View Full Version : DANCER would be a most wanted and popular new Job for Wings of the Goddess!
jenova_9
07-27-2007, 11:24 PM
instead of another fighter or mage class, they should add more unique classic classes.
plus I feel WoG should at least include more than 2 new Jobs (like Zilart) cause I feel the best feature to get an expansion for is new Jobs, which to me are more valuable than new quests and missions at this point. Some might say there are already enough Jobs but I feel there's still a void that needs to be filled with the types of Jobs available, and Dancer is the main job with the greatest potential to feel refreshed and eager to start at level 1 all over again. ^_^
but lets first avoid the stereotypical idea that DCR = BRD
in the best FF games, a Dancer is a mixture of power,status inflictions, and the ability to assault enemies from a distance. plus they don't need MP,
Also since a Dancer channels their power through the motions of their body, they won't require weapons/tools/instruments to unleash their wrath, making them one of the more affordable and inviting Jobs to test and master.
Also with FFXI's beautiful animations, it would be magnificent seeing the different types of dance animations and special effects each ability would display. Hopefully elegant and divine type of motions, and perhaps more unique motions perhaps based on one's race or gender.
Abilities of a Dancer should be stackable (especially the negative status effects, and preferably a Dancer's ability to stick status effects on the enemy should have a superior % of success over any other Job, unless the mob is immune) and their abilities could range from draining MP from the enemy, damaging the enemy over time, reducing enemy's action speed, movement speed, and chant speed.
Decrease enemy's power, magic power,
and perhaps a Dancer's two hour dance ability could inflict multiple status inflictions as well as damaging waves of energy over and over (sort of like hundred fists but slamming the mob with negative status effects and non-elemental waves rapidly)
Ability Traits ideas are sketchy at the moment but the true potential could lie in the subjobs that take advantage of those Traits. ^_^
If done right, Dancers could be the next most popular new Job to explore and they will definitely get along together with Bards and anyone else. I'm just concerned if Dancer if will added to Wings of the Goddess at all, and if they will be given effective and useful abilities that are not overbalanced and nerfed for the sake of "fairness".
Dancers are known mainly for their status inflictions, extra attack range,
no need for ammo or MP, elegant movements, unique clothes, and can't be compared to any fighters, mages or even bards, although they are the only job that is SLIGHTLY similiar but totally different like night and day.
so yeah I feel that the best way to express most of the Dancer Job Class's offensive negative status abilities is to stack each ability with 2 or more negative status effects (like an ability that blinds, silences and poisons).
Or you know what? Maybe the Dancer class should incomporate a customizable set of Dance Abilities, each one allowing you to set 2 or 3 status effects you want that ability to inflict at once. or Dance Combos where you can transition from one dance into another dance and stack the damage and effects that way.
so yes I would love the Dancer job class to be one of the new jobs for Wings of the Goddess (the worst case scenario would be no jobs included in the expansion, but if they learned anything from Zilart and ToAU, is that new quests come and go, but new Jobs are forever.)
Richie
07-27-2007, 11:33 PM
So like a bard only more offensive abilities?
Aksannyi
07-28-2007, 12:19 AM
While I don't like the idea of more jobs to take through the Dunes, I do like the idea of giving us just two more jobs to make it an even 20 jobs, and leaving it at that. I mean really, after that, what else can they give us?
Richie
07-28-2007, 12:53 AM
What more could they give us? People are assuming that they're giving us 3 jobs and are currently arguing over what those 3 jobs should be. There will always be more job possibilities.
Also why dunes? Korroloka tunnel wins.
wrongfeifong
07-28-2007, 06:43 AM
More possible ideas
new weapons!
Whip
New job!
SM Queen (or king for males)
We need two new jobs.
Blades and Mocks.
That way we can have party lists that say BDS MOK
Akashimo
07-28-2007, 07:08 AM
Gun Blade Masters >_>;
and... Ark Angel Class
Oh, to be clear, Blades and Mocks would be like DRKs and PLDs, but without magic. Of course.
Wise Donkey
07-28-2007, 07:19 AM
I still want Geomancer. That is all.
Ziero
07-28-2007, 08:14 AM
There already is a new job concept topic
http://www.ffxionline.com/forums/race-job-type-q/63827-fleshed-out-job-concepts.html
Malacite
07-28-2007, 08:33 AM
Dancer has always been the reverse of Bard, and I don't think that should change.
>.> it would be cool if they kept their traditional weapons too (Whips) along with daggers.
