouch @ wallet. Nin and Rng are current most expensive jobs in terms of consumables. How would Chemist work?

Maybe you have JAs to use certain items for mixing. So you don't spend a lot fo money on materials for !Mixing. Different JAs will be mixed to produce different effects, and if you mix two JAs that aren't supposed to mix, you suffer weakness or another status ailment. If chemist is played like that it sounds really cheap. Hmmm. Maybe I should just take a break from FFXI to replay FFX-2 again with my DRK SAM CHM party :spin:

Sarumusha
11-22-2004, 06:42 AM
MORPHER

As I see it the job's main stat would be CHR, which would determain the duration of the "Morph" status, amount of time one would maintain the appearance and powers of the mob that they are morphed into.

For special attacks, what LadyPeorth said about the Blue Mage would apply to the MOR:
Blue Mage...but using TP instead of MP...as Monster skills are technically TP attacks. Finally a job that you hafta sub SAM for lol.

As to what you get out of morph and how you do it, its simple.

RULE1: You can only morph into a mob that can be charmed by a BST.

RULE2: You gain the ability to morph into a mob by defeating an Even Match version of the mob 5-10 times.

RULE3: You can only morph into the basic version mob from each family. Your stats however would not suffer for this, even though a Coeurl from the Meriphataud Mountains is only Lv22-25, your level would be taken into account. It should be noted though that your stats do not change when you morph, but because of that the morpher gets average stat growth in every stat but CHR, so like a Hume, they can act as any monster good, but never great.

RULE4: As a mob, other mobs will not bother you (unless the other mob's family "Intimidates" the monster family you are in, in that case they may attack), you're one of them. This means that you can travel undetected for as long as you're in your beast form. If you attack a mob however, they will then know what you are, and will treat you like any other PC.

RULE5: You gain the Abilities, TP attacks, element bases, weaknesses, and detection abilities of the mob you morph into. Example, you turn into a crawler, you would then gain; detects by sound, detects by scent, based on earth, and weakness to Darkness, Ice, and Light. Note that the "detect by" abilities would work like "wide-scan".

RULE6: 2Hr, AA, PT, "Soul Spells", and Skill Ratings

2Hr: Link - Lv1 - Duration 1min - Recast 2Hr
Any monster from the family of the mob you are at the time you activate the 2hr, that is within linking range will "link" with you and attack your target, even if the target is also from the same mob family.

AA: Morph - Lv1 - D: N/A, based on CHR, - R: 2min
Uses one of the Morph Form Souls you have earned.

AA: UnMorph - Lv1 - D: N/A - R: 2min
Cancels your morph.

AA: Empty Circle - Lv5 - D: 3min - R: 10min
Like all the other "Circle" abilities, I know they're not the greatest, but I like them.

AA: Forage - Lv20 - D: N/A - R: 5min
User finds simple foods on the ground. (Like the RNG Scavenger.)

PP: Movement Speed Up I - Lv5
Increases walking speed by 5%.

PP: Empty Killer - Lv5
Same as other "Killer" traits.

PP: Morph Duration Up I - Lv10
Increases the duration of the "Morph" status.

PP: Movement Speed Up II - Lv15
Increases walking speed by another 5%.

PP: Morph Duration Up II - Lv25
Increases the duration of the "Morph" status.

PP: Movement Speed Up III - Lv30
Increases walking speed by another 5%.

PP: Morph Duration Up III - Lv40
Increases the duration of the "Morph" status.

PP: Movement Speed Up IV - Lv45
Increases walking speed by another 5%.

PP: Morph Duration Up IV - Lv60
Increases the duration of the "Morph" status.

Soul Spells
Bat
Bee
Beetle
Bird
Coeurl
Crab
Crawler
Dhalmel
Fly
Funguar
Hecteyes
Jelly
Leech
Lizard
Mandragora
Opo-opo
Pugil
Rabbit
Raptor
Sabotender (Cactuar)
Sapling
Scorpion
Sea Monk
Sheep
Slime
Spider
Tiger
Worm

Skill Ratings
----------------
Axe C-
Hand-to-Hand D
Staff A+ - I like staffs, their my favorite weapon in RL, so I thought a Staff Melee user would be fun.
Throwing D

Evasion C
Guard C+
Parrying C-

Kiyosuki
11-22-2004, 11:41 PM
I always liked the idea of a Chemist, its like how Ninja is the gil heavy job for the tanks, Ranger the gil heavy job for melee's. Chemist could balance it out being the gil heavy job for backline.

