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New Jobs Revealed - General Discussion *Updated*Follow

#1 Jun 22 2012 at 8:26 PM Rating: Good
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*Update*

(This thread was initially about guessing the 2 new jobs revealed at Vanafest but they are revealing them quickly so the thread has been changed to a general one).

First new job revealed - Geomancer (1, 2, 3)
Second new job revealed - Rune Fencer, (1)



Original post

If you haven't already heard, they have announced at Vanafest the new expansion 'Seekers of Adoulin' which will be out next year.

They have also announced that new jobs will be included, probably two more. So far they have been kept a secret but will probably be announced soon.

What do you think they could be?

Is Time Mage a reality? Or Geomancer? Chemist perhaps? Mime? Or something totally new...

Edited, Jun 23rd 2012 10:27pm by jtftaru
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#2 Jun 22 2012 at 8:31 PM Rating: Good
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#3 Jun 22 2012 at 8:34 PM Rating: Decent
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Geomancer confirmed.

Guess this thread will be short lived. :)
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#4 Jun 22 2012 at 8:34 PM Rating: Good
Announced. Geomancer. 風水士
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#5 Jun 22 2012 at 8:50 PM Rating: Decent
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Picture of Geomancer - http://i.imgur.com/tjwwo.jpg

According to Shouta

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So, the concept is party buffs + elemental magic. It'll have a unique piece of gear like PUPs, a bell.

The buffs for the Geomancer will based around the Geomancer.

They'll be able to setup a field with the effect as well that stays there.

According to the picture, if you're standing north of an enemy, you get a bonus to magic attack, west is a recast bonus, east is a critical magic bonus, and south is accuracy, I think. I'd need to see the slide of it again.


Edited, Jun 22nd 2012 10:52pm by jtftaru
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#6 Jun 22 2012 at 9:15 PM Rating: Excellent
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Well, I guessed Geomancer about 15m before SE actually announced it on the thought it has some of the most unique potential amongst the remaining absent FF classes. Guess someone didn't like that.

Just need Chemist to go 2/2. :P

Job mechanics aside, what also got me thinking of these two were hints about things that had popped up prior. Mention of the origins of the Bison gear set got me in a sort of "tribal" mindset, and FFT's representation of the job has a sort of primitive/tribal style going for it. The bells seem like a nod toward that FFV incarnation, too. I lean toward Chemist because Adoulin is also apparently decent with technology, too. While some might say this means Engineer (a la Edgar), I don't think the class has had a strong enough showing throughout the franchise to oust something that could feasibly piggyback off current present game mechanics, just with a curative/buffing twist.

Guess we'll know tomorrow. Hopefully.

Edit: Seeing the silhouette in the trailer, it's looking more like an armored swordswoman (Mithra if we're to trust the hair style). That practically only leaves Mystic Knight, but in knowing how RDM currently fares with Enspells and how DRK's hybrid nature is typically scoffed for pure melee, I'm a bit wary on how successfully it could be received as what is likely to be another another (MP reliant) DD class.

Edited, Jun 22nd 2012 11:33pm by Seriha
#7 Jun 22 2012 at 9:16 PM Rating: Excellent
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Oh god no. Their already having issues balancing the 20 current jobs, how are they going to balance two more into the mix. The idea itself is decent, if it's better buffs the BRD or COR it'll replace one or the other, if it's worse buffs then it'll mostly be ignored.
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#10 Jun 22 2012 at 9:30 PM Rating: Decent
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This is the other job yes?

http://i900.photobucket.com/albums/ac204/NeoGafFan/Picture6.png

(Posted by IntelliHeath)

People seem to think Mystic Knight.

Edited, Jun 22nd 2012 11:33pm by jtftaru
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#11 Jun 22 2012 at 9:48 PM Rating: Decent
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Just a thought - maybe this job will finally be the one to make Great Sword the main weapon.
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#12 Jun 22 2012 at 9:52 PM Rating: Excellent
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Because, if there was one job this game needed, it was a B- magic skill buffer that is dependent on where party members are standing.
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#13 Jun 22 2012 at 9:55 PM Rating: Excellent
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Erecia wrote:
Because, if there was one job this game needed, it was a B- magic skill buffer that is dependent on where party members are standing.


GEO may have a B- magic skill and be reliant on orientation but it does deliver in the area which is most important in any FFXI job - the silly hat department.


