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#1 Aug 18 2007 at 11:37 AM Rating: Excellent
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A Concentrated Discussion on New Jobs
An Informational Resource and Sanctuary for Job Dicussion

I. Foreword
II. Confirmed New Jobs
III. Party Position Distribution
IV. Weapon Category Distribution
V.Classes in Final Fantasy
VI. Developer Comments
VII. Conclusion


To navigate the post, if you happen to be too lazy to use the scroll key, simply open your search function Cntrl+F on Windows, Apple+F on Macintosh. (Wait this isn't Gamefaqs!)


I. Foreword____________________________________________________________

This isn't a post centered around any one new job, or claiming that said job will appear in an expansion pack, or a post describing a job idea I had. This is an attempt at a concentrated discussion on the possible new jobs in upcoming expansions. Essentially, I want to look at a variety of determining factors for what the new jobs could be, based on weapon category distributions, magical schools used, party position distribution and jobs appearing in previous Final Fantasy games. The intention is not to express my opinion, but to create an environment with all of the obvious material easily available to the reader, so that a healthy and contained discussion on these jobs can occur within this single thread, as opposed to spreading out all over.

I know that for now the job threads have either been nuked, moved or disappeared, so this may seem unnecessary, but I don't feel that all new job discussion is bad, as long as it has some educated thought behind it. So I created this post in an effort to bring together all job discussion into one safe zone where people hopefully won't fear being karma bombed into Timbuktu. Also, a general job discussion post would allow people with very basic opinions, ideas and insight to provide their feedback without having to feel as though they have enough to create an original post. This isn't necessarily a place to post your fully fleshed out job ideas with ability timers etc, though feel free if you wish. This is more a place for people to speculate intelligently based on all of the information before them and to collect that information in one easy to access resource. Feel free to post anything you think I missed or you feel to be improper.

II. Confirmed New Jobs________________________________________________

The following section is devoted to the announcement and discussion of any new job classes appearing in any upcoming expansion pack.

Wings of the Goddess released.

This section to be updated at the time of the next expansion.

III. Party Position Distribution________________________________________________

This section is dedicated to the current distribution of roles of those jobs already in Final Fantasy XI. This section is here to help us identify those categories that lack population, those that have excess etc, so as to help us hopefully better understand what job types would be the most likely to be introduced from a balance standpoint. This is going to be the most obvious to all of you, and although most of us know this I though it would be useful to place it here for easy reference.

Tank(2/18)
  • Paladin
  • Ninja

Healer(1/18)
  • White Mage
  • Dancer

Nuker(1/18)
  • Black Mage

Support(3/18)
  • Red Mage
  • Bard
  • Corsair

Damage Dealer(7/18)
  • Monk
  • Thief
  • Warrior
  • Dark Knight
  • Samurai
  • Dragoon
  • Ranger

Soloist(1/18)
  • Beastmaster

Hybrid(3/18)
  • Summoner
  • Blue Mage
  • Puppetmaster
  • Scholar


Distribution Reasoning
I have chosen to distribute the classes above in this manner because I feel that these are the overall roles of the jobs. In a majority (>=50%) of situations they are involved in both EXP and end game, these are the roles they are likely to play. Situational use was left out, I am well aware not all jobs have roles set in stone. I included Summoner and Blue Mage in the Hybrid role because they feature support abilities, heavy damage dealing capabilities and healing abilities. Their positions can radically vary the most. Red Mage remains in the support category despite their tendency to serve as main healers in most merit parties, because with the exception of merit PTs Red Mage is usually expected to focus on buffing and debuffing. Please note solo was not taken into account for any class other than the two Soloist classes. I chose to include Puppetmaster and Beastmaster as Soloists because although they can work well in teams their focus is on Solo play or play with groups of themselves. Dancer was added to the healer section due to healing being its primary function, despite the fact that it can arguably fill other roles. Scholar I chose to place in hybrid, though it could be easily placed in support, its ability to function as both healer, support or nuker effectively placed it in that role.

Distribution Discussion
As we can see here, the largest minority categories are Nukers followed closely by Healers, with only 1 job fitting into Nukers and 2 jobs fitting into Healers. Although Red Mage, Scholar, Blue Mage and Summoner can serve as healers, White Mage and Dancer are the only job whose entire focus is on healing. Black Mage is the only job with the main focus on dealing magical damage, although Red Mage, Scholar, Blue Mage and Summoner have access to magical based attacks, they are rubbish in comparison, more so than the equivalent healers are to White Mages.

The second minority groups are Tanks, Soloists and Hybrids, each with two, one and four members respectively. Although Warriors and Samurai can serve as tanks in some EXP situations, and Red Mages in some end game situations, the only two jobs who are expected to tank in most all situations are the Paladin and the Ninja. The only job specifically designed for soloing EXP is the Beastmaster, despite the proficiency that certain other jobs like Black and Blue Mage have discovered at soloing a small niche of enemies. The two jobs with the most ambiguous and/or shifting roles are Summoner and Blue Mage. Summoner's role shifts from Healer/Support to heavy Damage Dealer at end game. Blue Mage can play the role of a tank early, a damage dealer throughout and a decent healer/support when need be. Scholar also fits into the Hybrid role due to its ability to serve as support, healer or nuker effectively.

The Support group and Damage Dealer groups are the largest by far, with the damage dealers making up just under half of the job population. Corsair and Bard are pure support, with Corsair lending some damage dealing capabilities on the side, where Red Mage can serve as a nuker or healer in some situations they are always expected to play a support role as well, both in EXP and in end game. All of the Damage Dealing classes have fairly rigid roles in party and end game situations. Warrior and Samurai can tank in very specific situations and Dragoon can support heal, but for the most part all of these classes will be playing the roles of physical offense.

Distribution Conclusion
Demand is highest for the Tank, Nuker and Support role jobs. Tank and Support for EXP, Tank and Nuker for end game. Currently, the nuker role is taboo for party use, the current system encourages MP conservation as a whole, spent MP is wasted MP, Magic Damage is best saved for heavily armored enemies who are rarely the target of EXP groups. Magic is greatly enhanced by skillchains, which groups have little incentive for due to the fact that weaker, less resistant enemies are preferable targets.

At this point, the only nuker class; the Black Mage, sees almost no time in non Manaburn merit parties, therefore adding a second class without a system revision or addition would see little impact on the Black Mage community as a whole. If this nuker job was significantly more powerful, or significantly more effective in EXP situations there may be an outcry from the Black Mage community, but as long as it does not break Black Mage, it seems like a minimal risk. (Original post, now semi-irrelevant)

The only class belonging specifically to the healer role; the White Mage, also tends to be a taboo in parties, though less so than the Black Mage. White Mages receive spots in parties when no working group of two support jobs is available. Along the same lines of spent MP is wasted MP, White Mages do not offer abilities like refresh or convert to extend their MP pools indefinitely like a Red Mage. The addition of a new healing specific class could alienate the current White Mage community. They already have a difficult time finding merit parties, if their special position in end game was compromised there would likely be a large out cry. Without a system revision making a healing specific class more preferable than dual support jobs, an addition of a new healing specific class seems foolhardy. (Original post, now semi-irrelevant)

SE pulled a power move with the release of Dancer and it turned out quite well. Because Dancer is a TP based healer it does not push White Mage out of its end game role. In addition the ability for White Mages to now sub Scholar enhances the longevity of their MP pools allowing them to be more effective in both end game and party situations.

The only two jobs currently holding the spot of Tank and Tank only are the Ninja and the Paladin. The use of Paladin to tank in EXP parties has become somewhat taboo, especially at higher levels, because Ninja can tank without sinking as much MP. End Game Paladins become more and more undesireable tanks for non-kiting situations for the same reason as players become more and more proficient at shadow tanking difficult enemies. There is a relative consensus against the FFXI community that an additional tank needs to be added; however, without a system revision allowing for an equal opportunity for Paladins to meat tank enemies, both end game and in EXP situations more often, adding a new tank could severely step on the Paladin's toes, regardless of whether the new tank was a meat shield or an expert at mitigating damage.

There is no real demand for Damage Dealers or Hybrids. There is a constant demand amongst some of the audience for more soloing options, they tend; however, to be for existing classes, so the demand does not really exist for another soloing job class either. Though this does not mean there is not a possibility of a job in any of these categories being added.

Afterthoughts
It seems that to prevent new jobs from stepping on old jobs toes, battle system revisions need to take place in order to allow players to choose to EXP in a TP burn style or traditional style party. SE has commented that they plan to hopefully have such a system introduced in or alongside Wings of the Goddess, that would not force players to choose this new style but allow the player a choice. By doing this, adding new jobs would not have as big an impact on existing jobs.

IV. Weapon Category Distribution________________________________________________

This section is dedicated to the current distribution of weapon classes. Hopefully by looking at what weapons classes are underutilized it may give us a hint into what class of weapons some of the new jobs may make use of, which will help us narrow the possibilities of what these jobs could be. This assumes that Square-Enix does not wish to over utilize certain weapon classes, which may be false.

Overall/Solo
Archery (1)
Axe (1.5)
Club (1)
Dagger (2.33)
Great Axe (.5)
Great Katana (1)
Great Sword (.3)
Hand-to-Hand (2)
Katana (1)
Marksmanship (1.33)
Polearm (1)
Scythe (.7)
Staff (2)
Sword (3.33)
Throwing (0)

This list is an overall distribution, which shows how many jobs use this weapon as their main offensive weapon for damage dealing. Dark Knight was split, as was Corsair. The former between SCY and GSD, the later between DAG,SWD and MRK.

Merit Party Optimum/Ideal
Archery (1)
Axe (1.5)
Club (0)
Dagger (2)
Great Axe (.5)
Great Katana (1)
Great Sword (0)
Hand-to-Hand (2)
Katana (1)
Marksmanship (0)
Polearm (1)
Scythe (1)
Staff (6)
Sword (3)
Throwing (0)

This list is an overall action list for Merit party, given the player is using the optimum weapon class for their class. Ranger was distributed to Archery, although it could go either way, I chose to place them in archery, Warrior I placed in Axe, though this may change. Although Beastmaster and Puppetmaster do not often appear in merit parties, I placed them. I placed Corsair under sword because most of their offensive actions rely on a sword, if they're taking any offensive action at all, excluding quick draw. RDM,BLM,WHM,SMN,BRD are all placed under staves as their most active main weapon to take action with.

Overall Optimum/Ideal
Archery (1)
Axe (1.5)
Club (0)
Dagger (2)
Great Axe (.5)
Great Katana (1)
Great Sword (0)
Hand-to-Hand (2)
Katana (1)
Marksmanship (1)
Polearm (1)
Scythe (1)
Staff (6)
Sword (2)
Throwing (0)

The only shift here was that Corsair was moved from Sword user to Marksmanship user, as most of their end game actions will focus on their guns quick draw abilities and their focus as far as weaponskills would certainly be on marksmanship.

Weapon Category Overview
We can see that the most popular weapon categories are the Sword and Staff categories. Because of the overwhelming power of the Elemental Staves, they often present the best choice for any job not directly engaging the enemy. Swords are the main hand choice of Paladins, Blue Mages, as well as a majority of Red Mages, Bards and Corsairs at end game. (The latter 3 often make use of a dagger in the main hand if dual wielding)

Clubs and Throwing have little to no offensive representation across all classes, with very rare exceptions. Staves have very little non magical application with rare exceptions.

Polearms, Katanas and Great Katanas see only one offensive representation each. Archery very narrowly missing that group due to it's use by some Samurai.

Axes and Hand-to-Hand see only one offensive representation in non soloist classes. The axe seeing some use as a stat weapon for Rangers. Daggers are in a similar position, they see only one full time offensive representation in Thief, though they are often chosen as stat weapons for COR and RNG. (Original post, now semi-irrelevant) Daggers now see use by Dancers as well as their main weapon of choice.

Great Sword sees no offensive representation. Great Swords are only given offensive representation at this point in time by a small amount of DRK/THFs, this combo is significantly less popular that Scythes. This could change with the 2 handed patch, but it seems unlikely. Great Axes fall into the same category as Great Swords, they see little offensive representation. Axes are more popular with warriors, the 2 handed patch has a higher chance of changing this than it does with Great Sword, due to the skill caps warrior has.(Original post, now semi-irrelevant) Great Axe and Axe are now represent evenly with a split for the Warrior class, both weapons prove useful depending on subjob.

Weapon Category Conclusion
The Great Sword seems to be an ambiguous weapon choice, of all two handers excluding staves, the Great Sword is useable by the largest variety of classes. All of the classes proficient with one are more proficient with another weapon however.

The Club is the most under used main hand weapon. No offensive class is significantly proficient with the weapon. Wands are obsolete after Lv51. This has changed slightly for certain jobs where new magical clubs can be useful for White Mages.

Throwing weapons are also greatly under used, the only class capable of making proficient use of them is Ninja, and their high expense and lack of weaponskills makes them unsuitable for consistent damage.

Polearms, Great Katanas and Katanas are specialized weapons. Each one is very proficiently used by one class. In the case of Polearms and Great Katanas they can be used as novelty weapons by one other class semi-proficiently.

(Please note, the distribution of weapons and comments here are subjective, but for the most part I find what I have written to be true.)