To combine items, they could have a special command which allows you to experiment. You can have special "chemist only" items as well as regular items to instantly put together for various original effects.

Or maybe you have three main options..

Mix: Which is to mix something right there on the spot.
Auto Mix: select an already pre existing combination instantly.

Or Synthesize stackso f special Alchemist only items (99 ofcourse) out of two or more items before hand, and use them like items in a special command.

Yeah it'd be very expensive, but not unmanagable if done right. You can't say that wouldn't be a different experience..

Give them B or even A in gun use and your set.

Another tank would be nice too, but it'd have to do it in its own unique way which is harder to think up than one may first think..

Maybe..
Magic Swordsman or Elemental Swordsman.

You use special spells which go with your swordplay to keep the enemy at bay by increased parrying effects, and on the spot casting of elementally based spells on your sword which defend strongly against an element, but weaken yourself to another. Like the polar opposite to Ninja elemental debuff's among other things.

So far the Warrior is the "rough it and give some back tank", the PAladin is the "Sword and Shield high defense/low offense" tank, the Ninja is the risky"sabotage, dodge, and strike back constantly" tank or the "staller" tank. This type of swordfighter would be a combination of stalling tactics and defense raising. Think of a pure duelist. You have special spells which increase your defense towards an element (if a monster is of Fire element, even its regular attacks will count as that) for a number of attacks until it gradually weakens and you'll have to recast it when ready. Or a job ability to raise your parrying level (Duelist would have S or A+ parrying ofcourse, and would use it far more often) Have special "trap spells", in which the enemy strikes the tank, and the tank counters with an effect such as paralysis or stun to buy you even more time. Basically the idea is that instead of fluidly dodging all attacks, or taking it best as you can you keep the enemy at bay constantly through various abilities and magics, while constantly inflicting elemental, as well as enfeeble based damage on the enemy.

A true staller, It would certainly be very different. Weakness ofcourse is unlike Ninja, they can't keep Utsusemi and high Evasion going for an extremely long time, so they're defenses arn't limitless, and they wouldn't take hits as well as a Paladin or Warrior.

It'd all be in the abilities and how you overlap them all. Kind of like staging poses for a fencer to do in succession. Another possible weakness is that they're damage would be maybe higher, maybe lower than a Paladin's, not as high as a Warrior o Ninja. Its hard to explain, but thats one idea..

The basic idea is making a mage that would be the sturdiest in the game physically (But still not as sturdy as the other tank types, but sturdier than most of the melee's. ) And all those experiments with Red Mages using magic to defend themselves and tank. Take away the functions of your basic mage and pump up the magics and job abilities which allow the mage to stall the monster with magic defenses and retaliations and you have this idea. Basically a tanking Red Mage made into a full fledged job thats supposed to do that.

Its defense vs AOE and Ga spells would be its ace in the hole compared to others. It'd probably be quite strong. Against many of those attacks that Pally's, Nin's, and War's hate.

Balfree
11-23-2004, 05:47 AM
I'd call that a blue mage, look at kimarhi, he's a blue mage.. he's a tank, and hes a damage dealer, maybe a blue mage didnt need to rely on monster's abilities to learn them, blue magic would just be avaliable as another form of magic, go look at the line up of spells from quina's special ability or kimarhi's overdrives or FF7's yellow materias, and make those spells blue magic and just put them on the game already!

Give the job proficiency with staves and swords and axes and youre set!

Str++
Dex+
Int++
Mnd+
Chr+
Vit++

There you go~~!

Quezi
11-27-2004, 02:31 AM
Holy Swordsman

When it comes to smiting things, plds just dont cut it.

Kiaza
11-28-2004, 07:21 PM
No one likes ALTER user...:(

LadyPeorth
11-29-2004, 07:27 AM
The only problem I see with Sarumusha's morpher idea is the Sabotender. While it would indeed be a tough ordeal to get...it'd be the only morph you'd ever use in a PT. 1000 straight uncut damage to the enemy would be ungodly. Of course, fighting 5-10 EM sabotenders may sound difficult...but whom do they need to con EM to? The highest in the party or just you? Still I love the idea and it looks like it'd be a fun job.