Edited, Jun 23rd 2012 12:09am by jtftaru
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#14 Jun 22 2012 at 9:56 PM Rating: Decent
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Pretty sure, they said it was B- for Elemental, not the Geomancy in the Japanese panel.
#15 Jun 22 2012 at 10:01 PM Rating: Decent
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Official GEO information (screenshots by CATDAFELIX)

http://i.imgur.com/Vt5TW.jpg

http://i.imgur.com/HbIFM.jpg

http://i.imgur.com/DJBjT.jpg
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#16 Jun 22 2012 at 10:02 PM Rating: Decent
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2nd job is clearly a big gsword-wielding (in one hand!) knight using magic as a shield of some kind.

mystic knight sounds likely. i want to play.


actually looking at the site again, it might not be a knight. the silhouette looks to be wearing leather type armor with a sort of badass trenchcoat kind of thing. actually the more i look at it the more it just looks like dante from devil may cry.


so new job is Demon Hunter i guess.

Edited, Jun 23rd 2012 12:07am by Llester
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#17 Jun 22 2012 at 10:06 PM Rating: Good
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Yes, it's B- for elemental magic.

The job sounds interesting and I will probably level it because I love all things magey, but . . . I'm even more worried for SCH and RDM. It's another job that can nuke, enfeeble and buff and has some job traits/abilities to make their spells pretty potent. Slap on /RDM or /WHM on it and it can heal too. I'm curious to see how powerful these -ra spells will be as well.

I know it's early and we don't have a lot of info but I am a bit concerned.

Edited, Jun 23rd 2012 12:09am by Sasaraixx
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#18 Jun 22 2012 at 10:08 PM Rating: Default
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I going to say Necromancer, just because this expansion, along with new jobs will lift this game from the dead

http://en.wikipedia.org/wiki/Necromancy
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#19 Jun 22 2012 at 10:15 PM Rating: Decent
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Someone on NeoGAF is saying the other job is coming tomorrow. Can anyone confirm?
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#20 Jun 22 2012 at 10:23 PM Rating: Decent
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Sasaraixx wrote:
Yes, it's B- for elemental magic.

The job sounds interesting and I will probably level it because I love all things magey, but . . . I'm even more worried for SCH and RDM. It's another job that can nuke, enfeeble and buff and has some job traits/abilities to make their spells pretty potent. Slap on /RDM or /WHM on it and it can heal too. I'm curious to see how powerful these -ra spells will be as well.

I know it's early and we don't have a lot of info but I am a bit concerned.


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.
#21 Jun 22 2012 at 10:26 PM Rating: Good
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Yes I saw in the English video feed that the 2nd job will be announced in talks.
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#22 Jun 22 2012 at 10:36 PM Rating: Decent
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shibaaa wrote:
Yes I saw in the English video feed that the 2nd job will be announced in talks.


Yup.

Second job outline - http://i49.tinypic.com/lh4jc.jpg
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#23 Jun 22 2012 at 10:46 PM Rating: Excellent
Dantedmc wrote:
Sasaraixx wrote:
Yes, it's B- for elemental magic.

The job sounds interesting and I will probably level it because I love all things magey, but . . . I'm even more worried for SCH and RDM. It's another job that can nuke, enfeeble and buff and has some job traits/abilities to make their spells pretty potent. Slap on /RDM or /WHM on it and it can heal too. I'm curious to see how powerful these -ra spells will be as well.

I know it's early and we don't have a lot of info but I am a bit concerned.


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.


Well, they did pretty much say they were going to be working on changing potency effects of debuffs in an early announcement, so what I think is that the single target debuffs like what Rdm has will see an increase in potency to still keep them useful, and that Geomancer's debuffs will be fairly weak to compensate for the fact that they cannot be resisted.
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#24 Jun 22 2012 at 10:46 PM Rating: Default
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Looks like he's holding a giant penis...
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#25 Jun 22 2012 at 11:00 PM Rating: Good
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Dantedmc wrote:


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.


It's healing doesn't give it much more utility than RDM and there are larger issues with nuking that go beyond SCH. Embrava is a two-hour spell. It's a great two-hour but a job should not be defined by a spell it has access to once every two hours.

Geomancer looks to be getting some nice, unique buffs/debuffs. It will all depend on how potent they are, but there needs to be some careful thought put into the new job AND the existing jobs.
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#26 Jun 22 2012 at 11:10 PM Rating: Excellent
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Dantedmc wrote:
Sasaraixx wrote:
Yes, it's B- for elemental magic.