V. Classes in Final Fantasy________________________________________________

Alchemist
Assassin
Bard*
Beastmaster*
Berserker
Black Mage*
Blue Mage*
Calculator
Canonneer
Chemist
Corsair*
Dancer*
Dark Knight*
Dragoon*
Engineer
Fencer
Gadgeteer
Gambler
Geomancer
Gladiator
Gunner
Hunter
Knight
Magic Swordsman
Mediator
Mime
Monk*
Morpher
Ninja*
Necromancer
Oracle
Painter
Paladin*
Psychier
Puppetmaster*
Ranger*
Red Mage*
Sage
Samurai*
Scholar*
Soldier
Summoner*
Sniper
Templar
Thief*
Time Mage
Viking
Warrior*
White Mage*



Has Appeared in Multiple Games
Has Appeared in a Single Game
Has Appeared In Varying Representations

* Is a Current Final Fantasy XI Job Class

Note: As you'll notice, some jobs are marked Orange, this means they appear in only one or two Final Fantasies, or are recurring but not generally a chose able class, or seem to overlap with other classes to an extreme. I have excluded some very specific jobs from this list like Heaven Knight, Illusionist etc from the Tactics series. I have chosen to keep some jobs which people tend to feel overlap, because their roles in different games can be quite different.

VI. Developer Comments________________________________________________

This section serves as a compilation of excerpts from past interviews regarding jobs both new and old. The intention of this section is to give readers more insight into SE's design tendencies and allow them to use this information to improve their ability to speculate effectively, as well as to dispel misconceptions by those who have not read the interviews and improve the overall quality of the discussion.

2006 1UP Interview on Treasures of Aht Urhgan


1UP: The Blue Mages are something that fans have wanted for a long time based on their presence in the history of Final Fantasy. The Corsairs were a bit of a surprise, but the Puppetmaster was a really big surprise since there was never a precedent for such a job in Final Fantasy lore. How did you decide to create the Puppetmaster job class?

KO: In the beginning when we were thinking of new jobs, we were first thinking of a Necromancer type of job, where the job would be able to raise the undead. However, we couldn't have undeads running around in the morning and that would weaken the class, because they'd only be able to work at night. So from there we tried to think of something where the player would be able to use a puppet type of...slave if you will, at all times of day, and that's how we got to Puppetmaster.


1UP: You guys have obviously taken into consideration all of the job classes, as evidenced by the massive list of tweaks you mentioned at the developer panel. Which of the jobs was the most necessary to balance, and which jobs needed the least balancing?

Atsushi Okada: First, the ones we didn't think we needed to change are the Red Mages, the Ninjas, the Rangers and the Dragoons, because they had major changes recently, and we want to see how those changes pan out before we make new changes. Right now we can't really put a high ranking on which is most important to change; some of the ones we're going to be doing major changes on like the White Mage and the Paladin have big changes, but we have changes for all of them. We don't want to leave one out. So within the next few months, we'll be trying to make changes to as many jobs as possible, and see which ones need more and which ones might not need as many.

1UP: It's interesting how you [speaking directly to translator, Michael Christopher Koji Fox] brought up Beastmasters, since BSTs traditionally would train mobs to a zone, which made it easier to chain mobs safely. With the new anti-MPK measures implemented in the recent patch, that became all but impossible for BSTs. Does the dev team see a way to remedy that without opening the door for new MPK situations?

Nobuaki Koumoto: The reason that that was implemented was to stop the MPKs, which were becoming a really big problem, so we have no plans of changing it back to what it was. However, the dev team does realize that a lot of Beastmasters out there don't really like the change that was made, and so they're working very carefully to try to find something that will please everybody on all sides.


1UP: When you were designing the new jobs had it ever crossed your mind to create another job that would function well as a solo class?

Michael Christopher Koji Fox: [Laughs] They just got the stop [global online marketing producer, Arata Hanyuda steps in and makes a "no comment" sign], so we can't say too much, but that was one of the things we were thinking of when designing the three new jobs.


1UP: I know you guys are trying to promote diversity when it comes to selecting subjobs to go with mains, but if you had to suggest what sort of subs would go with the three new jobs in Treasures of Aht Urhgan, what would you say goes with what? Does a Blue Mage benefit mostly from a mage subjob or a melee sub? That sort of thing.

KO: We're going to try to balance it out as much as possible, but we would really like the players to decide which is the best, rather than for us to decide.

1UP: What were your feelings in seeing the crowd's response to the Blue Mage demonstration? It's kind of exciting to know that all the crap that the monsters have done to us over the years, we can now -- in theory -- do back to them.

KO: That was great for me.

Okada: At first I didn't really think it was going to be that popular, with the players just being able to use the monsters' abilities. But when I saw the reaction I was really surprised.


1UP: Do you think that -- and I know this is kind of a loaded question -- but do you think that any of the new jobs will put any of the existing jobs out of business?

KO: We're trying to make the jobs as original as possible, so they will not have to replace the other jobs. We want to make them as different as possible from the other 15.

1UP: So do you expect to see lots of dynamic new party arrangements?

KO: That's what we're hoping.


1UP: Is this one reason why you guys didn't actually add new jobs to Chains of Promathia? I can see how it can be too much for players. You can't expect three new jobs with every expansion since there's so much balancing -- even to the original jobs -- that takes place over the course of years and patch updates.

NK: When Chains of Promathia was first released, there were still a lot of things we wanted to adjust with the original 15 jobs. So rather than add new jobs there when the other jobs weren't adjusted well enough yet, we decided to wait and spend the CoP time to adjust those jobs. Now with the new expansion pack and a lot of new game styles (Assault and Besieged) coming out, we thought it was the perfect time to add new jobs, now rather than before.


1UP: Do you think Summoners always asking for new avatars is a little -- and I guess this is really the only way to put it -- unfair, since every other job doesn't receive a new spell or ability every time they get a new summon, like Diabolos? Moreover, all of the elements have been covered -- now you're getting to the point where you have to be more creative about your avatar selection, right?

Sage Sundi: By adding something to one job, there are always going to be 14 other jobs that are going to complain that they didn't get anything. So we have to hope that after we add one thing to one job, that we can think of other things to add to the other jobs so that everybody will be just as happy. We can't keep everybody happy though


2007 1UP Interview on Wings of the Goddess


1UP: I've noticed that the new jobs don't have many job traits, at least not as many as the previous 15 jobs have. Most of the new jobs rely on the job abilities of the selected subjob to influence how they play. Do you plan to add any abilities with content updates?

AM: When designing the new jobs, we decided that we wanted to put the focus of character development on the adjustment of the special characteristics of each job rather than trying to balance the jobs by simply adding various abilities or attributes. While we are not denying the benefits of implementing new attributes/abilities, we would first like to continue expanding on features of blue magic, the corsair's roll, and puppet attachments.

1UP: One original concern with some jobs, is that they're too powerful, like BLU and COR in particular. Some Bards and Red Mages were worried that they were out of a job thanks to the various Corsair rolls, but it's become more apparent that Corsair is more effective when those jobs are actually in the same party alongside them, especially since CORs can't enfeeble. Was this part of your grand design for COR? How would you say the other jobs fit in?

AM: During development, the aspect on which the corsair planner worked hardest was how the new job would work with other jobs with similar roles (such as bards and red mages). So far we have been pleased with how things have turned out.


2007 Allakhazam Interview on Wings of the Goddess

Pikko: Corsair, Blue Mage and Puppetmaster don't really fit a tanking position. Will there be a new tanking job?

SE: Again, we can't really say too much. But we do want to say that the new jobs that will be released will be a good balance with the jobs that are here now so there won't be too much weight on one certain type of playing style.
Bold Text

Pikko: Will the new jobs that are coming in Wings of the Goddess play an important role in accessing the new areas?

SE: Acquiring the new jobs will be directly connected to the new areas. Other than that there is not much we can say right now.


Please note, more interview information will be added, I was unable to find a lot of older interviews and Q&A sessions in my brief searching tonight. If you'd like to share any that you find pertinent, please feel free to PM me or post it. I'll be sure to add it if you provide an original link.



VII. Conclusion________________________________________________

This post is intended to provide a friendly atmosphere where intelligent job discussion and suggestions and speculation can be tossed around, people can shoot ideas off of each other and speculate. Most of the Allahkazam community tends to frown upon speculation; however, if it is contained to a small area, I see no reason to be upset over it. If this is not your cup of tea please do not continue to read below, you will most likely only annoy yourself. This post is not intended to represent my opinions on possible new jobs, if I feel the need to share or discuss I will post below. I hope you have found this compilation of resources useful. Enjoy the discussion, whether or not you choose to participate in it!

Thank you for reading.

Edit(8/20/07 12:47 A.M.) Added some interviews, planning to add more when i return from my trip tomorrow or Tuesday.

(Edited, Sep 8th 2007 7:40am by RamseySylph)Switched Puppetmaster to Hybrid category.

(Edited, Sep 22nd 2007 9:41am by RamseySylph) Added Dancer and the Confirmed Jobs Section

(Edited, Occt 22nd 2007 9:58am by RamseySylph) Added Dancer flavor text and fixed a few typos.

Edited, Oct 22nd 2007 7:02am by RamseySylph

Edited, Oct 22nd 2007 3:43pm by RamseySylph

Edited, May 7th 2008 8:16pm by RamseySylph

Edited, Jan 7th 2009 2:15pm by RamseySylph
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#2 Aug 18 2007 at 11:39 AM Rating: Decent
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3,948 posts
This repost at the request of Pikko, Please respond in the original post in the General Discussion board at:

http://ffxi.allakhazam.com/forum.html?forum=10;mid=11872414551696737;num=107;page=1

Edited, Aug 18th 2007 12:41:22pm by RamseySylph
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#3 Aug 18 2007 at 1:17 PM Rating: Default
Your classifications of each job are arbitrary at best.

Square-Enix reps are probably asking: "What is a nuker and how does it differ from other damage dealers?"

Tank is a job that hold hate from weaker jobs, SE designed Warrior to fit that role, therefore SE views WAR as a potential tank for low-mid levels.

Beastmaster isn't a soloist, that's just how people play them.


All of your classifications are completely arbitrary and have no real definition. They designed most of those jobs to be flexible in their function it's just that people are too narrowminded and think everything is set in concrete.

A RDM/WHM may function as a very good healer.
A BST/NIN or BST/WAR can be a damage dealer, not as good as a MNK or WAR but they still deal a decent amount of damage, which is the definition of a DD.

You listed SMN as a hybrid but it's as much fo a hybrid as RDM is. A SMN can be support or a healer or a damage dealer, same as a RDM, so why split it? BLU too can also be support, healer, damage dealer.
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DRG75/RDM75/PLD75


One to be born
from a dragon
hoisting the light
and the dark
arises high
up in the sky
to the still land.
Veiling the moon with the light of eternity
it brings another promise to mother Earth
with a bounty and mercy.
#4 Aug 18 2007 at 3:58 PM Rating: Good
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TheHolyDragoonSeraphus wrote:
Your classifications of each job are arbitrary at best.

Square-Enix reps are probably asking: "What is a nuker and how does it differ from other damage dealers?"

Tank is a job that hold hate from weaker jobs, SE designed Warrior to fit that role, therefore SE views WAR as a potential tank for low-mid levels.

Beastmaster isn't a soloist, that's just how people play them.


All of your classifications are completely arbitrary and have no real definition. They designed most of those jobs to be flexible in their function it's just that people are too narrowminded and think everything is set in concrete.

A RDM/WHM may function as a very good healer.
A BST/NIN or BST/WAR can be a damage dealer, not as good as a MNK or WAR but they still deal a decent amount of damage, which is the definition of a DD.

You listed SMN as a hybrid but it's as much fo a hybrid as RDM is. A SMN can be support or a healer or a damage dealer, same as a RDM, so why split it? BLU too can also be support, healer, damage dealer.
You must have missed this post (AKA the post above yours), oh observant one.
#5 Aug 18 2007 at 9:37 PM Rating: Good
I said in the OP once, and I'll say it here again : Very good list, but please SE, use your imagination to create our next jobs.
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Altwit...Altwight* wrote:


>>my account got hacked
SE>> lol
>> please fix
SE>> can't
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#6 Aug 20 2007 at 11:52 PM Rating: Default
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>.< Oh, that's where I go to post, lmao.

Edited, Aug 21st 2007 3:53:22am by Gramercyparc
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Darkdoom wrote:
ToAU monsters with low Defense, low HP say hello. Damage Dealers with new gear say greetings. The TP burn would like to introduce itself.
#7RoboNoureddin, Posted: Sep 30 2007 at 9:01 AM, Rating: Sub-Default, (Expand Post) 2 words..
#8Nuhnisgodly, Posted: Oct 02 2007 at 3:27 PM, Rating: Sub-Default, (Expand Post) Ok, I grouped these to save my sanity from how long your post is....
#9 Oct 05 2007 at 9:56 PM Rating: Excellent
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Wow, Nuhn, that was the most worthless post ever. Did you even bother to read what Ramsey wrote before you went off spouting whatever crap came to mind?