Today's Job suggestion will be:

Divine Knight
Stat division:
STR: 2
DEX: 5
VIT: 3
AGI: 2
MND: 3
INT: 3
CHR: 1

Weapon proficencies:
Sword - B
Great Sword - A+
Staff - C
Club - B+
Great Axe - A-
Polearm - B+

Armor options:
Heavy armors are available

Magic proficencies:
Sword Magic - A+
Enhancing - B
Enfeeble - B-
Elemental - D
Healing - D

Description:
A divine knight is meant to fall into a semi-support position. The Great Sword is great for most skillchains and plus I really enjoying weilding giant swords (no it isn't a Cloud complex...believe me, I tried chocking it up to that but it didn't work). The divine knight uses the magical abilities that T.G.Cid used in FFT. Divine Knight gets the En-spells of RDM, and a few special spells all their own. Overal...the Divine knight is meant to play a support/enfeebler type while still applying some melee force. Essentially...it's the melee side of RDM that is lost when they become a refresh slave.

Magic:
Level 5 - Split Punch (Sword Magic, enhances next attack with holy power, giving the chance to paralyze enemy)
Level 9 - Shellbust Stab (Sword Magic, enhances next attack to lower enemy armor)
Level 15 - Blastar Punch (Sword Magic, enhances next attack to lower enemy evasion)
Level 18 - EnThunder
Level 22 - EnStone
Level 24 - Dark Sword (Sword Magic, causes next attack to steal life equal to damage, but attack swing is at 50% strength)
Level 26 - EnAreo
Level 29 - EnBlizzard
Level 29 - Crush Punch (Sword Magic, causes next attack to have a chance to Poison an enemy, Poison counts as its own effect and stacks with Poison, Bio/Dia, and Elemental Enfeebles)
Level 33 - Enfire
Level 35 - Night Sword (Sword Magic, causes next attack to steal MP equal to damage, but attack swing is at 25% strength)
Level 36 - Enwater
Level 38 - Lightning Stab (Sword Magic, causes next attack to have a chance to silence the enemy)
Level 44 - Stasis Sword (Sword Magic, causes next attack to have a chance to stun the enemy)
Level 46 - Icewolf Bite (Sword Magic, causes next attack to lower enemy's accuracy)
Level 50 - Hellcry Punch (Sword Magic, causes next attack to lower enemy's attack strength)
Level 50 - Holy Explosion (Sword Magic, causes next attack to deal holy damage, and may cast Dia III on the target)

Job Abilities:
2hr - Divine Sword(enhances the sword to have divine properties, guarenteeing every strike will land for 30 seconds)
Level 5 - Sword Strike(a low damage attack that has a low chance to weaken enemy's resistance to Sword Magic)Casting Time: Instant, Cooldown: 1 minute
Level 10 - Divine Might (guarentees next attack will hit, does not guarentee vs shadows generated) Time: Instant, Cooldown: 3 minutes
Level 20 - Shielding Circle (grants party resistance to status down magic aka Magic that lowers a certain stat [STR,DEX,AGI, etc.])
Level 30 - Holy Infusion (guarentees the next Sword Magic's strike will hit [if it has a chance to happen, it will happen] and doubles the effect of those that happen anyway.) Time: Instant, Cooldown: 4 minutes.
Level 45 - Insignia of Altanna (boosts accuracy and attack strength)Duration: 1 minute, cooldown: 7 minutes.

Job Traits:
Level 10 - Resist status (gives slightly higher resistance to stat reducing magics)
Level 15 - Defense up
Level 20 - Attack up
Level 30 - Accuracy up
Level 35 - Resist status II
Level 45 - Sword Slash (gives a chance that a free Sword Strike will be used when attacking)
Level 55 - Resist status III
Level 60 - Divinity (opponent may take holy damage when striking the Divine Knight)
Level 70 - Resist Status IV
Level 70 - Sword Slash II
Level 75 - Divinity II

Advanced Job Quest:
Requires level 30. You are asked by the patrons of the church in Jeuno to seek a lost sword that had gone missing long ago. Hidden in Beadeux is the blade hilt, which is inside a procelin jug.
Hidden in Davoi is the blade end, carried by a NM that pops when you trade a silver beastcoin to its pop point
Hidden in Castle Oztroja, in the dungeon, is the holy sigil for the sword.
Upon returning, you must wait 1 in game day. You well then be given the sword and have the ability to switch to Divine Knight Job. The sword is Rare/EX, has 16 damage and 456 delay. Level 1 requirement, it is also classified as a great sword.

AF1:
Given by the church. You are asked to return to the three areas where you received your first blade, and retrieve another for an NPC. Upon returning, you are told that the NPC is gravely ill and must be tended to. There is a NM in Carpenter's Landing that has the rare/ex item you need to cure him. After vanquishing it, head back to Jeuno to receive your reward.
Holy Edge. Level 41, D60, Delay 450, +2 attack, +1 accuracy, +2 MND.

