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The Jobs of FFXI - A HistoryFollow

#102 Nov 09 2006 at 9:24 AM Rating: Decent
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Wouldn't the first puppetmaster be consider in FFIV? Eh I dunno.

Anyway, yeah, Most of the FFs doesn't truly have "jobs" perse, unless specified (Like TTS, FFI-V etc.)
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#103 Nov 09 2006 at 9:41 AM Rating: Decent
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Mistress Theonehio wrote:
Wouldn't the first puppetmaster be consider in FFIV? Eh I dunno.


what charicter do you mean? The dolls perhaps?




Edited, Nov 9th 2006 at 9:48am PST by Sikekiz
#104 Nov 09 2006 at 12:56 PM Rating: Good
Sikekiz wrote:
FFXII is anti-job actually. All charicters can use pretty much all abilities, weapons, armor, ect. What more, it encourages the player to select the same skills for many charicters (because you have only a limited ammount of money usally, so its unwise to buy all magiks/skills), so what you end up with is some sort of strange cast of red mages that uses diffrent gear.

Also i hate to break it to you, but you just re did what this guy did:
http://www.ffcompendium.com/h/jobs.shtml

Also, Reeve from FF7, the controller of cait sith, could be very likely considered the first Puppetmaster. If you do some minimul research, you'll find that cait sith itself is indeed an automation, that reeve controls. Also, there is one scene in FF7:DoC where (you dont actually see it, but you can hear it) where cait sith (the cat) beats up a deepground soldier, then when reeve and cath come out, you can see between the size proportions, that it looks very simular to a Player-Automation team. The puppetmaster configuration is also said to be heavyly inspired by the Enix Rpg Slapstick (aka roboteck).

Edited, Nov 9th 2006 at 9:25am PST by Sikekiz

Edited, Nov 9th 2006 at 9:30am PST by Sikekiz

Um, I already finished FFXII. I have a pretty good idea of how it plays, thank you. Also, there are many other games (like Hio said) that don't have jobs, like VI, VII, VIII, and X. Doesn't mean it doesn't deserve notes for some sort of relation with abilities.

Not only am I not a big fan of the FF compendium, this is not for the same purpose as that; it's to show people where the jobs of FFXI (only) come from with respect only to other games in the series.

I'm also well aware of how Cait Sith works, having played through that game as well. I'll consider adding him to the notes section for Puppetmaster.
#105 Nov 11 2006 at 12:16 PM Rating: Decent
Cait Sith-Gambler
Ward-Dragoon
Kiros-Monk



PUP is also technically "Engineer" which was in FF4-Cid, FF6 Edgar, FFT-Mustadio.

Kuja is a red mage, he casts both white and black magic. Terra Bradford and Celes Shere were Red Mages in FF6, they both used swords and learned magic white/black magic automatically without magecite. Tella and FuSoYa also had white/black magic as well.

Edited, Nov 11th 2006 at 12:21pm PST by TheHolyDragoonSeraphus
#106 Nov 12 2006 at 6:18 PM Rating: Good
This was a very well written, well thought out post. I loved it all.

I just wanted to add the character Gau from FF VI. He was definitely a Blue Mage character due to the fact that his only special ability was learning monster special moves by "Riding" them during battle, resulting in him leaving your party. After the battle, Gau would suddenly reappear into your party again randomly during another battle, having learned the ability of the monster he rode away on before. The list of abilities he could learn in this way was immense.

Again, this was an awesome compendium of job information from previous FF games. I salute you sir!
#107 May 10 2007 at 11:37 AM Rating: Decent
(necro)Posting in a legendary thread, wewt.

Just some extra trivial stuff

Cover - Was much improved in FF5 over Cecil's Cover in FF4, in the fact that it was in inherent ability that you didn't have to waste a command selecting in battle. I think it only worked when your allies were low on HP, though. Same deal in FF6 by using the True Knight relic, and FF7 using the Cover materia. If you got the Cover materia up to master level, you would take EVERY physical hit directed at your allies, even if they had full HP.

Corsairs/Pirates - If you're only considering job abilities, the introduction was rather recent with FF6's Setzer. If you're talking storyline wise, you've got pirates lending you use of their ships in FF1,2,3,5,6,9, and 12; and joining your party in 2,5,6,9, and 12. zoogelio made a great post on the history of pirates, just wanted to add that vikings could also be considered pirates of sorts. Bikke is a viking name, and I think there was an old manga with a pirate character named Bikke (supposedly an inspiration on the creator of One Piece).