Quote:
But my only beef with you is that your Current job list is not well thought out, period. Take it from someone who has soloed ALOT!!!, and pt'd enough to know each jobs best roles in each variety of pt, your list is incomplete at the best. And needs to have most jobs defined under multiple definitions of what it is capable of. Each jobs definition is not as Black and White as you'd have any believe from your post.......


Ramsey already fully explained that. Maybe if you had actually read, you'd have realized that. Since you seem to have missed it, let me quote it here for you:

RamseySylph wrote:
I have chosen to distribute the classes above in this manner because I feel that these are the overall roles of the jobs. In a majority (>=50%) of situations they are involved in both EXP and end game, these are the roles they are likely to play. Situational use was left out, I am well aware not all jobs have roles set in stone.



Quote:
Ok, I grouped these to save my sanity from how long your post is....

Berserker......would you like them to discontinue Warrior???
Calculator....are we going to have the option to be a Gaint Calculator, and add/subtract/divide/multiply numbers to drive a mob to insanity??? 1+1 over and over, would be a surefire way to drive one to the madhouse with a quickness. Maybe if you can't add like 1+1=3, you get a bust effect, could you imagine how many ppl that play this game that'd hate this job because they aren't smart enough to figure out simple math?, and have a constant "Bust" effect on them.
Gadgeteer.....I personally would like to see Inspector Gadget added to this game...... >.>
Mediator......a job class that negotiates with the mob, sweet. I'd like to sit down with a mob and find out why it feels the need to attack me while I'm resting >.>
Mime.....I'd shoot myself if SE came out with a job class named Mime for FFXI....this is so far beyond idiotic I can't describe my feelings on it...
Painter....It'd take too long to paint a mob to death, could you imagine how many gallons of paint it'd take?.....
Oh and....Hunter, what the hell do you think Ranger is??


Ok, genius, do you realize Ramsey was only listing jobs previously in Final Fantasy games? It's not supposed to be "original". Did you really miss that too? Nowhere is it said that all those jobs NEED to be included.

Seriously, take all your sarcastic, dumb-ass comments and go away. This was to facilitate discussion and prediction. There's no reason to barge in and be rude.
#10gafgalelenfea, Posted: Oct 17 2007 at 11:20 AM, Rating: Sub-Default, (Expand Post) Alchemist- Its a guild
#11 Oct 29 2007 at 11:14 PM Rating: Good
*
51 posts
{Reposted from main forums discussion since this looks like a good place to put it as well.}


My Roommate and I were discussing possibilities of new jobs and tanks a few nights ago and we started tossing ideas back and forth. What we ended up with after a couple hours follows. I figured it was kind of interesting and this thread looked like the best place to put it, so here it is.

The idea behind it being a blood tank that held hate with job abilities that had no magic. The whole thing with no magic was because we wanted it to be dependent on a healer as well as being fairly indifferent about being silenced.

We also tried to think of what would be something that worked well with the idea of the Crystal War and that fact of massive beastman armies.


Soldier

HP Equivalent: PLD
MP: 0
Great Sword: A-
Great Axe: B-
Pole arm: B-
Evasion: C
Parrying: A-
Weapon Skill Restrictions: Cannot use Raging Rush, Full Break, Skewer, or Wheeling Thrust
Armor Selections: Medium & Heavy


Job Abilities:

Level 01: [JA]Subdue [Duration: 30 Seconds, Recast: 2 Hours]
(All enemies attacking you are intimidated on every combat action)
Level 10: [JA]Challenge [Duration: Instant, Recast 30 Seconds]
(Goads and enemy into attacking you)
Level 25: [JA]Confront [Duration: 30 Seconds, Recast 1 Minute]
(Gain Enmity and Enhances Killer effects, effect wears off gradually)
Level 40: [JA]Defiance [Duration: 30 Seconds, Recast: 2 Minutes]
(Grants Decoy status){Battle Targets attack only you, regardless of enmity}
Level 55: [JA]Rally [Duration: 2 Minutes, Recast: 10 Minutes]
(Grants Beastman Killer to party members within range. Additionally, all party members can intimidate Beastmen regardless if they are being attacked)


Job Traits:

Level 05: [JT]Beastman Killer I (Intimidates Orcs, Quadav, & Yagudo)
Level 10: [JT]Resist Damage I (-10% Damage Taken)
Level 20: [JT]Beastman Killer II (Initimidates Goblins & Gigas)
Level 30: [JT]Resist Damage II (-15% Damage Taken)
Level 35: [JT]Beastman Killer III (Intimidates Antica, Sahagin, & Tonberries)
Level 50: [JT]Beastman Killer IV (Intimidates Qiqirn & Poroggos)
Level 50: [JT]Resist Damage III (-20% Damage Taken)
Level 65: [JT]Beastman Killer V (Intimidates Lamiae, Mamool Ja, & Trolls)
Level 70: [JT]Resist Damage IV (-25% Damage Taken)

Edited, Oct 30th 2007 2:15am by Clandestine

Edited, Oct 30th 2007 2:16am by Clandestine
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#12 Nov 06 2007 at 5:40 AM Rating: Decent
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79 posts
I first started to write down some things that could be properties of the Scholar job but then I read the following line and had to change my thinking a bit.

Developer's wrote:
Quote:
He professed unfamiliarity with magic, but after researching its strengths and weaknesses, he put forth a series of unconventional strategies that combined frontal magical assaults by heavy Caster Companies with flanking attacks by highly mobile beast units.


This seems to combine different types of magic which I really haven't though alot about.

My proposal:
Green Mage

Other support jobs (cor and brd) have raise certain stats of party members. I propose that Green Mage will be an efficiency expert support. With maybe an A+ enhancing magic skill.

Other types of support have come in the forms of regen, refresh, stat boost, haste. But there are a few areas left out or not fully embraced that would be great for supporting the party. There are even factors that have some effect on party that GRN could have direct control over, such as moon phase, daytime and nighttime.

weather change spell
moon phase spell
sunrise spell
sunset spell
fast cast spell (maybe wouldn't want to step on rdm toes here)
mp conserve spell (same for blm)
recast lowering spell for all recast timers on party member
recast timer reset spell ( excluding 2 hour)
boost (insert stat here) spell that has a stat mod that feeds off of what ever your highest stat happens to be.
skill boost spells


But the most important thing that would tie in this job would have to be scan that works on party members.

Scan puts out a list of all the recast timers of the person for which it was cast on.


note: Sorry if I kind of pirated a few ideas from others. If I can find some of the pieces were I got bits from apparently I can edit the post or just add later.

This idea isn't fully worked out but the OP made me feel confortable enough to post it here.
#13 Nov 11 2007 at 5:18 PM Rating: Default
11 posts
waw the person two comments above me thort of this

Soldier

HP Equivalent: PLD
MP: 0
Great Sword: A-
Great Axe: B-
Pole arm: B-
Evasion: C
Parrying: A-
Weapon Skill Restrictions: Cannot use Raging Rush, Full Break, Skewer, or Wheeling Thrust
Armor Selections: Medium & Heavy


Job Abilities:

Level 01: [JA]Subdue [Duration: 30 Seconds, Recast: 2 Hours]
(All enemies attacking you are intimidated on every combat action)
Level 10: [JA]Challenge [Duration: Instant, Recast 30 Seconds]
(Goads and enemy into attacking you)
Level 25: [JA]Confront [Duration: 30 Seconds, Recast 1 Minute]
(Gain Enmity and Enhances Killer effects, effect wears off gradually)
Level 40: [JA]Defiance [Duration: 30 Seconds, Recast: 2 Minutes]
(Grants Decoy status){Battle Targets attack only you, regardless of enmity}
Level 55: [JA]Rally [Duration: 2 Minutes, Recast: 10 Minutes]
(Grants Beastman Killer to party members within range. Additionally, all party members can intimidate Beastmen regardless if they are being attacked)


Job Traits:

Level 05: [JT]Beastman Killer I (Intimidates Orcs, Quadav, & Yagudo)
Level 10: [JT]Resist Damage I (-10% Damage Taken)
Level 20: [JT]Beastman Killer II (Initimidates Goblins & Gigas)
Level 30: [JT]Resist Damage II (-15% Damage Taken)
Level 35: [JT]Beastman Killer III (Intimidates Antica, Sahagin, & Tonberries)
Level 50: [JT]Beastman Killer IV (Intimidates Qiqirn & Poroggos)
Level 50: [JT]Resist Damage III (-20% Damage Taken)
Level 65: [JT]Beastman Killer V (Intimidates Lamiae, Mamool Ja, & Trolls)
Level 70: [JT]Resist Damage IV (-25% Damage Taken)


when i sore this the first thing that came to my head was a cloud,auron and leon they were all like warriors they delt the damage to most monsters and the way the guy set the job up is incredible fantastic idea must totally wicked idea.

i was thinking of a job as well but its was a bit farfetched it involves all the jobs lvls u obtain. turns into a small portion of this job im thing of so basically its like what i was going to call they alchemarian basically every other job u lvl adds to its power. so when u start off in the game its total power would ammount to 6 which would be nearly nothing and besides u would need to obtain it through advance job terms anyways so this wouldnt be possibly but it helps explain what i mean.
anyways the whole point of the job isnt to fight its to help crafters mainly every lvl helps unlock different things which u would normally need to buy or craft ur self. say u have total of 50lvls that means u can make outta thin air that perticaler item e.g. grass cloth,grass thread and so on. and they act like spells so they have massive delay times to stop unfair play. well i wouldnt mind finding out what u guys thort
#14 Feb 29 2008 at 9:03 AM Rating: Good
Scholar
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114 posts
I thought I'd have a go at lookign at some abilities a Psychier class job might have:

Psychier:
MP: Blm equivalent
HP: Blm equivalent
Dgr: C-
Sword: C-
Club: D
Staff: E
Throwing: E
Parrying: C
Evasion: C

Abilities:
Flawless logic (2:00:00) - lvl 1 - All spells gain AoE, increased Acc and increased potency.

Concentrate(5:00) - lvl 10 - Next spell has increased Acc

Telekenesis(2:00) - lvl 25 - Minor magical non-element Dmg. Can be used to open doors, chests which dont require keys, and ???'s that dont require pop items.

Mind Blast(5:00) - lvl 40 - Damage based on players Int Vs targets Mnd. Lowers targets magic defence.

Logic(10:00) - lvl 55 - Next Spell is AoE

Traits:
Clear Mind I - lvl 10
Resist Amnesia I - lvl 15
Clear Mind II - lvl 25
Resist Sleep I - lvl 30
Fast Cast I - lvl 40
Resist Amnesia II - 45
Clear Mind III - lvl 50
Resist Sleep II - lvl 60
Clear Mind IV - lvl 70
Fast Cast II - lvl 75

Spells:
Telepathy Spells
Analyze I - Show targets Element & Element weakness
Analyze II - Show targets HP, MP & TP
Analyze III - Show targets Acc, Att, Def & Eva
Repress - Target att down
Pacify - Chance to remove hate from target monster
Dominate - Chance to charm target monster
Forget - Resets all emnity on target monster

Delusion Spells
Delude - Inflicts Slow
Distort - Inflicts Acc down
Confuse - Inflicts Evasion down
Dream - Inflicts sleep. Target gains HP but looses MP
Nightmare - Inflicts sleep. Target gains MP but looses HP
Trance - Inflicts sleep. Target gains TP but looses HP & MP

Mind Control Spells
Fear - Inflicts Paralysis
Terror - Inflicts Petrification
Amnesia - Inflicts Amnesia
Rage - Inflicts +Att but -Def (berserk)
Frenzy - Inflicts +Haste but -Acc
Psychosis - Inflicts increasing amounts of DoT, but increases targets att speed, att, acc and evasion
Intimidate - Target will be intimidated by player controled characters


No levels or mp costs on theses yet, so some may need balancing for later game / higher cost. Some are also similar to current abilities (buts of monk, warrior, Bst and others in there) but they all tie in well to the character theme, so they are listed for now ^^


#15 Mar 21 2008 at 2:28 PM Rating: Decent
17 posts
elenie wrote:
I thought I'd have a go at lookign at some abilities a Psychier class job might have:

Psychier:
MP: Blm equivalent
HP: Blm equivalent
Dgr: C-
Sword: C-
Club: D
Staff: E
Throwing: E
Parrying: C
Evasion: C

Abilities:
Flawless logic (2:00:00) - lvl 1 - All spells gain AoE, increased Acc and increased potency.

Concentrate(5:00) - lvl 10 - Next spell has increased Acc

Telekenesis(2:00) - lvl 25 - Minor magical non-element Dmg. Can be used to open doors, chests which dont require keys, and ???'s that dont require pop items.

Mind Blast(5:00) - lvl 40 - Damage based on players Int Vs targets Mnd. Lowers targets magic defence.