Armor Quest 1:
Given by the church. You are asked to give the church a compliment of weapons from various shadow type enemies. 5 in total, two of which may be AHed (The Cruel Spear and Cruel Scythe). The others are Rare/EX dropped by NMs in Beaucdine Glacier, Xarcabard, and Pso'Xja. Trade all 5 to the church to receive your armor.
Blessed Helmet - lvl 52, +10 MP, +2 MND, enhances Resist Status and Shielding Circle

Armor Quest 2 aka the Dark Spark complex:
Coffer in Davoi. you know the Dark Spark deal...
Blessed Gauntlets - lvl 54, +5 HP, +2 MP, +1 STR, +2 DEX, Enhances Sword Strike

Armor Quest 3 aka Coffers a poppin:
Coffer in Castle Zhal Baileys
Blessed Grieves - lvl 56, +10 HP, +2 INT, +4 Accuracy, Enhances Insignia of Altanna

Armor Quest 4 aka Key hunting fun:
Coffer in Boyahda Tree
Blessed Curissas - lvl 58, +15HP, +3 VIT, +2 attack, Enhances Sword Slash

Armor Quest 5:
The church has once again given you a mission. Find all the emissaries that give the Teleport quests and recieve key items from them all. With all in hand, head to the Hall of the Gods. Place the items on the slab and wait 3 in game days. Come back to pick up your item and head to each church to show it to them. Finally, re-enter the church in Jeuno to start a BCNM fight vs 1 shadow. Return the key item from the shadow to finish the quest.
Blessed Mail - lvl 60, +20 HP, +1 vit, +1 dex, +1 evasion, Enhances Divinity and Sword Magic (causes additional effects to hit slightly more often)

Balfree
11-29-2004, 09:39 PM
wow that's really thought out, i like it generaly

Kiaza
11-30-2004, 02:28 PM
In all honesty though, I wish they would balance out the jobs properly before adding new ones. Theres a huge problem come end-game and the majority of missions when a lot of melee classes are useless. I would hate to be a DRK or DRG where come end-game, I have to sub /NIN and equip a sword to be a SPWT whore in order to be any useful.
You can probably get through the whole game with just a NIN, RNG, BLM, RDM, and SMN.

LadyPeorth
11-30-2004, 04:46 PM
Replace the BLM with a 2nd RNG, maybe through in a thief for good trick attacking measure, and just have the RDM and SMN burst.

Kutch
12-05-2004, 02:16 AM
We need more evil jobs, perhaps even evil races.
From other games, I could mention:

* Necromancer

* Shamans

* Druid (yah, druids are occult magic wielders, not the fancy sexy stuff you see in Everquest)

* Dark priest

As for abilities, there are still options that have been unseen in FFXI. Jobs with do significant damage over time (DoT spells, ref. shamans, necromancers, druids), animal mastery, undead mastery, illusionists.. There are tons of good examples in other games "out there" that could add even more variety to FFXI.

But, before all that, I would love to see:

1) Multiple chat windows (esp. combat damage / Spells / chat separated)

2) remove the ridiculous CTRL requirement for one of the macro bars, and leave the other (i.e: 1-0 for macro set 1, and ALT 1-0 for the second..

BurningPanther
12-05-2004, 10:23 PM
I'd like to see job capabilites expanded, perhaps. I used to bitch and moan about RDM not having greatsword(and even moreso after BLMs got some scythes), but now I wanna see my RDM peoples get gun capabilities. I mean, we get the bow, arrow, and darts, but not even a COUPLE guns? It's not fair >_<

The Red Mage ought to be the perennial Sword Mage, hell, even Gun Mage... but we SO got shafted in this respect, perhaps so as not to tread into WAR, DRK, SAM, RNG, and after a fashion, SMN territory.
The current En-spells are great, don't get me wrong, where's the capability to add status effects to your weapon? And what about "en-status" or "en-element" on a ranged weapon(I understand that once RDM used to have marksmanship weapons, but they were taken)? More than that, how much would a party benefit if the RDM could cast enspells on others, boosting the the DD's the Tank's, even the Ranger's damage? As I said earlier, this is treading on Summoner territory, but you can't get a Summoner all the time, and you can get enspells from avatars slightly less. The ability to en-status or en-spell not just your weapon, but you ranged weapon and the wepons of your teammates... that would be priceless.