The job sounds interesting and I will probably level it because I love all things magey, but . . . I'm even more worried for SCH and RDM. It's another job that can nuke, enfeeble and buff and has some job traits/abilities to make their spells pretty potent. Slap on /RDM or /WHM on it and it can heal too. I'm curious to see how powerful these -ra spells will be as well.

I know it's early and we don't have a lot of info but I am a bit concerned.


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.


In regards to RDM, it's partially why I've been wary of the Mystic Knight concept, earlier note to the community's aversion to hybrid classes aside. Assuming they get T2 Enspells, they'll be inheriting the same garbage RDM has with them with no promise of T3s or higher being any better. On the other end with DRK, you can have a sort of MK-Lite via using a GS and Endark, and I'd probably call Endark somewhere between a T2.5 and T3 Enspell as is. If MK can further cast nukes up to, say, T3, then yes it's another lol toward DRK and just more homogeny with RDM.

With a fresh approach, I have no doubt it could be made to work, but its past incarnations aren't terribly inspiring with XI's current mechanics. As someone who's long since wanted RDM melee to be bumped up in viability, this also a mixed excuse for SE to not bother and then the community to go, "You wanna use pimped Enspells? Play Mystic Knight!" The pending enfeebling adjustments have been a development limbo for so long now that they're joining the likes of Duke Nukem Forever when thinking of vaporware. And even then, if SE really wanted to pimp RDM as an enfeebling class, it needs a lot more spells to flesh out that niche. Geomancer also bringing enfeebling potential is kind of a monkey wrench there, too, even though it isn't conceptually unheard of.

I still mourn for RDM's current situation. And if I had to guess, MK would also poach spells like Temper and maybe the Gain line from them, too. In the end, this could be one of those situations where people think, "Why couldn't these JAs/Spells have been given to other jobs?!" sort of like how SCH and LA/DA panned out prior to more recent adjustments.
#27 Jun 22 2012 at 11:25 PM Rating: Decent
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Hahahahaha!!! Love it! I know so many people bristled at the notion of new Jobs, but if they had their way, the last job created would've been SMN, and new jobs forces a whole bunch of new content and offers a new way to play the game (did they ever add DNC & SCH to Pulling the Strings?). It + truly new zones are the best way to draw people back in/in further and rekindle interest. Perfect balance will never be achieved; you just have to get as close to it as you can, like waiting for the perfect political candidate to vote for, none will ever be perfect it's between choosing the better or less worse to at least fix some things or to reduce the damage being done. And for the past 5 years, FFXI has felt more balanced, like they've been paying more attention to job balance than they were in the era of imbalance and the series of nerfs (that DRG, RNG got the blunt end of).

Yeah, I felt there were only 4 potential job classes to add previously: Geomancer, Chemist, Berserker, Time Mage and there was no issue with adding any of them, one would just have to think differently about the class and how to adapt it to FFXI (i.e. not straight up implenting it from FFV, FFT, but tailoring it, tinkering with it to suit FFXI's rules & limitations). I had felt Mystic Knight was absorbed into RDM because it had too many issues by itself (look at FFV), just like Mimic was adapted as PUP due to issues with a weak Mimic being gimp and a strong Mimic displacing a 2nd of whatever Job it's imitating. That picture suggests Mystic Knight, or some high derivation of a Berserker or something else (sword & spear). Of course, Berserker seemed suited for the Far North.
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#28 Jun 22 2012 at 11:40 PM Rating: Excellent
I am curious how job exclusive stuff will show up for these jobs. Will they have a mythic? Will they bother with artifact or simply skip to relic+2 and empyreon? Since artifact will be mainly pointless right about now. Will they suffer from NO NEW JOB ON OLD EVENTS like dancer and scholar had to(And to some degree ToAU jobs). Will they be kept off empyreon weapons for the same reason "New" jobs aren't on relics? Will they have a job specific emote? How long will it take to get merits sorted? Will they wait for community input or simply dive right into things like merits?
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#29 Jun 22 2012 at 11:48 PM Rating: Default
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So now in addition to killing Red Mage they're going to take a piss on its grave too? Wonderful.
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#30 Jun 23 2012 at 12:03 AM Rating: Excellent
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Never thought I'd come back to this game... But I don't know if I can stay away with the temptation of a new expansion, and new classes... Oh God.
#31 Jun 23 2012 at 12:22 AM Rating: Decent
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Nevermind, whole page wasn't loading for me.