Logic(10:00) - lvl 55 - Next Spell is AoE

Traits:
Clear Mind I - lvl 10
Resist Amnesia I - lvl 15
Clear Mind II - lvl 25
Resist Sleep I - lvl 30
Fast Cast I - lvl 40
Resist Amnesia II - 45
Clear Mind III - lvl 50
Resist Sleep II - lvl 60
Clear Mind IV - lvl 70
Fast Cast II - lvl 75

Spells:
Telepathy Spells
Analyze I - Show targets Element & Element weakness
Analyze II - Show targets HP, MP & TP
Analyze III - Show targets Acc, Att, Def & Eva
Repress - Target att down
Pacify - Chance to remove hate from target monster
Dominate - Chance to charm target monster
Forget - Resets all emnity on target monster

Delusion Spells
Delude - Inflicts Slow
Distort - Inflicts Acc down
Confuse - Inflicts Evasion down
Dream - Inflicts sleep. Target gains HP but looses MP
Nightmare - Inflicts sleep. Target gains MP but looses HP
Trance - Inflicts sleep. Target gains TP but looses HP & MP

Mind Control Spells
Fear - Inflicts Paralysis
Terror - Inflicts Petrification
Amnesia - Inflicts Amnesia
Rage - Inflicts +Att but -Def (berserk)
Frenzy - Inflicts +Haste but -Acc
Psychosis - Inflicts increasing amounts of DoT, but increases targets att speed, att, acc and evasion
Intimidate - Target will be intimidated by player controled characters


No levels or mp costs on theses yet, so some may need balancing for later game / higher cost. Some are also similar to current abilities (buts of monk, warrior, Bst and others in there) but they all tie in well to the character theme, so they are listed for now ^^

I'm not sure I'd want my spells to gain AoE. I mean, honestly, how often does anyone use AoE spells? I can almost understand maybe wanting a Cure III spell to turn into a Cure III-AoE, but that just sounds like a hate fest for the poor PSY. And if you needed to sleep the trail of aggro gobs, you might as well just use Sleepga.

Although this does bring a new idea to mind-- maybe PSY could use Flawless Logic to have a choice between casting AoE spells and Single spells?



Or maybe this job could have a Job Ability to where you could attack with your weapon from the distance that of a mage as if the PSY is channeling the damage from his mind as he swings his Dagger or Sword? But would the damage be based on INT or STR? lol.
#16 Mar 21 2008 at 11:30 PM Rating: Decent
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19,999 posts
Hey Ramsey, if you're still following your own subject, you need to categorize Scholar (Hybrid) and Dancer (either Hybrid or Support, your choice) now. Smiley: laugh
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#17 May 07 2008 at 7:23 PM Rating: Decent
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3,948 posts
Archfiend MDenham wrote:
Hey Ramsey, if you're still following your own subject, you need to categorize Scholar (Hybrid) and Dancer (either Hybrid or Support, your choice) now. Smiley: laugh


Done and done, also updated weapon lists and anything else necessary.

Though I agree with your placement of Scholar (Actually updated the sticky before I read your post XD) I placed Dancer's main role under Healing. It's controversial, but what else on that list isn't. My two cents on it though. Updating the original post as well, though I think at this point, until the next expansion is on the horizon, it would be best for people to respond here, as opposed to necro-bumping my original post. Though I may necro bump it with the next expansion.
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#18 Jun 06 2008 at 12:26 AM Rating: Decent
Scholar
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158 posts
I thought of some mechanics for an Alchemist like job or (insert alt name here - because of guild name taken)

For now i'm going to call it alchemist because i'm mostly referring to ffx-2 traits.

A while back i read a post (i don't know where it is) that worked out some mechanics for an Alchemist like job.
In summary they would be able to stack potions and also generate them freely, I don't remember all the mechanics but it seemed well thought out.

Anyway I thought it would be interesting instead of just being able to stack meds differently than other jobs that the alchemist would generate special potions/meds that would show up in a temp-item-like inventory. These would be able to stack and would save the problem of when changing your job, all of your items become unstacked and you all of a sudden have too many items in your inv. as well as save the changing of item behavior mechanics.

These temp items would also be able to be used on a target

Generating meds would be done by either a job ability or an MP-free spell similar to songs, i leave it up to you.
As for USING these meds, I am thinking they would be used via ability, because opening /inv every time sounds annoying to me (of coarse there is always macros)

some abilities/traits (just a few thoughts)
lvl 1. - Trait - Alchemy Bag - Provides a bag for an alchemist to store 5 generated medications.

lvl 1. - Ability - Quick Mixer - recast 2 hours - Generation recasts reduced to 0

lvl 1. - ability/spell - Generate A-potion - Recast 15 seconds - Generates an Alchemist's potion and places it in your Alchmy Bag.

lvl 1. - ability - Use A-potion - Recast 7 seconds - Uses A-potion on target

lvl 5. - A-Poison Potion - Generation/Use

lvl 10. - trait - Alchemy bag increase - Alchemy bag grows to store 10 generated medications. (maybe quest?)

lvl 10. - etc. etc. the rest is for SE or you to figure out lol

some interesting stuff that might be cool would be a Hermes Quencher ability and Dedules Wing ability. Some interesting things to think about.

____________________________
Asurean Taru

75 WHM
75 BRD
51 SMN
43 DRK
38 SAM
37 BLM
29 WAR
#19 Jun 08 2008 at 1:31 PM Rating: Decent
3 posts
this one made me think of a funny job...

Economist:

HP: (same as BLU)
MP: (same as DRK)

Guns: +B
Daggers: C
Swords: E
Clubs: E
Staffs: E
Axe: C
Throwing: +A
Parrying: E
Evasion: +A

ABILITIES:
(2:00:00) Job Finder - Lvl 1 - (allows the selected player to change their job)
(5:00) Promotion - Lvl 10 - (Selected player's stats are raised as if they gained a Level)
(2:00) Corporate Thugs! - lvl 25 - (Summons an angry moogle with random stats for 1 minute)
(5:00) Motivation - lvl 40 - (Boosts the top 3 highest stats of all party members for 3 minutes / when effect timer runs out the party will have the Slow effect for the remainder 2 minutes)
(10:00) Corporate Benefits - lvl 55 - (summons a Moogle WHM to assist the party with healing)

Traits:
MP boost I - lvl 10
Clear Mind I - lvl 15
Fast Cast I - lvl 25
MP boost II - lvl 30
Fast Cast II - lvl 40
Clear Mind II - 45
MP regen I - lvl 50
Spells Potency Inc. I - lvl 60
Stats Boost I - lvl 70
MP regen - lvl 75

Spells:
Still in the air on these but im sure if i really wanted to try i could come up with some funny ones. well thats just a comical idea for a new job.
#20 Jun 20 2008 at 12:08 PM Rating: Decent
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428 posts
For awhile now, people have been asking for a 'Mime' job. In the world of FFXI, this seems like it would be difficult to do. However, I have thought of a potential method for this job.

Mime

How to unlock: Every one of the 20 jobs will have a level 3 merit called Mime Trait that requires 10 merit points to activate. you must activate this on 7 different jobs. After that, talk to Maat. Maat will talk about how he is able to challenge every player on their level through the art of mimicry. He will give you temporary access to the Mime job, where you will be able to select your configuration (see below). If you beat him, you will gain permanent access to the job. If you lose, then you will have to try again after the next conquest.


To start your Mime, you will be required to select a job to Mimic. This job will be the base for your skills, stats (including HP/MP), and equipment choices.


Abilities/Traits: The Mime job will be a blank shell of abilities and traits. You must select the abilities and traits that you want from each job. These abilities/traits will be grouped into categories based on level.

2 Hour: You can select a 2 hour from the list of your available Jobs.

Category 1: Level 1-10: Select 1 Job Trait and 1 Job Ability from this list, which is composed of the JAs and JTs f this level range from the jobs that you have merited. For example, Steal(thf) or Provoke(war) for JAs; and Evasion Bonus(thf) or Accuracy Bonus(rng) for JTs (depending on the 7 jobs, the list may be larger or smaller).

Category 2: Level 11-20: Select 1 JA and 1 JT from the list (like before). This time, in addition to the abilities/traits from Category 1, you have the abilities/traits from level 11-20 of the jobs you have chosen.

Category 3: Level 21-30: 1 JA and 1 JT from the list, which contains all unselected abilities from level 1-30. By this time, some jobs are on Level 2 traits (Evasion Bonus II, Accuracy bonus II, etc). If you did not select the level 1 trait, then this becomes the Level 1 trait. (If you select Accuracy Bonus at level 10, and Evasion Bonus at level 30, then they will both act as a Level 1 trait, even though a Thf may receive Evasion Bonus II at 30. However, if you select Accuracy Bonus at 10, and Accuracy Bonus again at 30, then you will gain the Accuracy bonus II).

Category 4: Level 31-40: Same as before with the new abilities/traits. Same rules apply.

Category 5: 41-50: Same as before

Category 6: 51-75: Because of the power of the abilities and traits within this group, you will be allowed to select 2 natural abilities and traits (excludes any that are obtained with merits).



You will be able to change what job you are mimicing while in your mog house. You will also be able to change what abilities you are accessing while in your mog house.

This will allow those people who have taken the time to level to 75 on multiple jobs the ability to start crossing things. In a real situation, if you were to switch between multiple things like this, you may start remembering some abilities from previous experiences. This would give you a character that could mimic one of your other jobs with flawless precission (if you made your Mime based on nin, and gave it every nin ability), or it could be a jack of all trades kind of job. I think that this would cause people to level additional low level jobs to meet these requirements (if they havent already). Also, they could mold their Mime into the exact playstyle that they enjoyed. Because of the nature of the job, I do not think that a Sub Job would be allowed.


To me, this could become extremely Broken (imagine basing it on BLM, adding Auto Refresh, Chainspell, and Convert), so some additional rules may need to be applied.

I dont know. I am just toying around with this. I think it would be cool to see, even if it was released 1 year before SE knew that they were turning the servers off, just to give the remaining players the fun of a true jack-of-all trades job.
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#21 Jul 01 2008 at 11:33 AM Rating: Decent
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76 posts
Geomancer + Time Mage I think are going to be the next two, given the atmosphere and direction of the game.

Personally I'd like a set of "advanced jobs", jobs with a pre-requisite of having 4 of the 20 current jobs 75 in order to unlock.
(i.e. Pld, Drk, War, Sam for an A+ Great Sword job with a unique set of weapon skills, abilities, etc) (or Smn, Drg, Bst, Pup for an advanced "pet" job).

Would pay off to level jobs by "Sets" then.

____________________________
Laike
Cait Sith
((Moglification: Woodworking))

100+3 Woodworking 60 Smithing 60 Goldsmithing 60 Clothcraft 60 Leatherworking 60 Bonecraft 60 Cooking 60 Alchemy 45 Fishing

75 WAR, 75 SAM, 75 MNK, 75 PLD, 75 DRK, 75 NIN, 71 RNG, 31 BLU
#22 Jul 31 2008 at 9:54 AM Rating: Decent
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240 posts
We need another tank job.

Fortunately we have a few that are close to being a tank but they fall short.
New JSE gear could fix these problems, or minor tweaking to abilities could solve this for one of the jobs and get us another tank.

War - Eva too low to tank.
Mnk - Counter with Counterstance does not proc often enough.
Sam - A parry tank? Has damage mitigation problems (like the rest).
Bst - Snarl is great, but reward is too slow.
Dnc - Animated Flourish not strong / reliable enough. (maybe better sub if they fix that..)

We have seen all these jobs tank before but they are not quite good enough.. come on SE.. for the love of god fix just one.



Edited, Jul 31st 2008 11:01am by Jadier
#23 Sep 13 2008 at 7:14 PM Rating: Decent
Scholar
32 posts
I think they could add many of the old FF jobs into FFXI and make them viable.

I mean, they did it with dancer! They did it with scholar!

So what if one class seems too much like warrior or beastmaster, they can tweak them to be a bit different like scholar is from the other mage jobs.

Reading that jobs list makes me want to go play FF tactics again.
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#24 Sep 26 2008 at 12:43 PM Rating: Decent
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1,411 posts
I'd love to see a Viking/Berserker job. I was really saddened to hear that SE had planed to add Viking in WotG but pulled it out. As people have said Viking and Berserker are a bit similar, with them both have Nordic origins, and Viking predates Berserker, so it was probably part of it's evolution. After looking at what they've done with SAM and SCH I think VIK/BER could be similar. One that increases combat skills while gaining other drawbacks. Taking hits to MND, INT, CHR and even max HP. Gaining DEF, haste and emnity or even weapon skills to rank A similar to SCH. There's various possibilities, but it could work as another tank or DD.
#25 Dec 15 2008 at 6:18 AM Rating: Decent
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3,948 posts
Wow haha, It's good to know the contents of this post are still controversial I guess, I think this is the only sticky I've seen RD'd this long after its inception, I'll be sure to update this to reflect the current game over the coming break for all the sticklers.
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#26 Dec 20 2008 at 5:35 PM Rating: Default
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225 posts
Warning: Wall-o-Text

More Geomancer ideas. A whole new job I created too.

First off, the Geomancer.

Geomancer Basics:
Uses TP to cast powerful elemental magic. Very potent in producing high damage over time. Uses Clubs and main weapon of choice is a mace, much like the one Naja has. This job is to rival the Black Mage, without the use of MP. All geomancy "spells" are ability based and have a shared timer. They are split up into 3 categories: Combustions, Tremmors, and Waves. Combustions focus on damage now type abilities, nukes as we know them. Tremmors are heavy DoT abilities that drain your TP as you keep them active. Waves, fall into the enfeebling group. Uses TP to enhance your melee attacks with an enfeeble. All abilites have Fire, Water, Earth, Wind, Ice, Thunder properties.