As for spells...
http://finalfantasy.wikia.com/wiki/Dancer_%28Final_Fantasy_Tactics%29
http://finalfantasy.wikia.com/wiki/Dancer_%28Final_Fantasy_V%29
* Tempting Tango - Confuses every enemy. Always works.
* Jitterbug Duet - Drains HP from the enemy.
* Mystery Waltz - Drains MP from the enemy.
* Sword Dance - Attack for four times the damage.
Witch Hunt: Dance causes MP damage with a mysterious costume.
Wiznaibus: Dance causes HP damage with powerful dance steps.
Slow Dance: Dance lowers enemies' Speed level by confusing them
with slow dance movements
Polka Polka: Dance with vivacious moves. Lowers physical attack power.
Disillusion: Dance lowers enemies' magic attack power by distracting
them with a mysterious costume.
Nameless Dance: Dance with unexplainable moves. Causes various
abnormal status.
Last Dance : Ultimate dance. Turns enemies' CT count to 0.
All of those are easily implemented. For Last Dance, they'd just change it to a TP reset, or make it reduce an enemy's TP over time similar to plague but more potent.
As for abilities:
A Save: Raise physical attack power.
Brave Up: Raise Brave.
Jump +3: Increase jump elevation by 3.
Fly: Leap over enemies and obstacles.
Flirt:Charm enemies to make them forget about attacking.
Confuses one enemy.
Dance: Perform dances that bewitch enemies.
The tactics abilities (above) are a bit tricky. The only thing I can think of is a passive attack trait. As for Flirt from FFV, that's easy enough. It would be a JA that could act like the killer traits and terrorize the mob, or it could be an enmity reducing ability either for the Dancer or for a target party member.
jenova_9
07-28-2007, 09:45 AM
actually Geomancer could be really cool!!! but that depends on their clothes style and abilities.
But it would be interesting since the terrain and weather could affect what abilities you can use, as well as enhance their effects. and it would be neat if no MP is required to use the terrain as a weapon to channel from to unleash devastating results!
some people voted for Time Mage but that would be too boring a job to me.
Oracle would be interesting but probably not so useful or fun.
I don't see a Mediator job class fitting in this FF's world.
well Dancer is still on the top of my list. ^_^
Malacite
07-28-2007, 11:13 AM
>. > stick to BBQ's thread. Also, BST = Mediator (more or less)
Richie
07-28-2007, 12:44 PM
I don't see a Mediator job class fitting in this FF's world.
>. > stick to BBQ's thread. Also, BST = Mediator (more or less)
You're all crazy!
I want my mediator ; ;
When I first thought mediator would make a good job I had totally forgot they could charm. I always thought of them as more of a non-mage buffer/debuffer that was good with staves and guns.
Also when you say "Oh my mediators were just charmers in FFT that makes them bsts, let's not put them in." I can say "Oh my thiefs were just charmers in FFT that makes them bsts, let's take them out"
bri360
07-28-2007, 07:00 PM
I would love to see, a chemist which is desperately needed, and a mystic knight. Mabye also Geomancer which would kinda act like an advanced blackmage which would be cool. Personally if they put in Mystic knight ill be happy lol.
Rain_Blade
07-28-2007, 07:59 PM
http://wiki.ffxiclopedia.org/images/6/67/The_7th_Vana%27diel_Census_%2806-27-2007%29-4.jpg
After some thought and looking into, I see it's...sad to see Ranger at 2% being a job that doesn't come from expansions. I'd like Geomancer, (Al)Chemist, and a new tank. Now I know I'd definitly play Geomancer. Also, some people (including me) want new jobs that will be beneficial to parties such as more tanks and more healers. Question is will people play it and will people be interested in it? Ninja, Samurai, and Dragoon are from RotZ. Summoner was released in an update upon the release of RotZ but didn't require the expansion. Ninja sounds like something cool people like so maybe that's why it's at 7%. Alchemist would be a useful healer, but does it sound like a job that people would be interested to actually play? Basically, some people may play a job because the think the name of what it's called sparks their interest. Alchemist...sounds interesting I guess (you're probably thinking of Full Metal Alchemist maybe?) but Chemist sounds uninteresting. Plus, not everyone will be owning the WotG expansion anyway. Pretty much most of the advanced jobs and new jobs will probably stay being 2-3% or move up by 1%.
P.S. Yeah I know I'm jumping from one thing to another.