Edited, Jun 22nd 2012 11:22pm by Raelix
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#33 Jun 23 2012 at 12:59 AM Rating: Decent
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If it's magic knight that will just be redundant. We already have PLD, DRK, and RDM in the magic using swordsman category. And because of the way the game works they either have to use just melee, or just magic exclusively, turning these magic knights into just mages or just knights.

Here's hoping for berserker, or viking, or gladiator or something that isn't a 4th attempt at a failed premise.
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#34 Jun 23 2012 at 1:52 AM Rating: Good
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Well, assuming it's not a brand new job (which is very possible) this is what we have:
Agent
Alchemist
Animist
Arcanist
Archer
Assassin
Ballista
Bard
Beastmaster
Berserker
Bishop
Black Belt
Black Mage
Black Wizard
Blacksmith
Blue Mage
Calculator
Cannoneer
Champion
Chemist
Chocobo Knight
Commando
Corsair
Dancer
Dark Knight
Defender
Devout
Divine Knight
Dragoon/Dragon Knight
Dragoner
Elementalist
Evoker
Farmer
Fencer
Festival Goer
Fighter
Fisherman
Flintlock
Floral Fallal
Freelancer
Full Throttle
Fusilier
Gadgeteer
Gambler
Game Hunter
Geomancer
Gladiator
Green Mage
Gun Mage
Gunner
Heaven Knight
Heriter
Hermetic
Holy Knight
Hunter
Illusionist
Judgemaster
Juggler
Knight
Lady Luck
Lancer
Lanista
Machina Maw
Machinist/Engineer
Magus
Mascot
Master
Master Monk
Mediator
Medic
Merchant
Miller
Mime
Mog Knight/Moogle Knight
Monk
Morpher
Mystic
Mystic Knight
Necromancer
Netherseer/Hell Knight
Ninja
Onion Knight
Oracle
Orator
Paladin
Parivir
Priest
Psychicer
Puppetmaster
Rancher
Ranger
Raptor
Ravager
Red Mage
Red Wizard
Runeseeker
Saboteur
Sage
Samurai
Scholar
Seer
Sentinel
Sky Pirate
Sky Samurai
Sky Soldier
Sky Warrior
Sniper
Soldier
Songstress
Sorceror
Spellblade
Squire
Summoner
Sword Saint
Synergist
Tailor
Templar
Thief
Time Mage
Tinker
Trainer
Trickster
Viking
War-Chief
War Mage
Warrior
White Mage
White Monk
White Wizard
Wizard


Eliminating the jobs that already exist and jobs that are essentially the same thing:
Agent
Alchemist
Animist
Arcanist
Archer
Assassin
Ballista
Bard
Beastmaster
Berserker
Bishop
Black Belt
Black Mage
Black Wizard
Blacksmith
Blue Mage
Calculator
Cannoneer
Champion
Chemist
Chocobo Knight
Commando
Corsair
Dancer
Dark Knight
Defender
Devout
Divine Knight
Dragoon/Dragon Knight
Dragoner
Elementalist
Evoker
Farmer
Fencer
Festival Goer
Fighter
Fisherman
Flintlock
Floral Fallal
Freelancer
Full Throttle
Fusilier
Gadgeteer
Gambler
Game Hunter
Geomancer
Gladiator
Green Mage
Gun Mage
Gunner
Heaven Knight
Heriter
Hermetic
Holy Knight
Hunter
Illusionist
Judgemaster
Juggler
Knight
Lady Luck
Lancer
Lanista
Machina Maw
Machinist/Engineer
Magus
Mascot
Master
Master Monk
Mediator
Medic
Merchant
Miller
Mime
Mog Knight/Moogle Knight
Monk
Morpher
Mystic
Mystic Knight
Necromancer
Netherseer/Hell Knight
Ninja
Onion Knight
Oracle
Orator
Paladin
Parivir
Priest
Psychicer
Puppetmaster
Rancher
Ranger
Raptor
Ravager
Red Mage
Red Wizard
Runeseeker
Saboteur
Sage
Samurai
Scholar
Seer
Sentinel
Sky Pirate
Sky Samurai
Sky Soldier
Sky Warrior