Party Role: Nuker/Enfeebler
Endgame Role: Nuker
Armor Class: Medium

Combat Traits:
Club-A+
Staff-B
Dagger-C-
Sword-C-
Throwing-A
Evasion-C
Parry-B+

Job Abilities:

Level 1: Nature's Wrath(Instant, Two-Hour recast)- Geomancer abilities are double potent.

Level 1/30/50/70 Combustions I(20TP)/II(30TP)/III(40TP)/IV(50TP)-(Intant, 30 second recast)-Deals elemental damage. Elemental weakness of target greatly effects damage. (20% Damage boost)

Level 25/50/75 Tremmors I(3TP/tick)/II(5TP/tick)/III(7TP/tick)-(Instant, 1 minute recast, last untill TP runs dry or you manualy remove it)-Deals heavy damage over time. Elemental weakness of target greatly effects damage. (30% Damage boost)

Level 35 Waves (35TP)(Instant, 1 minute recast timer, 1 minute durration)-Grants additional effects to melee attacks.

Level 45 Nature's Burden- Drains HP to store TP(Think of sublimation)

Job Trait:
Level 10: Accuracy Bonus
Level 30: Attack Bonus
Level 50: Auto-Regain (1 TP/tick)
Level 60: Accuracy Bonus II
Level 75: Auto-Regain II (2TP/tick- Does not stack with Auto-Regain I)

This idea I made up because of the dancer. I thought of a dancer, but reversed. Dealing damage with abilites rather then enhancing and curing. A good balance is required, in order to implement without wiping out the BLM. I chose a heavy TP cost for tremmors, due to their high damage nature. A messy job, but I think you have the basic idea of what I imagine a GEO to be.

Second, the Shadow Mage.

Shadow Mage Basics:
The Shadow Mage calls for a dark doppleganger to protect their allies in battle. Through powerful shadow magic, the shadow mage can issues dark pacts to enhance and change the nature of their shadow. The Shadow Mage is a pet tank job purely. By using abilites and sacrificing a small amount of HP, the shadow mage can cure and enhance thier shadow. The shadow itself is a copy of the sex/race of the caster, just in fomor form and with heavy armor.

Combat Skiils:
Staff: B
Club: B-
Evasion: D
Parry: E

Magic Skills:
Shadow Magic-A+

Party Role: Main Tank
Endgame Role: Main Tank/Side Tank
*Side Note*A Galka Shadow Mage at 75 would have the same HP as a Tarutaru MNK

Abilites:
Level 1 Dark Infusion (Instant, Two hour recast, 1 minute durration): Shadow is fully cured and uneffected by magic attacks.

Level 1: Shadow Pact (Instant, 5 Minute Recast): Calls forth a doppleganger to protect allies. Requires a "Shadow Doll".

Level 5: Shadow Torment (Instant, 30 second recast): Instantly increases enmity for your shadow. (1% HP taken)

Level 35: Shadow Shield (Instant, 5 minute recast, 1 minute durration): Damage done to shadow is split between shadow and shadow mage.

Level 50: Shadow Shell (Instant, 5 minute recast, 1 minute durration): Magic Damage done to shadow is split between shadow and shadow mage. No effect on enfeebles.

Traits:
Level 10/50/75: Max HP Boost I/II/III
Level 15/35/70: Dark Aura I(10%)/II(20%)/III(35%)-Grants Damage reduction to shadow.
Level 20/40/60: Resist Paralyze
Level 30: Auto-Regen

Spells:
Includes spells that cures, enhances(Such as Stoneskin, Phalanx, Protect/Shell, ect), and creates "Auras" where effects of spells transfer to the shadow. All spells cost HP to cast.

I thought of this idea based on the puppetmaster. Drawing inspiration from the Valoredge, I created this job based around a pet tank. This tank job is extremely complex due to the fact that "healing" spells cost HP, rather then MP. This creates a situation where the healer has to constantly cure the mage, and having the mage itself, stand far back in order to reserve itself from AoE.
#27IMCLOUDSTRIFE, Posted: Feb 06 2009 at 5:52 AM, Rating: Sub-Default, (Expand Post) eh just off the top of my head
#28 Oct 31 2009 at 10:58 AM Rating: Good
****
9,043 posts
/ja "Berserk" <me>
/ws "Raging Rush" <Idiot Necroposter>
/s Sod off.
____________________________
Likibiki ~ 75 WHM ~ 75 SAM ~ 75 THF ~ 75 SMN ~ 74 NIN
Pandemonium Server, FFXI. Retired. Gone but not forgotten.
Cailey ~ 90 DNC ~ 90 RDM ~ 90 BLM
Asura Server, FFXI. Adventurer Extraordinaire.
#29 Dec 16 2009 at 7:54 AM Rating: Default
6 posts
Hello everyone.

The idea of new tank job.
This name is Rikishi.
Only the man can become it.

Rikishi
Ancient soldier transmitted from country of the far east.
It has the unique culture that is not influenced by another country and approved.
Only my body is the strongest arms and a protector for the Rikishi who has a lot of techniques polished to the history.


Rikishi
HP Equivalent: A
MP: 0
STR:B
DEX:D
VIT:A
AGI:G
INT:E
MND:C
CHA:B

Skill

Kimarite:A+
Katana:D
Gerat Katana:D
Club:E
Archery:D
Throwing:B
Evasion: C
Guard Skill:B
Parrying: D
Weapon Skill Restrictions: Cannot use
Armor Selections: Clothes,Leather,and a part of metallic armor

P.S
Moreover, it thinks. By the way, is not country of far east added?
#30 Dec 17 2009 at 7:35 PM Rating: Decent
6 posts
It is an addition.

----------------------------------------------------------------------------
A special technique can be used by using the salt. To the way of the art of Ninjyutu. The name Torikumi.As for the salt, the effect rises sequentially from among three in the under.

・Rock Salt
・Lufet Salt
・Shu'Meyo Salt


Ability and Trait

LV1:
・Chikara-mizu(Abi) Recast Time: 2:00:00 Duration: 0:01:00
One minute Regain.It is stopped nobody.

・Teai(Trait)
Base Kimarite delay without this trait is set at 480.
The initial trait (Kimarite I) reduces this base delay to 400.
Each subsequent upgrade of this trait reduces delay by an
additional 20 points. LV16,31,46,61,75

LV5:
・Shiko(Abi)     Recast Time: 0:15   Duration: 3:00
Enhances user's next attack.Same as Monk.

・Dohyo Circle(Abi) Recast Time: 10:00 Duration: 1:00
Torikumi can start by using.It becomes effective if I use the
   good salt.

LV10
・Ebisuko(Trait)
Eat two meals at the same time. But it gets tired at meal in this
system
and the effect is low.

・Physical damage taken(Trait)
LV10,30,50,70 It is reduced every numerical value.
  
・Mie(Abi) Recast Time: 1:00   Stiffening: 0:05
The enemy's attention is drawn.

LV15
・Nekodamashi(Abi) Recast Time: 05:00
The hand might be beaten in the presence, Stan be done, and
flinchingly.

・Gapuuri-yotu(Abi) Recast Time: 00:00:15   Duration: 0:30
Special ability of the target is stop.
  
・Resist Curse(Trait)
Increases resistance against Curse.

LV20
・Matta(Abi) Recast Time: 05:00
The target is put into bind.

LV25
・Kensho(Trait)
Multiplies amount of gil dropped by enemies.
I get a lot it so that the area has many PC.

LV30
・Hasso-tobi(Abi) Recast Time: 00:01:00   Duration: 0:05
Anticipates the next attack.

Lv35
・Sprinkle salt(Abi)Recast Time: 00:01:00
   Achieve Enmity feeling by using salt.

  
・Regain(Abi) Recast Time: 00:03:00   Duration: 0:45
Increases your TP over time.Only the match inside attanking.
LV35,65


・Tachiai(Trait)
It is possible to fight dominant at a combat couple one.
Killer Effect (Lv/enemy Lv-1) 2/* killer + 100+4 %
However, the range of the upper bound 25% of lower bound 4%.

LV60
・Manin-Onrei(Trait)
At the time of full member, achieve a accuracy and attack.

LV65
・Oo-mie(Abi) Recast Time: 10:00   Stiffening: 0:15
The around enemy's attention is drawn.

Merit point

Kiai
・Next attack is critical.
Recast Time: 00:15:00-00:03:00 Stage -1

Gunbai
・A Gunbai consumed, and victory is called in to the ally.
Effect is different depending on the Gunbai.
Gunbai of Gale wind:Haste+2%
Gunbai of Minute:accuracy+3%
Gunbai of Enraged fire:attack+4%
Gunbai of Firmness:Defense+5

Goukai
・It purifies, Sprinkle salt effect is improved, and the effect of
the TP bonus is in party menber. TP+3 Above Stage TP+3

Tomoe-sen
・The effect of shortening the winning technique movement time is
 chieved dohyo-Circle.
#31 Sep 07 2010 at 6:20 AM Rating: Decent
(don't focus too much on the names)

Chemist
Specializes in the use of items to cure, buff, debuff and nuke.

Skills:
Staff: B+
Club: D
(and I'd put the gun, but I'm probably the only one that sees a chemist using it...)

Some abilities that comes to mind:
Mix: Mixes 2(or more)items to create an instant effect depending on the items used. (remember Rikku in FFX?)
Items+: Doubles the potency of items for x amount of time.
Reverse: All the items will have the opposite effect for x amount of time.
Trait:
Stock: Occasionally saves the items used(more tiers as level increases).
I know this would be some hell of expensive job, even more than cor XD

Juggler
A thief like job with high AGI, DEX and evasion that wields daggers and throwing weapons.
Skills:
Dagger: B+
Evasion: A+
Throwing: A
Parrying: C

Abilities:
Smile: Grants a party member one of your abilities. [Lv 25, Recast: 5 minutes, Duration: 1 minute]
Gil throwing: Throws gil to damage an enemy(DMG formula: gilx10/or x5 if you think x10 is too much). [Lv 10, Recast: 30 seconds]
Fire eater: Fire damage cone attack. (like a breath attack) [Lv 40, Recast: 2.30 minutes]
Mimic: Grants the ability to use one of the enemy's abilities. [Lv 60, Recast: 5 minutes, Duration: 1 minute]
Acrobatics: Doubles evasion and parrying skills. [Lv 1, Recast: 2 hours, Duration: 1 minute]
Traits:
Return fire: Catches any ranged attack and throws it back to the enemy.

Morpher
A job that could do almost anything in a party.

Base Skills:
H2H: C
Evasion: C
Guarding: C
Attributes will change depending on the form taken.

Abilities:
Mutation: Transforms you in a monster whose soul has been stolen. (follows the list of souls) [Lv 5, Recast: 5 minutes, Duration: 30 minutes, Can be canceled anytime]
Traits:
Assimilation: Obtains an enemy's soul landing the final blow. [Lv 5]
Bestiality: Allows you to use the abilities of the monster you transformed into. [Lv 20, with tiers increasing allowing more powerful moves as level increases]

This is what I thought of, but there are even abilities that I'd add to existing jobs:

Nature call - [BLM/SCH Lv 50, Enhancing magic]: Grants you an elemental affinity.
Manipulation - [BLM Lv 70, enfeebling?]: Slightly change an enemy's elemental affinity(if it's supposed to be strong against an element, it becomes normal damage, if it's normal damage it becomes weakness...)
Monkey grip - [WAR lv 90, Job trait]: Allows you to wield 2handed weapons with one hand. (ok maybe it'd be too much xD)
Steal eva/atk/def/acc/TP/hell even exp! - [THF various levels, JAs]: Steals the named attribute. (I really don't know why thf doesn't have at least a couple of these! An half way JA between Aura Steal and Despoil)
Trap - [RNG Lv 65, JA]: Puts a magic trap on the ground that explodes when the enemy steps on it. Enfeebling potions can be added to the trap for an additional effect while reducing the trap's damage. (It'd be very useful to have a sleep/stun/bind trap in front of you when you pull too much hate) [Recast: 5 minutes, Duration: 15 minutes(too much?)]
Swap - [A mage job, probably WHM since it's the only one that can't recover mp]: Absorb the MP used by the enemy. [Recast: 10 minutes, Duration: 2 minutes]
Backfire - [BLM Lv 80, trait]: Occasionally casts back to the enemy a spell without spending MP.
Exorcism - [MNK LV ?, JA]: Deals heavy damage to undead. []
Duel - [RDM Lv 70, COR Lv 80, JA]: Prevents anyone from interact with you and the engaged mob(both other enemies and party members). [Recast: 10 minutes, Duration: 1 minute(I guess)]
Raid - [COR Lv 70, JA]: Prevents an enemy from using a random ability for x amount of time. [Recast: 5 minutes]
Level Down - [SCH Lv 90]: Lowers an enemy's level. [Add information that wouldn't make the ability too broken xD]
Rage - [DRK Lv 65, JA]: Increases attack with each additional hit taken. [Recast: 5 minutes, Duration: 1 minute]
Longarm(this name sucks badly) - [SAM Lv 60, JA]: Greatly increases weapon range. [Recast: 3 minutes, Duration: 1 minute]
Reaper - [DRK Lv ?, Trait]: When killing an enemy absorbs all of his remaining mp.
Dragon Heart - [DRG Lv 90, JA]: When the dragoon dies, the dragon sacrifices himself to raise him(actually a RR that sacrifices the dragon). [Recast: ]
Soul Burst - [BLU Lv 90, JA]: Transforms the user in a soulflayer for x amount of time, greatly increasing blue spells power. [Recast: 10 minutes, Duration: ]
Nageru - [NIN Lv 25, JA]: Allows you to throw anything from your inventory. [Recast: 30 seconds]
Kage: Ichi(possibly ni and san) - [NIN Lv 60(80, 99), Ninjutsu]: Creates a shadow image that deals damage to the enemy(much like the puk move that spawns clones with low hp that disappear soon).
Doublecast - [RDM Lv 80, JA]: You know what it is, a lot of people asked for this xD

And that's it, I hope you like at least some of these :3
____________________________
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#32 Mar 11 2012 at 8:44 AM Rating: Decent
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Hi, I’ve just recently came back to FFXI after a long break. Really enjoyed what all they’ve done and figured if I did end up staying for awhile I would check around to see if there might’ve been any news on anything big on the horizon. That’s how I happened along this thread. At first I was just going to read over the ideas here for fun, but a few of em really jumped out at me. One of the biggest was Aristio’s Shadow Mage. I really liked the concept of it but it seemed too much like a mishmash of all the other pet classes. After thinking this, Gugalanthalas’s idea about advanced class jobs, needing to have multiple classes of the same category to max lvl in order to flag the quest, popped to mind and I could see the two fitting together perfectly.