(Okay, ranting done for now:) )

It's not jobs, but I'd like to see more choices of race and allegiance. It would have been cool to have the option of being a beastman of some sort, or some other more humanoid races created in opposition to the forces of light. Also the option of coming from a different staring location, like Rabao, Norg, Selbina, Maura, or Kazham. Perhaps then you'd have no allegiance, but the fun would be in deciding :)

More character customization options would have been nice, more variances in facial and body types, perhaps the option to make your charcter a halfbreed, where the selection of father's and mother's races would vary your starting stats.

BLMs already do occult magic... they, along with DRK, are the "evil" magic job.
I would like to see Blue Mage, taking enemy skills would whomp ass. I suppose given it's narrowness of concept, it might make a better job trait or ability, something I see the RDM or BST having.

Chemist is another one that whomps ass. It's like having a nuker, but without magic reliance. True this job may end up being expensive, but aren't RNG and NIN as well?

I always thought of a Chocobo Knight as something of a Dragoon who uses a chocobo, something like going on a quest to get your own personal chocobo(imagine never having to pay for a chocobo ride from Jeuno or the Crags again). Perhaps launching mounted assaults from the back of a chocobo, and utilizing chocobo-specific stat boosts and summon-like attacks. However, while this COULD make a viable job, it sems like a Dragoon clone to me. Perhaps instead making it a special status given to you character, regardless or the job they are using?

To the same tune, a Berserker seems like a souped-up Monk to me, perhaps giving it traits to better take damage--that damage increasing the Berserker's own attack power--could make it a coveted DD/limited tank. Or two mix it up, decrease the tempo of the Berserker's attacks, increase their power, and increase the amount of damage a Berserker can take. This way, it becomes a tank that accrues TP for devastating skills much in the same way a Samurai does, though perhaps at a slower rate.

Blue Mage is a very appealing idea, I see it operating in much the same way as Beastmaster, but I think it would have to rely much more on parties. I just don't think it would be very viable to take an attack and survive it(or get raised) in order to learn a skill, as we have seen in other FF games. I think maybe something more to the effect of absorbing or devouring an enemy in some manner would be better, but might come with and EXP penalty that makes the Blue Mage a more solo-oriented character.

A Holy Swordsman is basically a Paladin, but the Paladin puts less emphasis on smiting and more on surviving being smited. Maybe giving Paladins more light-elemental, damage heavy skills might tip the scales to that idea, without making it into some super DD/Tank combo. Perhaps decrease the rate at which the PLD might use these attacks and increase the damage done per attack, to the same sort effect I described above for Berserker.



Eh, it's always nice to dream...

BurningPanther
07-26-2005, 06:50 AM
I always thought of a Chocobo Knight as something of a Dragoon who uses a chocobo, something like going on a quest to get your own personal chocobo(imagine never having to pay for a chocobo ride from Jeuno or the Crags again). Perhaps launching mounted assaults from the back of a chocobo, and utilizing chocobo-specific stat boosts and summon-like attacks. However, while this COULD make a viable job, it sems like a Dragoon clone to me. Perhaps instead making it a special status given to you character, regardless or the job they are using?

To the same tune, a Berserker seems like a souped-up Monk to me, perhaps giving it traits to better take damage--that damage increasing the Berserker's own attack power--could make it a coveted DD/limited tank. Or two mix it up, decrease the tempo of the Berserker's attacks, increase their power, and increase the amount of damage a Berserker can take. This way, it becomes a tank that accrues TP for devastating skills much in the same way a Samurai does, though perhaps at a slower rate.

Blue Mage is a very appealing idea, I see it operating in much the same way as Beastmaster, but I think it would have to rely much more on parties. I just don't think it would be very viable to take an attack and survive it(or get raised) in order to learn a skill, as we have seen in other FF games. I think maybe something more to the effect of absorbing or devouring an enemy in some manner would be better, but might come with and EXP penalty that makes the Blue Mage a more solo-oriented character.

A Holy Swordsman is basically a Paladin, but the Paladin puts less emphasis on smiting and more on surviving being smited. Maybe giving Paladins more light-elemental, damage heavy skills might tip the scales to that idea, without making it into some super DD/Tank combo. Perhaps decrease the rate at which the PLD might use these attacks and increase the damage done per attack, to the same sort effect I described above for Berserker.

The Red Mage ought to be the perennial Sword Mage, hell, even Gun Mage... but we SO got shafted in this respect, perhaps so as not to tread into WAR, DRK, SAM, RNG, and after a fashion, SMN territory.
The current En-spells are great, don't get me wrong, where's the capability to add status effects to your weapon? And what about "en-status" or "en-element" on a ranged weapon(I understand that once RDM used to have marksmanship weapons, but they were taken)? More than that, how much would a party benefit if the RDM could cast enspells on others, boosting the the DD's the Tank's, even the Ranger's damage? As I said earlier, this is treading on Summoner territory, but you can't get a Summoner all the time, and you can get enspells from avatars slightly less. The ability to en-status or en-spell not just your weapon, but you ranged weapon and the wepons of your teammates... that would be priceless.