Sniper
Soldier
Songstress
Sorceror
Spellblade
Squire
Summoner
Sword Saint
Synergist
Tailor
Templar
Thief
Time Mage
Tinker
Trainer
Trickster
Viking
War-Chief
War Mage

Warrior
White Mage
White Monk
White Wizard
Wizard



Then remove the stuff that's obvious (Special Dresspheres, non-combat classes, things that simply don't make sense in this game):
Agent
Arcanist
Berserker
Bishop
Blacksmith
Calculator
Cannoneer
Chemist
Chocobo Knight
Commando
Defender
Divine Knight
Dragoner
Elementalist
Farmer
Fencer
Festival Goer
Fisherman
Flintlock
Floral Fallal
Freelancer
Full Throttle
Gadgeteer
Heaven Knight
Heriter
Hermetic
Illusionist
Judgemaster
Juggler
Lanista
Machina Maw
Machinist/Engineer
Mascot
Merchant
Miller
Mime
Mog Knight/Moogle Knight
Morpher
Mystic
Mystic Knight
Necromancer
Netherseer/Hell Knight
Onion Knight
Oracle
Orator
Psychicer
Rancher
Ravager
Runeseeker
Saboteur
Seer
Spellblade
Squire
Sword Saint
Synergist
Tailor
Templar
Time Mage
Tinker
Trickster
Viking



Then remove the mages, as it's clearly not a mage in the silhouette:
Arcanist
Berserker
Bishop
Calculator
Cannoneer
Chemist
Commando
Defender
Divine Knight
Dragoner
Elementalist
Fencer
Flintlock
Gadgeteer
Heaven Knight
Heriter
Hermetic
Illusionist
Juggler
Lanista
Machinist/Engineer
Morpher
Mystic
Mystic Knight
Necromancer
Netherseer/Hell Knight
Oracle
Orator
Psychicer
Ravager
Runeseeker
Saboteur
Seer
Spellblade
Sword Saint
Synergist
Templar
Time Mage
Tinker
Trickster
Viking



Finally, remove all the jobs that are somewhat unique, but still conflict with existing jobs:
Berserker
Cannoneer
Chemist
Commando
Defender
Divine Knight
Dragoner
Fencer
Flintlock
Gadgeteer
Heaven Knight
Heriter
Juggler
Lanista
Machinist/Engineer
Morpher
Mystic Knight
Netherseer/Hell Knight
Ravager
Spellblade
Sword Saint
Tinker
Trickster
Viking



Leaves us with:
Divine Knight
Dragoner
Heaven Knight
Heriter
Juggler
Lanista
Machinist/Engineer
Morpher
Mystic Knight
Spellblade
Viking



And you can probably eliminate a few more of those based on the Great Sword/Heavy Armor-angle, but that's as far as I'm going with it. So, take your pick.

Or of course.... you can just wait a few hours and find out. >.>
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#35 Jun 23 2012 at 2:03 AM Rating: Good
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My guess will be Rune Knight! *waits to see if I win the guessing game* ^_^
#36 Jun 23 2012 at 2:04 AM Rating: Good
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Wow, so Geo has potent aoe buffs, debuffs and nukes .... talk about pissing all over RDM.

Makes sense though, SE stated they were redoing the resistance system and now we know why. They wanted to make a job just for enfeebles, Geo, and couldn't have it dead on arrival.
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#37 Jun 23 2012 at 2:26 AM Rating: Excellent
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I going to say Necromancer, just because this expansion, along with new jobs will lift this game from the dead

http://en.wikipedia.org/wiki/Necromancy


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#38 Jun 23 2012 at 3:29 AM Rating: Decent
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Never thought I'd come back to this game... But I don't know if I can stay away with the temptation of a new expansion, and new classes... Oh God.


I'm coming back. I have a 50 hour a week job, a girlfriend that I'm with on my days off, and practically no time to do anything...

But I will make it work <.<

Somehow...

This is the most excited I've been in a long time over a video game. The feeling is almost nostalgic.

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If it's magic knight that will just be redundant. We already have PLD, DRK, and RDM in the magic using swordsman category. And because of the way the game works they either have to use just melee, or just magic exclusively, turning these magic knights into just mages or just knights.

Here's hoping for berserker, or viking, or gladiator or something that isn't a 4th attempt at a failed premise.