So I took these two concepts and ran with it to come up with what I call Hero Classes. Jobs based off a particular skill set; pets, knights, support, melee, and mage. I tried to sort the jobs together as best as I could but some of the classifications don’t really go together. The melee and mage categories were basically just leftovers. After I had the categories set, it was time to come up with a Hero Class unique to each category. I took some ideas from responses above and tried to keep everything within the FF universe. If I left your name out where it should’ve been I’m sry, just post or send me a PM and I’ll add you in.

I decided to add my two cents to this list mainly just for ****s and giggles, and to give me something to do at work to pass the time lol. I think I need to explain myself a little before I post the actual classes though. First of all these are Hero Classes, not to be confused or compared to jobs. To make these classes stand out more than just any regular advanced jobs besides the actual quest/requirements to obtain, I figured they should be in their own little grouping. They can't use subjobs or be used as subjobs, but they do have subclasses. A neat way to add depth and individuality while staying familiar enough not to confuse people too much. Also keep the no subjob thing in mind while reviewing these classes as they may seem overpowered with so many traits/abilities. But without subjobs to flesh them out they need to stand out on their own. One last thing, any ability or trait marked as lvl 99 was just something I thought would be neat but prolly too OP or unbalanced, though one OP ability I left out that I thought about was giving them all a 1hr cooldown ability to switch your subclass while not in your mog house. Seemed a little pointless in the long run though so I left it out.


Edit: Forgot to add my job categories for each Hero Class:

Knight: Mystic Knight
Pld, Drk, Sam, War

Support: Green Mage
Brd, Rdm, Cor, Whm

Mage: Psychic
Sch, Dnc, Blm, Blu

Pet: Shadow Mage
Smn, Drg, Pup, Bst

Melee: Solider
Mnk, Rng, Thf, Nin


Edited, Mar 11th 2012 12:28pm by Xechs4
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#33 Mar 11 2012 at 9:02 AM Rating: Decent
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Mystic Knight (Magical Swordsman, Spellblade, etc.)
Templar/Paragon

Magical swordsman Hero Class that enhances their weapons with powerful augmentations. Mystic Knights have two subclasses, dual wielding powerhouses called Paragons and Templars who toss aside their extra blade for a shield and more defenses.

Main weapon:
Dual Swords/PAR
Sword and Shield/TMP
Armor type:
Plate, Mail, and Half-Mail

Traits:
Lvl 5 Attack Bonus
Lvl 10 Dual Wield I PAR
Lvl 15 Magic Defense Bonus I
Lvl 20 Magical Blade I*
Lvl 25 Shield Mastery I TMP
Lvl 30 Dual Wield II
Lvl 35 Magic Defense Bonus II
Lvl 40 Fencer I TMP
Lvl 40 Split Focus** PAR
Lvl 45 Shield Mastery II
Lvl 50 Magical Blade II
Lvl 55 Magic Defense Bonus III
Lvl 60 Dual Wield III
Lvl 65 Fencer II
Lvl 70 Shield Mastery III
Lvl 75 Magic Defense Bonus IV
Lvl 80 Magical Blade III
Lvl 85 Dual Wield IV
Lvl 90 Shield Mastery IV
Lvl 95 Magic Defense Bonus V

* Occasionally deals double damage with En- spell effects
Proc chance = 10% with rank I, 20% with rank 2, and 30% with rank 3. Proc chance halves with each tier of En- spells.
** Grants the use of two separate En- spells at once, one for each weapon equipped.


Abilities:
Mystic Sword (lvl1) (Instant, 2 hours)
Creates magical copies of equipped weapons that fight alongside you for 30 secs.

Shout (lvl 10) (Instant, 30 secs) TMP
Adds a large amount of enmity towards targets within range of target.

Magic Sword (lvl 15) (Instant, 1 min)
Consume most recent En- spell applied and augments next attack.
Augments:
Enfire = STR+ and Burn
Enwater = MND+ and Poison
Enstone = VIT+ and Slow
Enaero = AGI+ and Silence
Enlightning = DEX+ and Stun
Enblizzard = INT+ and Paralyze
Enlight = Regen and Flash
Endark = Endrain and Heavy darkness DoT
Endrain = Darkness Spikes*

* Deals darkness damage and has an Absorption effect. Absorption adds a 10% chance to use any random Absorb- line spell.

Vanguard (lvl 30) (3 min, 5 min) TMP
Increases defense and enmity gained while active.

Frontline (lvl 30) (3 min, 5 min) PAR
Increases attack power and decreases enmity gained while active.

Magic Shield (lvl 50) (Instant, 3 min) TMP
Consumes current En-spell and performs a magical shield bash which grants a powerful, elemental buff.
Buffs:
Enfire = Attack Bonus and Blaze Spikes
Enwater = Magic Defense Bonus and Aquaveil
Enstone = Defense Bonus and Stoneskin
Enaero = Evasion Bonus and Haste
Enlightning = Accuracy Bonus and Lightning Spikes
Enblizzard= Magic Attack Bonus and Ice Spikes
Enlight = Holy Spikes*

* Deals holy damage and directs damage to MP pool.

Magic Sword II (lvl 50) (Instant, 1 min) PAR
Consumes last En-spell applied and augments next attack.

Mystic Shield (lvl 85) (3 min, 5 min)
Augments Holy and Darkness Spikes.
Holy Spikes – Decreases damage by 33% and adds a chance to replenish health.
Darkness Spikes – Increases Absorption by 90% and increases attack power.


Spells:
Lvl 5 Enthunder
Lvl 8 Enstone
Lvl 10 Cure TMP
Lvl 11 Enaero
Lvl 14 Enblizzard
Lvl 15 Drain
Lvl 17 Enfire
Lvl 20 Enwater
Lvl 20 Cure II TMP
Lvl 25 Enthunder II
Lvl 30 Aspir
Lvl 30 Enstone II
Lvl 35 Enaero II
Lvl 40 Cure III TMP
Lvl 40 Enblizzard II
Lvl 45 Absorb-MND PAR
Lvl 45 Enfire II
Lvl 50 Absorb-CHR PAR
Lvl 50 Enwater II
Lvl 55 Absorb-VIT PAR
Lvl 60 Enthunder III
Lvl 60 Absorb-AGI PAR
Lvl 65 Enstone III
Lvl 65 Absorb-INT PAR
Lvl 70 Enaero III
Lvl 70 Absorb-DEX PAR
Lvl 70 Cure IV TMP
Lvl 70 Endark PAR
Lvl 70 Enlight TMP
Lvl 75 Absorb-STR PAR
Lvl 75 Enblizzard III
Lvl 80 Drain II
Lvl 85 Enfire III
Lvl 90 Enwater III
Lvl 95 Aspir II


Comments:
The Mystic Knight is one of my original and most favorite ideas, of a sort. I've been toying with the idea of this job class making an appearence in FFXI ever since before Aht Uraghan. My vision was basically trying to combine a PLD and a DRK with emphasis on En- spells as that's the guiding skill associated with the job in every iteration it's been in.

After looking up more information I found that they typically have higher magical defense and that's where the idea of the magical tank came from. With the addition of Abyseea, multiple battle targets and/or quick disposal of weaker mobs are popular leveling targets. Within those battle predicaments I figured an AoE tank would be a nice addition, and thus the Templar was born.

The next step was to balance the Paragon subclass so I decided to focus more on attack power and offensive abilities. Magic Sword was a given and at first it was just an attack that would calculate like a melee attack but deal magical damage in the form of whatever En- spell was currently applied. But the TMP needed more defensive skills and I didn't want to make two separate skills that did basically the same thing. So I changed it from just basic elemental damage to a light buff and debuff while also giving the Mystic Knight an extra attack, basically killing two birds with one stone.

The Split Focus trait may sound really over powering but instead of adding two En- spell processes with each swing it just adds a different En- spell effect to the off-hand weapon. I came up with this for two reasons, to give the PAR more offensive abilities to work with and to offset the Tier II effects of En- spells. I figured it could also add Tier II or III En- spells to offhand weapons but wasn't for sure how OP it would become.

To balance the Split Focus and Dual Wield traits, I gave TMP the Magic Shield ability. It's basically a more defensive version of Magic Sword and it opens up the TMP subclass to Holy Spikes when they learn Enlight. Holy Spikes is kind of the role defining skill for the TMP as it allows them to tank without taking direct damage.




Edited, Mar 11th 2012 6:58pm by Xechs4
#34 Mar 11 2012 at 9:23 AM Rating: Decent
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Green Mage
Shaman/Sage

A dual-casting Hero Support Class embarking into the unknown territory of Green Magic. Green Mages have two subclasses, Shamans who embrace the dual nature of Green Magic allowing them to cast multiple spells at once and Sages who delve deeper into the mysterious enhancements of the Emerald Arts.

Main Weapon:
Staff
Armor:
Cloth

Traits:
Lvl 10 Magic ACC Bonus I
Lvl 15 Dual-Casting*
Lvl 20 Emerald Eye I** SAG
Lvl 25 Repetition Mastery I*** SHM
Lvl 30 Max MP Up I SAG
Lvl 35 Dual-Casting II*4* SHM
Lvl 40 Magic ACC Bonus II SAG
Lvl 50 Consume MP*5*
Lvl 55 Dual-Casting III*6*
Lvl 60 Emerald Eye II*7*
Lvl 65 Max MP Up II
Lvl 70 Repetition Mastery II*8*
Lvl 75 Conserve MP
Lvl 80 Tri-Casting*9* SHM
Lvl 85 Dual-layered Magic*10*
Lvl 90 Max MP Up III
Lvl 95 Tactical Caster*11* SHM

* Allows casting of two separate class spells at the same time. Increases casting time slightly.
** Shortens casting time of green magic.
*** Spells lower than current highest tier spell of the same line consume half MP. Decreases enmity gained on secondary spell cast.
*4* Allows casting of the same class spells simultaneously. Decreases casting delay.
*5* Occasionally uses no mp to casts lower tier spells.
*6* Eliminates casting delay.
*7* Shortens casting time of green magic while increasing its potency.
*8* MP cost is cut to 1/4 of original cost if spell is two or more tiers lower than highest spell of the same line. Decreases enmity gained from spells further.
*9* Allows casting of three spells at once, limiting two spells of the same class at the same time. Increases casting time of third spell by 1/3.
*10* Adds two copies of every spell in the spell list, allowing for two recast timers for faster casting of the same spells. Does not affect Green Magic.
*11* Occasionally reduces recast timer when casting White or Black Magic.

Abilities:
Dual Image (lvl 1) (Instant, 2 hours)
Reduces casting time and MP usage by 50% and doubles potency of spells for 30 seconds.

Emerald Seal (lvl 10) (Instant, 10 min)
Makes next green magic spell an instant cast.

Double Cast (lvl 20) (Instant, 30 sec) SHM
Next spell cast with both casting bars free will cast two copies of the spell at the cost of one and a half.

Potency (lvl 20) (Instant, 5 min) SAG
Next Green Magic spell cast will be slightly stronger and last twice as long.

Proficiency (lvl 50) (Instant, 5 min)
Reduces casting time of all spells for 30 seconds.

Rapid Cast (lvl 75) (Instant, 3 min)
Reduces all magic recast timers by 75%.

Triple Cast (lvl 85) (Instant, 1 min) SHM
Next spell cast with all three casting bars free will cast three copies of the spell at the cost of two spells.


Green Magic:
Cannot dual- or tri-cast while casting green magic.