EDIT: THIS IS A DOUBLE POST. IF A MOD COULD DELETE THIS, I'D APPRECIATE IT.

Kir0s
07-26-2005, 06:56 AM
No one wants Geomancers :confused:

DrivenTooFar
08-03-2005, 12:46 PM
I can't believe no one mentioned Mime! This is possibly one of the coolest jobs out there! It might be hard to make it work but I believe it could.

First off the quest to get it should be very tough, just like in any other Final Fantasy game.

There should be no attack, item, magic, etc. Only option would be Mimic

There can be job traits but I'm not sure what.

The Mime's stats can be weak to make up for their awesome power.

Mimic can have a cool down time so it's not abused.

A 2-hour ability could be something like no cool down time for Mimics for 30 seconds.

Well, that's what I think. Any suggesstions or comments are welcome.

About other ideas:

Chemist - I like it but it would be expensive.
Blue Mage - Classic. Needs to be magic or skills unlike the other classes though.
Geomancer - Cool but when partying in the dunes that would be a lot of sand storms...
Chocobo Knight - Great idea but would need disadvantages to be fair.
Another tank would also be very welcome.

Thanks for reading!

Sir Orth
08-05-2005, 10:43 AM
Hm...I think something along the lines of gambler, like Setzer from FF6 would work, with a random amount of gil, a random spell or wep. skill (one youve already learned) would break out, or one from your party members. And always the possiability of killing all of the monsters and party members...

Geomancer: We need one. (as long as it was also a tank...)
Mimic: Love the idea
Blue Mage: Also love the idea (but dont monsters typically use spells that mages can do?)
Chemist: Very expensive, but the idea of creating lots of different potions would be cool.

nanatsu
08-05-2005, 12:34 PM
Sorry but I've always held a soft spot in my heart for Chemist and I always will x_x So I will try to flesh it out myself XD. Note: some of this relies on FFX and the Final Fantasy Tactics version of Chemist (Not tactics advance since I will never play that shallow imitation of such a classic game again x_x). Also, please realize that I sat here and worked on this without looking at anything else save the Mix idea that someone else has already posted in this thread. If there are any similarities between what I've done and what anyone else has written it's a coincidence and I didn't mean to x_x Anyways everything here is just to have something to start from. I know it probably needs refining but I have to start somewhere ^^; Let me know what you think.

Combat Skills:
Dagger - B
Marksmanship - C (Restricted to guns onry, no xbows)
Throwing - A-
Dodge - E

Magic Skills:
Mixing - B

Armor:
Mostly robes and light armor types.

Role:
A Chemist is mostly a support class. Using their ability to mix and toss items, they can do a wide range of things from healing and buffing party members, to causing enfeebling and causing damage to foes. A chemist's ability to function in a party relies solely on how much they can carry, so Gobbiebag quests are a must if you want to be as useful as possible. Nothing is worse than a Chemist without any items to throw. Although Chemists can throw many items on their own, they also have a large range of special items available to them through the Mix command.

Job Abilities:
2hr - Experimentation - Creates a potion that the Chemist immediately tosses. The potion tossed has a random effect based on your inventory at the moment you use your 2hr. This effect can range anywhere from a buff, to a damage type ability, to a healing type ability. As a general rule, the more damage type items you have, the higher the chance of a damaging toss. The more healing items you have the higher the chance of a healing toss. You get the picture.

Level 5 - Mix - Allows you to create a special potion by mixing 2 items together. The special potion you create gets added to a list that you can access when selecting the Mix option, allowing you to automatically choose a special potion instead of mixing manually. The special potion cannot be stored and is used immediately after creating it. Your ability to mix items depends on your Mixing Skill. If your Mixing Skill is high enough, then a particular combination will become available to you. Once you first use that combination, it gets added to the list. For example, if your Mixing Skill is 5, you can use Mix to create a Healing Potion. Once you Mix one for the first time it gets added to the list.

Level 10 - Increase Potency - Enhances the next potion or item, doubling its strength. Healing items will heal twice as much, and you'll get lower resist rates on damaging/enfeebling items. Buffing items will recieve a small boost. Cooldown 10 min.