I'm thinking it will be a tank job. My educated guess for something we don't have yet...Channeling MP/tic to get certain buffs that are over-the-top powerful, more MP being required for the stronger ones, to the point where the strongest ones are impossible to keep up full time.

Edited, Jun 23rd 2012 5:31am by Zafire
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#39 Jun 23 2012 at 6:16 AM Rating: Good
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It's got me keeping an eye out. I'll be waiting until I've got a full list of abilities before I leap into anything though.

If the second job indeed is Mystic Knight, I'll be interested in seeing how it Synergizes as a subjob. Might give hybrids some needed offensive boost. Particularly one not so utilized hybrid.

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Here's hoping for berserker, or viking, or gladiator or something that isn't a 4th attempt at a failed premise.


Forgetting BLU. They're 1 for 4 already, not that I like those odds.

Edited, Jun 23rd 2012 8:24am by Hyrist
#40 Jun 23 2012 at 7:43 AM Rating: Good
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Zafire wrote:
I'm thinking it will be a tank job. My educated guess for something we don't have yet...Channeling MP/tic to get certain buffs that are over-the-top powerful, more MP being required for the stronger ones, to the point where the strongest ones are impossible to keep up full time.

Edited, Jun 23rd 2012 5:31am by Zafire


This could be very possible. It'd be rather interesting but I wonder what kind of abilities it'd actually be. I'm hoping it's more than just En- spells but something a bit more personal to Mystic Knight, assuming it is that job. Runic would be something if they wanted to add flavor to the job but I wonder how it'd work in the context of XI.
#41 Jun 23 2012 at 12:24 PM Rating: Decent
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Sasaraixx wrote:
Dantedmc wrote:


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.


It's healing doesn't give it much more utility than RDM and there are larger issues with nuking that go beyond SCH. Embrava is a two-hour spell. It's a great two-hour but a job should not be defined by a spell it has access to once every two hours.

Geomancer looks to be getting some nice, unique buffs/debuffs. It will all depend on how potent they are, but there needs to be some careful thought put into the new job AND the existing jobs.


950+ (1500+ rapture) cure IVs on a low cast time / recast and regen V put SCH easily above rdm in the healing department. Ever since the healing updates SCH has been a capable healer on most NMs. On the nuking side if there are issues that go beyond SCH (which there are) what makes you think GEO will somehow be better with only TIV and ra spells? Don't get me wrong, GEO looks good but as a magic DD and a buffer, not a replacement healer when it has no healing capability and a subjob healer will not cut it on anything serious. Hopefully SE is smart though and allows GEO to cast buffs on alliance members as well as party members.
#42 Jun 23 2012 at 12:40 PM Rating: Good
I always imagined a melee counterpart to SCH being added. SCH was touted as the optimal subjob for mages; I expected at some point a new job which would offer the same for melees.

For instance, Viking or Berserker that would allow melees to tank - not as well as the main tank jobs, but more than what's currently possible.

Another stance from the subjob, for example, would make any weapon viable (say, a Dark Knight performing well with a dagger or sword), the same way any job can land sleeps and enfeebles with a SCH subjob because all magic skills are raised depending on the Arts active.

So my suspicion also leans towards it being a tank job that can DD well when not needed to tank, becoming a standard subjob for most melees.

Edited, Jun 23rd 2012 11:41am by FiliusLunae
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#43 Jun 23 2012 at 12:51 PM Rating: Good
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950+ (1500+ rapture) cure IVs on a low cast time / recast and regen V put SCH easily above rdm in the healing department. Ever since the healing updates SCH has been a capable healer on most NMs. On the nuking side if there are issues that go beyond SCH (which there are) what makes you think GEO will somehow be better with only TIV and ra spells? Don't get me wrong, GEO looks good but as a magic DD and a buffer, not a replacement healer when it has no healing capability and a subjob healer will not cut it on anything serious. Hopefully SE is smart though and allows GEO to cast buffs on alliance members as well as party members.


Your probably right about the healing but i wouldn't count its dd side out yet i mean we don't know how strong the mab will be from it's directional facing ability and we don't even know what the -ra spells will do.
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#44 Jun 23 2012 at 1:04 PM Rating: Good
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Dantedmc wrote:
Sasaraixx wrote:
Dantedmc wrote:


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.