Poisonra (lvl 5) (1 secs, 5 sec) 8 MP
Removes poison from target while poisoning the battle target.

Paralyzra (lvl 6) (4 sec, 10 sec) 8 MP
Removes paralyze from the target while paralyzing the battle target.

Blindra (lvl 7) (3 sec, 10 sec) 8 MP
Removes blind from target while blinding the battle target.

Diara (lvl 15) (2 sec, 5 sec) 12 MP SAG
Casts Dia on target, damage dealt through Dia is restored to party members within range of target. Healing effect is stackable up to five times.

Silencra (lvl 17) (5 sec, 10 sec) 20 MP
Removes silence from target while silencing battle target.

Drainra (lvl 20) (5 sec, 30 sec) 25 MP
Drains HP from the target and heals amount drained to party members within range of target.

Bubble (lvl 25) (5 sec, 15 sec) 100 MP SAG
Increases HP and maximum HP by 1/3 for 30 secs then the buff begins to decay rapidly until back to normal health.

Poisonra II (lvl 26) (8 sec, 30 sec) 20 MP SAG
Poisons the target while removing poison from all party members within range of target.

Paralyzra II (lvl 27) (8 sec, 30 sec) 20 MP SAG
Paralyzes the target while removing paralyze from all party members within range of target.

Blindra II (lvl 28) (8 sec, 30 sec) 20 MP SAG
Blinds the target while removing blind from all party members within range of target.

Aspira (lvl 30) (5 sec, 30 sec) 10 MP
Drains MP from target and refreshes amount drained to party members within range of caster.

Biora (lvl 35) (2.25 sec, 2 min) 48 MP SAG
Cast Bio II on target. Damage dealt is converted to MP to party members within range of caster.

Diara II (lvl 35) (2.25 sec, 5 sec) 48 MP SAG
Casts Dia II on target. Damage dealt through Dia II is restored to party members within range of target. Healing effect is stackable up to five times.

Hastera (lvl 40) (5 sec, 30 sec) 50 MP
Casts Haste on target while slowing battle target.

Drainra II (lvl 45) (5.5 sec, 30 sec) 75 MP
Drains health from target and replenishes it to party members within range of target.

Biora II (lvl 50) (6 sec, 2 min) 60 MP SAG
Casts Bio III on target. Damage dealt is converted to MP to party members within range of caster.

Bubble II (lvl 50) (5 sec, 20 sec) 200 MP SAG
Increases HP and Max HP by 2/3s for 45 seconds and then the buff begins to decay rapidly until back to normal health.

Wall (lvl 60) (10 sec, 30 sec) 200 MP SAG
Grants a protection on party members within range. Effect similar to highest level Protect and Shell.

Quicken (lvl 75) (2 sec, 25 sec) 50 MP
Decreases casting time for target while increasing casting time of battle target.

Drainra III (lvl 80) (8 sec, 1 min) 200 MP
Drain health of target and replenishes it to alliance members within range.

Bubble III (lvl 90) (5 sec, 30 sec) 300 MP SAG
Doubles current and maximum HP for one minute and then the buff begins to decay rapidly until back to normal health.

Reflect (lvl 99) (6 sec, 15 sec) 50 MP SAG
Casts a protective barrier on target, barrier repels any magic back towards the caster.


White and Black Magic:
Lvl 6 Stone
Lvl 8 Cure
Lvl 10 Water
Lvl 12 Protect
Lvl 16 Aquaveil
Lvl 19 Aero
Lvl 20 Cure II
Lvl 21 Shell
Lvl 22 Fire
Lvl 28 Blink
Lvl 30 Cure III
Lvl 31 Blizzard
Lvl 32 Protect II
Lvl 35 Thunder
Lvl 40 Stoneskin
Lvl 43 Shell II
Lvl 45 Stone II
Lvl 48 Water II
Lvl 50 Cure IV
Lvl 53 Protect III
Lvl 55 Aero II
Lvl 58 Shell III
Lvl 60 Fire II
Lvl 65 Blizzard II
Lvl 68 Protect IV
Lvl 70 Stone III
Lvl 75 Shell IV
Lvl 75 Cure V
Lvl 76 Water III
Lvl 80 Aero III
Lvl 85 Fire III
Lvl 88 Raise
Lvl 90 Thunder III
Lvl 90 Protect V
Lvl 93 Shell V
Lvl 95 Stone IV
Lvl 96 Water IV
Lvl 97 Aero IV
Lvl 98 Fire IV
Lvl 99 Thunder IV

Comments:
The Support Hero class was the hardest one to get started on. As much as I tried I could only come up with slightly different versions of a WHM, RDM, or DNC. Then one night while I was playing Skyrim I got to thinking about how cool it would be able to cast two spells at once like Doublecast but different spells. I had heard at one time that Kuja from FFIX had abilities like that, damaging foes while healing himself. It's been so long since I played FFIX that I couldn't say if it was true but it nonetheless provided the foundation of my Green Magic.

At first my idea for this class was just to give em a dual-cast ability and restrict it to casting White Magic with one spell and Black Magic with the other and have the choice up to the player. Then i tried to simplify this by making new spells that combined speific spells together. The Shaman subclass turned out to be like the former while the Sage I used more of the new spells for.

The SHM would take alot of balancing cause if they could use the highest tier spells of both WHM and BLM it would be too OP in that they could be like a normal BLM but with a powerful Regen/Cure with each attack. So instead I tried to focus on lower level spells casted faster, kind of like having an expensive yet powerful HoT or DoT. In a sense the SHM works like a RDM or SCH where they could be a decent healer or magical DD but not really excel at either.

To offset this with the Sage I figured they should be a purely support type class. So I concentrated on the new Green Magic buffs for them. I didn't want to put the WHM out anymore than they are already so while I did give them healing abilities I tried to make it so that they can keep a party alive but can't really get them out of a sticky situtation.

All in all, both the SHM and the SAG play basically the same. In a sense they're both manual batteries in that keep a near constant Regen and/or Refresh effect with many small spells. Where they differ is that SHM are a little more inclined to us more black magic whereas the SAG are more a buffer class.



Edited, Mar 11th 2012 11:32am by Xechs4

Edited, Mar 11th 2012 7:03pm by Xechs4
#35 Mar 11 2012 at 9:54 AM Rating: Decent
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Psychic
Psi-Ops/Saboteur

Light armored Hero Class that allows an adventure to use psychic energy to subdue their opponents. Psychics have two subclasses, Psi-Ops which use telekinetic powers to attack opponents at range and Saboteurs who forgo the telekinetic range for an up close and personal encounter with deadly enfeebling punches.

Main Weapon:
Knuckles and Cesti
Armor:
Cloth and some Leather

Traits:
Lvl 1 Psychic Arts*
Lvl 5 Sabotage I** SAB
Lvl 5 Astral Projection*** PSI
Lvl 10 Store TP SAB
Lvl 15 Sabotage II*4*
Lvl 20 Accuracy Bonus I
Lvl 25 Paranormal Activity*5* PSI
Lvl 30 Psychic Arts II
Lvl 35 Psychometry I*6* SAB
Lvl 40 Store TP PSI I, SAB II
Lvl 45 Subtle Blow
Lvl 50 Sabotage III*7*
Lvl 50 Psychic Arts III
Lvl 55 Magical Accuracy Bonus
Lvl 60 Accuracy Bonus II
Lvl 65 Paranormal Activity PSI II, SAB I
Lvl 70 Store TP SAB III
Lvl 75 Psychic Arts IV
Lvl 80 Psychometry II*8*
Lvl 85 Psychic Arts V
Lvl 90 Auto Regain
Lvl 90 Sabotage IV*9*
Lvl 95 Store TP SAB IV, PSI II

* Turns melee damage into non-elemental damage.
** 10% chance to inflict Attack Power Down, Defense Down, or Attack Speed Down with successful melee attacks.
*** Extends range of melee attacks to 20 yards.
*4* 15% chance to inflict Blind, Poison, Paralyze, or Sabotage I enfeeblements with successful melee attacks.
*5* Occasionally decreases the TP cost of abilities.
*6* Increases attack power with each additional enfeeblement on target.
*7* 20% chance to inflict Slow, Silence, Addle, or Sabotage II enfeeblements with successful melee attacks.
*8* Does not consume debuffs when using Clairvoyance Combustion.
*9* 25% chance to inflict Daze, Disable, Disorientate or Sabotage III enfeeblements with successful melee attacks.

Abilities:
Tenacity (lvl 1) (Instant, 2 hours)
Instantly fills and doubles maximum TP for 1 min.

Emasculate (lvl 25) (Instant, 5 min) SAB
Enhances the Sabotage trait for three minutes, increasing the process chance by 25%.

Empower (lvl 25) (Instant, 5 min) PSI
Doubles number of charges generated and increases maximum number of charges to ten for three minutes.

Psycho Bomb (lvl 35) (Instant, 1 min)
Non-elemental AoE attack.

Pain (lvl 50) (Instant, 5 min) SAB
Inflicts all Sabotage effects on target. Enfeeblement accuracy based on Sabotage process rate.

Flamestrike (lvl 50) (3 min, 3 min) PSI
Converts non-elemental damage into fire damage.

Froststrike (lvl 55) (3 min, 3 min) PSI
Converts non-elemental damage into ice damage.

Stonestrike (lvl 60) (3 min, 3 min) PSI
Converts non-elemental damage into earth damage.

Shockstrike (lvl 65) (3 min, 3 min) PSI
Converts non-elemental damage into lightning damage.

Galestrike (lvl 70) (3 min, 3 min) PSI
Converts non-elemental damage into wind damage.

Liquidstrike (lvl 75) (3 min, 3 min) PSI
Converts non-elemental damage into water damage.

Aura Reading (lvl 80) (Instant, 3 min) SAB
Enhances next Reversal Combustion or Clairvoyance Combustion. All lower charge-level buffs added when used.

Scrying (lvl 90) (Instant, 10 min)
Remote viewing of current zone.

Choastrike (lvl 99) (3 min, 3 min) PSI
Non-elemental damage has increased damage and accuracy against opponents weak against Light or Dark.


Kinesis:*
Telekinesis (lvl 20) 10% TP (instant, 15 secs)
Performs a psychic punch on target, causing non-elemental magical damage. Telekinesis is affected by Strike effects.

Psychokinesis (lvl 25) 10% TP (instant, 20 secs) SAB
Performs a psychic punch on target, causing random status effect.

Pyrokinesis** (lvl 25) 25% TP (5 secs, 1 min) PSI
Conjures flames to engulf target, causing fire damage over 10 seconds.

Cyrokinesis** (lvl 30) 25% TP (5 secs, 1 min) PSI
Conjures a mass of ice and drops it on target causing ice damage and freezes target in place for 10 seconds.

Geokenesis** (lvl 35) 25%TP (5 secs, 1 min) PSI
Conjures a mass of earth and drops it on the target causing earth damage and dazing the target. Dazed targets have lower defenses for 10 secs.

Ionokenesis** (lvl 40) 25%TP (5 secs, 1 min) PSI
Conjures a static discharge, causing lightning damage and disables the target for 10 seconds. Disabled targets cannot attack or perform any action.

Anemokenesis** (lvl 45) 25% TP (5 secs, 1 min) PSI
Conjures a wind shear, causing wind damage and disorientates the target for 10 seconds. Disorientated targets evade attacks less and take more critical damage.

Hydrokenesis** (lvl 50) 25% TP (5 secs, 1 min) PSI
Conjures a cyclone of water vapor, causing water damage and addles the target for 10 seconds.

Mind Blast (lvl 50) 25% TP (2 sec, 30 sec) SAB
Causes non-elemental damage to target. Damage dealt depends on number of enfeeblements currently on target.

Telekinesis II (lvl 60) 25% TP (Instant, 15 secs) PSI
Performs a psychic punch on target, causing non-elemental magical damage. Telekinesis is affected by Strike effects.

Divination (lvl 65) 20% TP (Instant, 30 secs) SAB
Randomly causes a flash blindness, a Dazed, a Disabled, a Disorientated, or an Addled effect for 5 secs on target.

Psychic Surgery (lvl 75) 20% TP (Instant, 5 min) SAB
Removes one random enfeeblement from every party member.

* Low expense, low damage skills used to build charges used in Combustions. Each Kinesis generates one charge.
** Shares timer.


Combustions:*
Explosive Combustion (lvl 20) (instant, 1 min) PSI
Ignites all charges to perform a powerful non-elemental magic attack. Damage depends on number of charges used.

Reversal Combustion (lvl 20) (instant, 30 secs) SAB
Ignited charges convert one enfeeblement to one buff. Requires equal number of charges and enfeeblements.
Charges:
1 – Attack Speed Boost
2 – Accuracy Boost
3 – Attack Boost
4 – Magic Attack Boost
5 – Regain

Invigorating Combustion (lvl 30) (instant, 30 secs)
Converts charges to TP.

Convection Combustion (lvl 50) (Instant, 1 min)
Psychic uses telekinetic power to propel themselves forward for a powerful attack. Uses at least one charge, max 2.