Omgwtfbbqkitten
07-28-2007, 08:07 PM
Based off what I've read in the Final Fantasy Wiki Mediator/Trainer/Beastmaster are more or less different versions of the same job type. So BST actually is Mediator. Plus letting one job charm beastmen and another charm beasts is kinda screwy and would put Mediator at a disadvantage. And neither would be able to charm the things most commonly EXPed on at high level since demons, chimera and dragons are uncharmable.
I really do wish SE would devise some kind of job that dealt in real crowd control, though. I'd hate for them to do a complete rip-off of Enchanter from Everquest, but there really is no other MMO job out there that did more true crowd control than that one, at least from the others I've played.
Spamming sleep is not true crowd control, its just spamming sleep. Enchanter had the ability to both bind and charm anything without penalty, making them godly with link management.
But SE has all enchanters skills split up between four different jobs and the only real way you could even closely replicate it is BRD/BST or RDM/BST. And that requires BST beyond sub level, comprable to your real main jobs level just because Charm works funny like that.
jenova_9
07-28-2007, 10:21 PM
yea if Dancer is not included, then maybe Geomancer would make a decent substitute, but on top of all that, it's very crucial that they give them effective and fun abilities while not making them inferior to existing jobs. we already have expensive jobs (nin/rng), and jobs that require a lot of patience to learn abilities before the job becomes useful (blu). so there should be at least 1 new job that's fun and affordable, kind of like brd.
it's not just about more variety. more new jobs help balance the % of players that are leveling a new job from lv.1, and at the sametime, the rate of new players who join FFXI need party members to camp and level unless they wanna level the solo and slow way.
so new jobs are always a beneficial step forward that an expansion can provide.
Richie
07-28-2007, 11:12 PM
Okay okay let's forget I ever said the word "Mediator"
I'll propose another job... let's call it "Guy that talks to players and monsters for the purpose of buffing and debuffing(not charming)" He could have an array of buffs and debuffs in addition decent staff and possibly gun skills. Essentially it would fill the same roll as dancer in a buff/debuffer roll but I think it's just more fitting to have a diplomatic/media.... err well a diplomat sort of job in a war setting. Plus the AF would look cooler.
As for the Geomancer I think they're the perfect candidate for a new tank class. Axe/shield skill, decent fighting abilities and it has always been one of the more rugged mage classes. The possibilities for self cast protective buffs is great.
Kailea
07-29-2007, 08:54 AM
Given that the new jobs would be gained int he past, I would see chemist Geomancer and dancer being the most likely choices. Also yeah it may only be 2 jobs and not 3... but it has to be at least 2 because SE said "more then one"
Yellow Mage
07-29-2007, 10:19 AM
Alchemy (http://wiki.ffxiclopedia.org/Alchemy)
Alchemist as a crafter, already in the game.
Alchemist as a job . . . don't count on it.
Omgwtfbbqkitten
07-29-2007, 10:32 AM
Alchemy (http://wiki.ffxiclopedia.org/Alchemy)
Alchemist as a crafter, already in the game.
Alchemist as a job . . . don't count on it.
On the contrary, overlooking Chemist is overlooking potential for another healer-based class and subjob potetial for various jobs.
Just because there's a craft doesn't make the job class impossible. You could easily make Chemist tool-based with thier own "spells" to get aroud the crafting element and not really hurt crafting at all.
http://finalfantasy.wikia.com/wiki/Chemist
The Chemist, also known as an Alchemist, is a is a job (http://finalfantasy.wikia.com/wiki/Job_system) that appears in various games in the series. Chemists are often characterized as wearing yellow robes. Their main weapons are daggers, guns, and rods. They are best known for their abilities involving various items in the game. They can use special items that no one else can use, they can double the effects of recovery items, and most importantly, their ability Mix (http://finalfantasy.wikia.com/wiki/Mix) allows them to combine two items into one. They also can heal party members for free.
Rikku (http://finalfantasy.wikia.com/wiki/Rikku) from Final Fantasy X (http://finalfantasy.wikia.com/wiki/Final_Fantasy_X) is the only character in the entire series that can be associated with the Chemist class, as her skillset and Overdrive (http://finalfantasy.wikia.com/wiki/Overdrive_%28Final_Fantasy_X%29) mimic a Chemist.
Chemist/Alchemist also appears in FFV, FFT, FFX-2 and FFTA, just to add.
Yellow Mage
07-29-2007, 10:47 AM
What I'm saying is it'd be a nonmenclature nightmare.
While I'm aware of the potential for the Job, you'd need a name that sort of stays away from the whole "Al/Chemist" thing.
I think I remember hearing a similar idea for a "Medic" job, if it focuses on tool-based healing/occasional attacking.