It's healing doesn't give it much more utility than RDM and there are larger issues with nuking that go beyond SCH. Embrava is a two-hour spell. It's a great two-hour but a job should not be defined by a spell it has access to once every two hours.

Geomancer looks to be getting some nice, unique buffs/debuffs. It will all depend on how potent they are, but there needs to be some careful thought put into the new job AND the existing jobs.


950+ (1500+ rapture) cure IVs on a low cast time / recast and regen V put SCH easily above rdm in the healing department. Ever since the healing updates SCH has been a capable healer on most NMs. On the nuking side if there are issues that go beyond SCH (which there are) what makes you think GEO will somehow be better with only TIV and ra spells? Don't get me wrong, GEO looks good but as a magic DD and a buffer, not a replacement healer when it has no healing capability and a subjob healer will not cut it on anything serious. Hopefully SE is smart though and allows GEO to cast buffs on alliance members as well as party members.


Notice that I said utility in my post. SCH being a better healer doesn't add that much utility because anything that you are fighting will either be 1) difficult enough that you would want a WHM or 2) doable with a SCH or RDM healing. (And in the latter case, the only reason you wouldn't bring a WHM is if you can't find one or you need Embrava).

And again, where did I say that GEO would be a better nuker? Because there are issues with magical damage in this game, it really does not matter much that SCH looks like it will be the better nuker. The extra magical damage really doesn't add that much to it's overall utility. If you want magical damage, you'll take a BLM.

The spot that RDM, SCH and probably GEO are fighting for are the support roles. WHM has healing locked up and BLM does for elemental damage. SMN provides a unique type of damage and Perfect Defense. (I have issues with that as well.) The main draw for GEO looks like it is going to be it's buffing and possibly debuffing abilities. If those abilities are potent/useful, then it will already have a leg up on RDMs and SCHs (outside of their two hour). The fact that GEO will be able to nuke and throw out a cure here and there is just icing on the cake.

This is all just me speculating. We won't know anything until the expansion goes live. I just have my eye on this because the potential is there. RDM has a host of problems by itself and on that I think we agree. You seem to think SCH is fine because it can do a few things pretty well and has a useful two hour. I think that with the number of players with multiple jobs leveled and the focus on efficiency, being second best at a couple of things really isn't that great and that a job should be more than it's 2 hour. I would feel this way even without the introduction of GEO. It's just interesting to me that the job seems like it's going to excel in the two areas I feel SCH and RDM need buffing. Perhaps if there were more solable content I would feel otherwise.
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#45 Jun 23 2012 at 2:14 PM Rating: Default
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Sasaraixx wrote:
Dantedmc wrote:
Sasaraixx wrote:
Dantedmc wrote:


I'm not to worried about SCH since it will still have it healing and embrava and is fine in the nuking department. RDM on the other hand looks deader than it already was. I will definitely be leveling GEO though, it looks really fun.


It's healing doesn't give it much more utility than RDM and there are larger issues with nuking that go beyond SCH. Embrava is a two-hour spell. It's a great two-hour but a job should not be defined by a spell it has access to once every two hours.

Geomancer looks to be getting some nice, unique buffs/debuffs. It will all depend on how potent they are, but there needs to be some careful thought put into the new job AND the existing jobs.


950+ (1500+ rapture) cure IVs on a low cast time / recast and regen V put SCH easily above rdm in the healing department. Ever since the healing updates SCH has been a capable healer on most NMs. On the nuking side if there are issues that go beyond SCH (which there are) what makes you think GEO will somehow be better with only TIV and ra spells? Don't get me wrong, GEO looks good but as a magic DD and a buffer, not a replacement healer when it has no healing capability and a subjob healer will not cut it on anything serious. Hopefully SE is smart though and allows GEO to cast buffs on alliance members as well as party members.


Notice that I said utility in my post. SCH being a better healer doesn't add that much utility because anything that you are fighting will either be 1) difficult enough that you would want a WHM or 2) doable with a SCH or RDM healing. (And in the latter case, the only reason you wouldn't bring a WHM is if you can't find one or you need Embrava).

And again, where did I say that GEO would be a better nuker? Because there are issues with magical damage in this game, it really does not matter much that SCH looks like it will be the better nuker. The extra magical damage really doesn't add that much to it's overall utility. If you want magical damage, you'll take a BLM.