Level 15 - Move-Find - Much like the rng's Scavenge, this ability allows you to find items for throwing and ingredients for the Mix ability. It works differently than the Scavenge ability, in that it has a duration. While Move-Find is active you have a chance of find items as you walk across Vanadiel. The type of items you find depends on the area you're in. Duration: 1 min. Cooldown: 5 min.

Job Traits:
Level 10-30-50: Potency Bonus - Increases the effectiveness of potions and items
Level 15: Rapid Throw - Has a chance of eliminating the throwing delay of an item
Level 25: Efficiency - Sometimes allows you to throw a potion or item without using up any in your inventory. Doesn't work with Mix.

Mix Abilities:

These are just ideas. I honestly don't have the time to sit here and generate a very long list x_x It would have to be balanced and everything and I just wanted to toss a couple of ideas down to give the general gist of it.

Mixing Skill 3 - Healing Potion (Cure 1)
Mixing Skill 8 - Crawler Tablet (Defense Up, Resist Poison)
Mixing Skill 10 - Rarab Tonic (Agi Up, Resist Blind)
Mixing Skill 15 - Poison Vial (poison)
Mixing Skill 25 - Insecticide (Insect Killer effect)
Mixing Skill 33 - Antifreeze (Barblizzard)
Mixing Skill 50 - Flame Grenade (Fire 1)
Mixing Skill 50 - White Tablet (Protect + Shell)
Mixing Skill 70 - Burning Solvent (lowers int, Fire Defense Up, Water Defense Down)
Mixing Skill 75 - Venom Vial (poison + paralyze)
Mixing Skill 90 - White Tonic (Protect + Shell + Regen)
Mixing Skill 110 - Acidic Splash (lowers defense)
Mixing Skill 150 - White Injection (Protect + Shell + Regen + Haste)

Keep in mind that you'll still need the ingredients before using any Mix ability. Comments? Suggestions?

Kaylik
08-06-2005, 01:15 PM
i would love to see an Assasin^^

Kagerou
08-06-2005, 08:05 PM
Sorry but I've always held a soft spot in my heart for Chemist and I always will x_x So I will try to flesh it out myself XD. Note: some of this relies on FFX and the Final Fantasy Tactics version of Chemist (Not tactics advance since I will never play that shallow imitation of such a classic game again x_x). Also, please realize that I sat here and worked on this without looking at anything else save the Mix idea that someone else has already posted in this thread. If there are any similarities between what I've done and what anyone else has written it's a coincidence and I didn't mean to x_x Anyways everything here is just to have something to start from. I know it probably needs refining but I have to start somewhere ^^; Let me know what you think.

Combat Skills:
Dagger - B
Marksmanship - C (Restricted to guns onry, no xbows)
Throwing - A-
Dodge - E

Magic Skills:
Mixing - B

Armor:
Mostly robes and light armor types.

Role:
A Chemist is mostly a support class. Using their ability to mix and toss items, they can do a wide range of things from healing and buffing party members, to causing enfeebling and causing damage to foes. A chemist's ability to function in a party relies solely on how much they can carry, so Gobbiebag quests are a must if you want to be as useful as possible. Nothing is worse than a Chemist without any items to throw. Although Chemists can throw many items on their own, they also have a large range of special items available to them through the Mix command.

Job Abilities:
2hr - Experimentation - Creates a potion that the Chemist immediately tosses. The potion tossed has a random effect based on your inventory at the moment you use your 2hr. This effect can range anywhere from a buff, to a damage type ability, to a healing type ability. As a general rule, the more damage type items you have, the higher the chance of a damaging toss. The more healing items you have the higher the chance of a healing toss. You get the picture.

Level 5 - Mix - Allows you to create a special potion by mixing 2 items together. The special potion you create gets added to a list that you can access when selecting the Mix option, allowing you to automatically choose a special potion instead of mixing manually. The special potion cannot be stored and is used immediately after creating it. Your ability to mix items depends on your Mixing Skill. If your Mixing Skill is high enough, then a particular combination will become available to you. Once you first use that combination, it gets added to the list. For example, if your Mixing Skill is 5, you can use Mix to create a Healing Potion. Once you Mix one for the first time it gets added to the list.

Level 10 - Increase Potency - Enhances the next potion or item, doubling its strength. Healing items will heal twice as much, and you'll get lower resist rates on damaging/enfeebling items. Buffing items will recieve a small boost. Cooldown 10 min.

Level 15 - Move-Find - Much like the rng's Scavenge, this ability allows you to find items for throwing and ingredients for the Mix ability. It works differently than the Scavenge ability, in that it has a duration. While Move-Find is active you have a chance of find items as you walk across Vanadiel. The type of items you find depends on the area you're in. Duration: 1 min. Cooldown: 5 min.