Samurai - Tsukinomahou wrote "They could also throw gil at all enemies, dealing heavy damage. I assume this was a joke that certain Samurai could "throw money" at their problems and make them go away." This ability is actually a reference to Zenigata Heiji, a fictional policeman of the Edo period, who would catch crooks by throwing coins at them.
http://en.wikipedia.org/wiki/Zenigata_Heiji


Nothing else to add, really, besides to mention some jobs that should be in FF11:

Geomancer - Just for the sake of FF5 style AF pajamas ^^ I suppose having a set of abilities that change depending on the area would give this job a lot of different strategies and playstyles.

Dancer - Could see this as a sort of uber-thief, with lower att/def and even higher acc/eva, and the ability to massive damage once in a while, maybe some kinda buffs, and a Charm that works on beastmen (and other players in PvP) to make things even more interesting. Oh, and the AF would be sexy on both men and women <3

Berserker - Might be tricky to implement this one. Maybe as a slower/stronger alternative to MNK, doing big damage at the expense of not being able to select any other commands once auto-battle has been engaged? Could be a very nice sub for WAR, too.

Chocobo Knight - LOL, just kidding. But it would be kind of cool to have job specific abilities when riding a chocobo. Like some sort of jousting minigame for DRGs and other polearm-using classes, or for RNGs, hitting an offshore target while riding past, Yoichi-style. I dunno ;-p
#108 May 10 2007 at 9:39 PM Rating: Decent
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Actually, you could probably classify Puppetmaster as a Mime more than anything else. The automaton has different frames that essentially "mimic" other jobs. The master itself is similar to a monk. The Sharpshot is like a Ranger, the Stormwaker is an all-purpose mage, the Valoredge is a standard melee. Puppetmaster can dish out any form of damage in the game (bashing, slashing, piercing, magic).

More important, though, is that the attatchments Puppetmasters get "mimic" other job's abilities. There's the attatchment that gives the automaton Store TP. There's Stoneskin, Flash, Regen, Refresh, Convert, Conserve MP, and that Erase are all obtained directly from attatchments. Other attatchments perform functions that are similar to other job's abilities, even if they aren't called by the same name. Schurzen absorbs physical attacks, similar to utsusemi. Turbo charger hastes. Toss on the Tension Springs, and you essentially have a Berserk when you toss up a Fire Maneuver, Stabilizer = Agressor, and so on.

PUP might be most closely related to the Mime in FFV, in that it essentially, "equips" the abilities of other jobs. In the other Mime incarnations, the Mime simply copied the most recent attack made.


Edit: I almost forgot that the automaton also has access to Provoke, Blaze Spikes, Shield Bash, and En-Thunder. ^^

Edited, May 11th 2007 4:33pm by CireXF
#109 May 11 2007 at 6:41 AM Rating: Decent
I never thought of it that way, but yeah, the automaton is like a mime, minus the Mimic ability. Maybe SE thought it would be unbalanced to have a job that could WS without TP cost, cast magic without MP cost, and use items without actually having them in their inventory.
#110 May 11 2007 at 7:41 AM Rating: Good
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This was posted in 05 and they are talking about BLU's COR's and PUP's....

It's been 2 years since ToAU came out...? Holy **** man time really flies by. ><
#111 May 11 2007 at 8:50 PM Rating: Good
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Quote:
This was posted in 05 and they are talking about BLU's COR's and PUP's....

It's been 2 years since ToAU came out...? Holy @#%^ man time really flies by. ><


Not sure what calendar you're using. ToAU was released in April 2006, 1 year ago. BLU was announced in Sept 2005 (I guess that's where the 05 comes in), but the other jobs weren't revealed in 2005 (COR in Jan 2006, and PUP in March 2006).


And PUP is basically an indirect Mimic, with the Automaton being the Mimic. Attachments are very similar to equipping abilities in the blank slots on the command menu from Mimics in FFV & FFVI. The whole idea of building a custom robot from various parts from from Enix's Robotech, released on the SNES in 1994. Some of the Attachments seem equivalent to FFVI's Edgar's Tools, so the best description of PUP is a melding of Mimic and Engineer (the ill-defined Job from FFIV & FFVI, which might include Scholar from FFIII if you consider what Cid of FFIV & Scholar of FFIII have in common), with inspiration from Robotech.
#112 Jul 18 2007 at 9:33 PM Rating: Decent
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I would just like to mention something that might not have been noticed about PUP. It's not too groundbreaking, but here it is.

If I remember correctly, Lulu from FF-X has special control over her "puppets" (Ex. Moogle, cactaur, fire-looking creature, etc.). I remember they would attack for her and such.

I know it did not go into much noticeable detail. But maybe she was the inspiration for PUP?

Just a random memory.
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#113 Jul 19 2007 at 9:56 AM Rating: Good
DarkKnightZero wrote:
This was posted in 05 and they are talking about BLU's COR's and PUP's....

It's been 2 years since ToAU came out...? Holy @#%^ man time really flies by. ><
Smiley: lol
Quote:
Edited: Jun 22nd 2006 6:02pm
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