The spot that RDM, SCH and probably GEO are fighting for are the support roles. WHM has healing locked up and BLM does for elemental damage. SMN provides a unique type of damage and Perfect Defense. (I have issues with that as well.) The main draw for GEO looks like it is going to be it's buffing and possibly debuffing abilities. If those abilities are potent/useful, then it will already have a leg up on RDMs and SCHs (outside of their two hour). The fact that GEO will be able to nuke and throw out a cure here and there is just icing on the cake.

This is all just me speculating. We won't know anything until the expansion goes live. I just have my eye on this because the potential is there. RDM has a host of problems by itself and on that I think we agree. You seem to think SCH is fine because it can do a few things pretty well and has a useful two hour. I think that with the number of players with multiple jobs leveled and the focus on efficiency, being second best at a couple of things really isn't that great and that a job should be more than it's 2 hour. I would feel this way even without the introduction of GEO. It's just interesting to me that the job seems like it's going to excel in the two areas I feel SCH and RDM need buffing. Perhaps if there were more solable content I would feel otherwise.


SCH has a spot in a variety of situations:
- Emp Farming in abyssea as well as some other activities due to the fact that near fulltime embrava with isl of time makes things extremely easy
- Capable of healing many of the VWNMs
- Able to cover many blm procs in VW as long as there is another blm present
- Desired for Provenance for its embrava and alacrity stun
- Desired in Nyzul isle / Legion for embrava
- I haven't done any Limbus or Ein yet

Just so you know I have WHM, BLM, and SCH, and each of them gets used. I'm all for SCH getting buffs and would of course like to be invited for SCH's other abilities as well as embrava , but SCH isn't in as dire a situation as it was before.
#46 Jun 23 2012 at 2:18 PM Rating: Good
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Only thing I'd really say SCH needs at this point is T2 Helix and Storm spells. Though the recent Helix adjustment kinda offset the need for T2s. Still, I'm sure some are sour grapes over subbing them.

Edited, Jun 23rd 2012 4:18pm by Seriha
#47 Jun 23 2012 at 6:46 PM Rating: Good
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Gonna look on the bright side of things and think Geomancer and the other new job will add some subjob potential for RDM.
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#48 Jun 23 2012 at 7:58 PM Rating: Good
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Dantedmc wrote:


SCH has a spot in a variety of situations:
- Emp Farming in abyssea as well as some other activities due to the fact that near fulltime embrava with isl of time makes things extremely easy
- Capable of healing many of the VWNMs
- Able to cover many blm procs in VW as long as there is another blm present
- Desired for Provenance for its embrava and alacrity stun
- Desired in Nyzul isle / Legion for embrava
- I haven't done any Limbus or Ein yet

Just so you know I have WHM, BLM, and SCH, and each of them gets used. I'm all for SCH getting buffs and would of course like to be invited for SCH's other abilities as well as embrava , but SCH isn't in as dire a situation as it was before.


You just proved my point. The only real uses you listed all involved Embrava.

1. Embrava
2. You'd bring a WHM instead.
3. 2 BLMS would be more useful for covering procs than bringing that SCH (and RDM could cover those as well)
4. Embrava
5. Embrava

And I also have WHM BLM and SCH leveled. SCH gets used for, you guessed it, Embrava. If a group needs a healer, I'm going WHM. If it needs procs, I'm going BLM (or BLU).

As I already said, you don't have a problem with the job being all about 1 spell. I do. No, it's not in as bad a situation as it was previously (and it has nothing to do with the healing buffs). And I do think RDM needs more attention. That doesn't mean that there isn't a fundamental problem with the situation and that the inclusion of another buffing/enfeebling mage job that can nuke might not further complicate things.


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#49 Jun 23 2012 at 8:02 PM Rating: Good
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Seriha wrote:
Only thing I'd really say SCH needs at this point is T2 Helix and Storm spells. Though the recent Helix adjustment kinda offset the need for T2s. Still, I'm sure some are sour grapes over subbing them.

Edited, Jun 23rd 2012 4:18pm by Seriha


I would add to that fixing Modus Veritas and doing something with Aldoquium and the hate spells. I don't even care about T2 Helix spells at this point. The TP debuff they listed in the manifesto would also be nice but isn't needed.
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#50 Jun 23 2012 at 8:17 PM Rating: Good
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Second job is Rune Fencer.
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#51 Jun 23 2012 at 8:18 PM Rating: Excellent
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*snickers* And I bet they get the Fencer trait. Take that, RDMs!
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