Job Traits:
Level 10-30-50: Potency Bonus - Increases the effectiveness of potions and items
Level 15: Rapid Throw - Has a chance of eliminating the throwing delay of an item
Level 25: Efficiency - Sometimes allows you to throw a potion or item without using up any in your inventory. Doesn't work with Mix.

Mix Abilities:

These are just ideas. I honestly don't have the time to sit here and generate a very long list x_x It would have to be balanced and everything and I just wanted to toss a couple of ideas down to give the general gist of it.

Mixing Skill 3 - Healing Potion (Cure 1)
Mixing Skill 8 - Crawler Tablet (Defense Up, Resist Poison)
Mixing Skill 10 - Rarab Tonic (Agi Up, Resist Blind)
Mixing Skill 15 - Poison Vial (poison)
Mixing Skill 25 - Insecticide (Insect Killer effect)
Mixing Skill 33 - Antifreeze (Barblizzard)
Mixing Skill 50 - Flame Grenade (Fire 1)
Mixing Skill 50 - White Tablet (Protect + Shell)
Mixing Skill 70 - Burning Solvent (lowers int, Fire Defense Up, Water Defense Down)
Mixing Skill 75 - Venom Vial (poison + paralyze)
Mixing Skill 90 - White Tonic (Protect + Shell + Regen)
Mixing Skill 110 - Acidic Splash (lowers defense)
Mixing Skill 150 - White Injection (Protect + Shell + Regen + Haste)

Keep in mind that you'll still need the ingredients before using any Mix ability. Comments? Suggestions?



For good mixing combinations for ur chemist ideas, try playing Rikku in FFX. Her overdrive is all about mixing items for ur parties benefit.

Sesshomaru
08-10-2005, 09:39 PM
I read some thoughts about a shape shifter, but not how I imagin it to be. Hows about just a plan old shape shifter who is attune with nature(something of a druid, but not a healer) and can just turn in to a wearwolf, bear, tiger, ETC. Would also be nice if the shape shifer could have some elemental spells. Just a thought. :cool_shad

Arris
08-10-2005, 11:29 PM
Pirate , Job Trait: Free boat and ship rides O _ O

but seriously

Mime (FFTA)~They can mimic any action done by any other party member
Sage (FFTA)~ They have WHM & BST abilities
Assassin (FFTA)~ One of their ability is to instantly KO target {yes,pease}
Gadgeteer (FFTA)~ Most of their spells are -ga spells...doom on all is sweet ^o^

**ShadowZone**
08-10-2005, 11:40 PM
A Gunner would be aesume!!! :-)

Enialas
08-11-2005, 07:55 AM
Most of the ideas here are pretty cool.

Mime would be impossible to solo, unless it had a menu change in partys. unpredictable can be powerful at times... (counter)=(mime) :thumbsup: >_> /shrug

unfortunately for chocobo night, there will have to be a drawback. you can be aggroed while riding a chocobo. that right there will unravel the belief that Chocobos are the most powerful creatures in Vana'diel... as it stands the reason you don't get attacked while on a chocobo is because everything is {Too Weak.} After all in other games if you attacked one, it didn't die, even if you did 99,999 dmg to it it... it just ran away.

ALTERs seems cool, but i'll have to find out more about them. and for Geomancer, mog in FFVI had dances he learned for battling in different terrains, like spells but cost 0 mp, kinda like getting summoner, have to expose yourself instrad of ruby to weather i guess. is that sort of what you had in mind?

i so want a blue mage, since mobs do use magic players can access, the mob skills and using TP is a good idea, but with Lancet level 5 ability that upgrades and starts taking MPs later on too.

I will only mention this here b/c someone made a rdm /rant... Question: why is RDM able to equip HtH weapons but NOT get a HtH skill?

Frolly
11-29-2005, 01:06 PM
I came up with a job a few days ago called Strategist, got some feedback on it and I liked what I saw but some people said I should maybe talk about it here since many people seem to have come up with job ideas in this post :biggrin: So here I go.

STRATEGIST

Far Eastern adepts of war who specialize in multiple enemy battles. Only useing fans for weak normal attacks they can target multiple enemies at distance with a powerful wind strike.

Strategist Job Abilities:

Baishi Mato: Allows attacking multiple enemies with other than fan type weapons.



I kinda had a picture like this in mind for strategist.
http://img340.imageshack.us/img340/6660/zhugeliang31ob.jpg