Malacite
07-29-2007, 12:11 PM
Seeing as SE owns FMA (I was sure they only supported it) it would be really, really freaking cool to apply something in the style of Edward Elric to the game. But I doubt that'll happen ; ;
Rain_Blade
07-29-2007, 01:13 PM
I thought of Alchemist being something like what happens in Beseiged. In Beseige, you have this other section of items. I tought Alchemist could be like that, but instead do quests for specific medicines to permanently keep them in the other section of items. Although, that's just my 2 cents into that.
Omgwtfbbqkitten
07-29-2007, 02:28 PM
I thought of Alchemist being something like what happens in Beseiged. In Beseige, you have this other section of items. I tought Alchemist could be like that, but instead do quests for specific medicines to permanently keep them in the other section of items. Although, that's just my 2 cents into that.
The areas in which Temporary Items appear in specific zones, usually instances. They might have to recode all the other zones to handle that. At any rate when you zone with temporary items, they don't move with you to the next zone.
Richie
07-29-2007, 03:54 PM
I always liked chemist and think a temporary item or tool based healing class would be great. They're probably better off calling it medic for the war setting. I think this would also allow more creative ability names like bandage/first aid, shock therapy, whatever. Anything but boring old Throw Potion 1-5.
Also it would help avoid confusion with alchemist, mostly caused by idiots misusing the translator... 1 {Minuet} {May} {Bee}.... /sigh. Well I'll save that rant for another thread.
Malacite
07-29-2007, 07:54 PM
Anyone can take up and learn the Alchemy craft, but it takes a true master to put it to exemplory use ^^
Thus, the Chemist class.
Zaijen
08-01-2007, 09:22 AM
I'd have to agree that Geo would make a good candidate. Dancer & (Al)Chemist both seem interesting too, obviously with some tweaking from their original versions. I'm w/ the pool of people that are hoping for Geo to fill a tanking role.
On weapons though...axes are a bit overdone, in my opinion, even with Geomancers using them previously. Some people have mentioned giving them a specialty in staves & finally making some melee use of them. It has potential, although I don't know how keen SE is on throwing together oodles of good melee staves. (I've been away for ~2 years to boot, so I'm unaware if there have been additions to them already.) Something like polearms might work, although not so much that they overwhelm DRG's territory of course.
If SE were inclined to add a new weapon type (supposing it's within PS2 limits) then I have to ask where are the two handed maces? I've yet to see a Maul/Great Club mentioned around here & always hoped they might show up at some point. Given Geo's style I could see G Club being a nice addition, however unlikely that may be.
Anyway, all the job ideas sound fun and nostalgic. I'll leave it at that before I derail the thread.
:thumbsup:
HairdewX
08-01-2007, 09:29 AM
Dancing Taru? {Yes, please!}
Evion
08-01-2007, 10:15 AM
Dancer sounds like a great idea! Personally, though, I would prefer some kind of Holy Knight. Like Sid from FF Tactis. Basically a sword/melee fighter, but attacks from a distance and has some magical sword attacks...
jenova_9
08-03-2007, 10:30 AM
I thought of Holy Knight but it would basically be a DRK with the attack range of a mage. I think PLD and DRK already cover the knight aspects of FF11 nicely enough.
but Dancer would be something totally refreshing and unique, the only job it can be related to is brd but that's like saying whm is the same as blm. but in any case ya it's a really sensitive process adding a new job and making sure its fun, cool and doesn't suck. Dancer's power comes from the body, even more so than mnks (who need to equip something to enhance their fist power), so maybe it could be a more affordable job not requiring a main weapon to use. But I would think Dancers might be treated somewhat like assassins, so they might be able to equip a dagger or something. But yes the crucial point is giving them really effective abilities that can cripple and slay mobs in an elegant fashion, and somewhat indirectly helping the party deal more damage and receive less thanks to the weakened mob that's loaded with negative status effects and stat reductions. if SE makes the right designs and decisions, Dancers may very well be the bane of any mobs they face. :)
oh hey you know what would be a cool xtra ability? the ability to Charm beastmen (like bsts can charm animals, but charming beastmen instead). that would be pretty awesome! lol also imagine in a Ballista match, a dancer charming an opponent in attacking their teammates! XD :)
Akashimo
08-03-2007, 10:52 AM
I'd love that if we could actually charm ppl in ballista like how you say xD
jenova_9
10-07-2007, 01:20 PM
oh well I now take the time to thank Square-Enix for adding Dancer to the upcoming expansion. ^_^
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