Burst Combustion (lvl 60) (Instant, 3 min) PSI
Consumes all charges to perform a Magic Burst. When used with 5 or less charges, creates a level 1 non-elemental burst. When used with 6 to 9 charges, creates a random level 2 burst. When used with 10 charges, creates a random lvl 3 burst. Burst Combustion is affected by Strike effects.

Clairvoyance Combustion (lvl 60) (Instant, 1 min) SAB
Ignited charges convert one enfeeblement to one buff. Requires equal number of charges and enfeeblements.
Charges:
1 – Regain
2 – Kick Attacks
3 – Store TP
4 – Double Attack
5 – Sabotage +5%

* Powerful spells that consume charges to use.


Tremors:*
Fear Tremor (lvl 50) (instant) (1TP/tick) PSI
Lowers non-elemental magic resistance.

Confusion Tremor (lvl 50) (instant)(1TP/tick) SAB
Increases Sabotage process rate by an additional 10%.

Terror Tremor (lvl 60) (Instant)(5TP/tick)
Reduces 10 TP on target every tick.

Meltdown Tremor (lvl 70) (Instant)(10TP/tick) SAB
Reduces targets defense. Rate reduced increases with duration.

Agony Tremor (lvl 70) (Instant)(10TP/tick) PSI
Causes non-elemental damage over time. Agony Tremor is affected by Strike effects.

Paranoria Tremor (lvl 80) (Instant)(15TP/tick) SAB
Sabotage effects gain strength and duration the longer Paranoria Tremor is in effect.

Erasing Tremor (lvl 99) (Instant)(10TP/tick) SAB
Has a chance to remove one buff from target every tick.

* Abilities that drain TP over time, occasionally generates a charge with each tick.


Comments:
I got the idea for the Psychic from DSHenderson’s suggestion that Elenie’s Psychier melee attack from range using the power of their minds. I kind of took this idea and mashed it into Aristio’s idea of a Geomancer. I liked his direction to make a kind of doppelganger of a dancer, so then I made some tweaks so that the Psi-Ops subclass would play like a black mage/dancer/monk that attacks from range.

But then I didn’t know what to do with the second subclass. This was the mage hero class and mages in general are only really known for two things, support and DD. Well there’s already a support mage hero so the only thing I could really do was to make another type of DD, or so I thought. Then I started thinking about the Saboteur role in Final Fantasy XIII. Technically speaking the Saboteur would be considered a support role since it doesn’t rely on dealing damage but making it easier for everyone to take the mob down. But I figured this role would be good as the Saboteur only really buffs itself and makes it easier to do more damage. So I tried to make it kinda like a reverse Red Mage, focusing on damage and enfeeblements instead of healing and enhancements.




Edited, May 24th 2012 12:03pm by Xechs4
#36 Mar 11 2012 at 10:11 AM Rating: Decent
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Shadow Mage
Yin/Yang

Light armored Hero Pet Class whose companion is a Shadow Form of the caster. The Shadow Mage has two subclasses, the Yin whose Shadow Form abilities reflect those of a guardian warrior and Yang whose Shadow Form takes on the role of a protective healer.

Main Weapon:
Scythe
Armor:
Cloth and some Leather

Traits: Shadow Mage
Lvl 5 Shadow Weapons*
Lvl 10 Dark Touch I**
Lvl 15 Speedy Recovery I***
Lvl 20 Dark Arts I*4*
Lvl 25 Auto-Regen YIN
Lvl 25 Auto-Refresh YAN
Lvl 30 Dark Touch II*5*
Lvl 35 Speedy Recovery II
Lvl 40 Clear Mind I
Lvl 45 Max MP Up
Lvl 50 Dark Arts II
Lvl 55 Clear Mind II
Lvl 60 Speedy Recovery III
Lvl 65 Dark Touch III*6*
Lvl 70 Auto-Refresh II YAN
Lvl 70 Auto-Regen II YIN
Lvl 75 Clear Mind III
Lvl 80 Crowd Control Specialist*7*
Lvl 85 Max HP Up
Lvl 90 Dark Arts III
Lvl 95 Speedy Recovery IV
Lvl 99 Dark Touch IV*8*

* Absorbs equipped weapon's stats and redistributes it's strength between two magical sickles.
** Successful melee attacks absorb life energy replenishing either HP or MP. Not effective on undead.
*** Increases Health and Mana regeneration when healing while Shadow Form is active in battle.
*4* Increases amount restored to Shadow Form when sacrificing health or mana.
*5* Raises chance of absorbing attribute needed most. Also adds chance to absorb TP.
*6* Increases amount replenished.
*7* Increases duration of snares/crowd control magics.
*8* Adds Absorb- line spells to Dark Touch.

Traits: Shadow Guardian
Lvl 1 Shadow Link*
Lvl 5 Auto-Provoke I**
Lvl 10 Defense Bonus I
Lvl 15 Attack Bonus I
Lvl 20 Evasion Bonus I
Lvl 25 Max HP Up I
Lvl 30 Auto-Provoke II***
Lvl 35 Accuracy Bonus
Lvl 40 Shield Defense Bonus I
Lvl 45 Shield Mastery I
Lvl 50 Auto-Regen
Lvl 55 Defense Bonus II
Lvl 60 Max HP Up II
Lvl 65 Evasion Bonus II
Lvl 70 Attack Bonus II
Lvl 75 Enmity Bonus
Lvl 80 Defense Bonus III
Lvl 85 Shield Defense Bonus II
Lvl 90 Shield Mastery II
Lvl 95 Max HP Up III

* Absorbs 10% of health restored when using Shadow Regeneration.
** Shadow Guardian provokes any target that the Shadow Mage holds enmity with. Standard recast timer applies.
*** Shadow Guardian provokes target that currently holds the most enmity towards the Shadow Mage. Standard recast timer applies.

Traits: Shadow Protector
Lvl 1 Shadow Link*
Lvl 5 Auto-Cure I**
Lvl 5 Auto-Clean***
Lvl 10 Auto-Protect*4*
Lvl 15 Auto-Cure II*5*
Lvl 20 Cure Potency Bonus I
Lvl 25 Auto-Cure III*6*
Lvl 30 Auto-cast Regen*7*
Lvl 35 Tranquil Heart
Lvl 40 Shadow Magic I*8*
Lvl 45 Auto-Cure IV*9*
Lvl 50 Auto-Refresh
Lvl 55 Shadow Magic II
Lvl 60 Cure Potency Bonus II
Lvl 65 Dark Magic I*10*
Lvl 70 Resist Silence
Lvl 75 Divine Benison
Lvl 80 Shadow Magic III
Lvl 85 Dark Magic II
Lvl 90 Resist Addle
Lvl 95 Cure Potency Bonus III

* Absorbs 10% of mana restored when using Shadow Regeneration.
** Shadow Protector casts Cure I if party member is under 90% health.
*** Shadow Protector cleans wounds by removing status aliments when not casting any other magic.
*4* Shadow Protector casts Protectra whenever party members need extra protection not casting cure.
*5* Cure II = HP<75%, Cure I = HP<90%
*6* Cure III = HP<50%, Cure II = HP<75%, Cure I = HP<90%
*7* Casts Regen on target with highest enmity.
*8* Occasionally uses Shadow Mage's MP pool instead of own.
*9* Cure IV = HP<50%, Cure III = HP<75%, Cure II = HP<90%
*10* Occasionally uses HP to cast magic instead of MP.


Abilities:
Shadow Regeneration (lvl 1) (Instant, 2 hours)
Casts a powerful Regen and Refresh on caster. Lasts 30 seconds.

Dark Diffusion (lvl 10) (Instant, 1 min) YIN
Sacrifices 10% of current HP and transfers it to Shadow Guardian.

Dark Infusion (lvl10) (Instant, 1min) YAN
Sacrifices 10% of current MP and transfer it to the Shadow Protector.

Health Siphon (lvl 15) (Instant, 1 min) YIN
Drains 25% of Max HP over time and transfers it to Shadow Form. Lasts 30 seconds and is cancelable.

Pet Command: Cleanse (lvl 15) (Instant, 30 sec) 5% max MP YAN
Commands the Shadow Protector to remove a status aliment with next spell.

Mana Siphon (lvl 20) (Instant, 1 min) YAN
Drains 25% of Max MP over time and transfers it to Shadow Form. Lasts 30 seconds and is cancelable.

Shadow Rage (lvl 25) (Instant, 1 min) YIN
Sacrifice 5% Max HP to command Shadow Guardian to perform a powerful attack on target and concentrate attacks on target.

Pet Command: Shout (lvl 30) (Instant, 45 sec) Max HP 10% YIN
Commands Shadow Guardian to shout, adding enmity to all targets within range of target.

Focused Healing (lvl 45) (Instant, 1 min) 20% MP YAN
Commands Shadow Protector to concentrate healing on target for 30 seconds.

Convergence (lvl 50) (Instant, 5 min) YIN
Drains MP and replenishes HP slowly for three mins.

Divergence (lvl 50) (Instant, 5 min) YAN
Drains HP and replenishes MP slowly for three mins.

Reverse Siphon (lvl 75) (Instant, 5 min)
Steals HP and MP from Shadow Form for 30 seconds.


Shadow Spells:
Summon Shadow Guardian (lvl 5) (1 min, 20 min) 50 MP YIN
Summons a Shadow Form to protect the Shadow Mage by distracting their opponents.

Summon Shadow Protector (lvl 5) (1 min, 20 min) 50 MP YAN
Summons a Shadow Form to protect the Shadow Mage by using white magic.

Devour (lvl 25) (3 sec, 1 min) 30 MP
Consumes life energy of target, replenishing HP to Guardian or MP to Protector. Not effective against undead.

Confuse (lvl 30) (5 sec, 1 min) 50 MP
Causes target to randomly attack NPCs.

Confusaga (lvl 45) (10 sec, 1.5 min) 75 MP
Causes all targets within range to randomly attack NPCs.

Darkness (lvl 50) (3 sec, 1 min) 100 MP
Light DoT that also blinds the target.

Confounded (lvl 60) (3 sec, 1 min) 100 MP
Light DoT that also slows target.

Restriction (lvl 70) (3 sec, 1 min) 100 MP
Light DoT that also paralyzes target.

Void (lvl 80) (3 sec, 1 min) 250 MP
Consumes all current DoT effects on target and produces one Heavy DoT. Duration and strength depend on number of DoTs before Void was cast.

Summon Shadow Copy (lvl 99) (1 min, 20 min) 100 MP
Summons a weak secondary Shadow Form to attack target for 30 seconds.


Black Magic Spells:
Lvl 7 Poison
Lvl 10 Bind
Lvl 15 Bio
Lvl 18 Drain
Lvl 20 Sleep
Lvl 25 Gravity
Lvl 25 Poisonaga
Lvl 30 Aspir
Lvl 33 Absorb-MND
Lvl 35 Sleepga
Lvl 35 Poison II
Lvl 36 Absorb-CHR
Lvl 39 Absorb-VIT
Lvl 40 Bio II
Lvl 42 Absorb-AGI
Lvl 45 Stun
Lvl 45 Absorb-INT
Lvl 45 Sleep II
Lvl 48 Absorb-DEX
Lvl 51 Absorb-STR
Lvl 54 Absorb-TP
Lvl 65 Absorb-ACC
Lvl 80 Bio III
Lvl 83 Aspir II
Lvl 85 Break
Lvl 95 Breakga
Lvl 95 Absorb-Attri

Comments:
I'll be the first to say if any of these Hero Classes are over powered, then the Shadow Mage is the worst. I designed it as a self sufficient job and easily soloable class. Never really considered it much in a party situation for some reason. I got the idea from Aristio, and the Yin subclass is more or less an exact copy of their idea.

One of the biggest ideas I think that would unbalance the game might be the trait Shadow Weapons. The real equipped weapon would stay on the players back like normal, and while running around town or otherwise disengaged from battle they would appear like anyone else wearing a scythe. But when they start to fight they would go through an animation similar to unsheathing dual weapons and two black handheld scythes would appear in their hands.

I didn't really know what weapon class to give em, as they were originally a Mage type class in my head but ended up being more of a melee attacker. I ended up deciding that scythes would be best as they are already suited to DRK style of play and the Shadow Mage seemed to play similarly on paper. But I wanted to give them a higher chance for the Dark Touch trait to process. I figured making the Shadow Weapons trait accomplish this. It wouldn't really increase their accuracy or even boost their overall attack power but instead give them more chances to connect with their swings. Kind of like giving them a Double Attack trait with half the power and TP gain per swing but it would process on every attack.

The Shadow Forms are pretty self-explainatory, one a tank and one a healer. The Shadow Mage itself would play similar in both roles though. Kind of like a DRK like I said earlier, but concentrating on crowd control and DoTs. In this sense I guess it's very much a FFXI equivalent of WoW's Warlock class though that was not my intention.


#37 Mar 11 2012 at 10:22 AM Rating: Decent
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Solider
Knight/Gunner

Leather armored Hero Class who specializes in techniques that overpower their enemies. Soldiers have two subclasses, Knights take up the great sword and jump into the thick of things while Gunners rely on their speedy marksmanship to take down their targets quickly from range.

Main Weapon:
Great Sword KNT
Guns GNR
Armor:
Leather and Mail mostly, some plate

Traits:
Lvl 10 Attack Bonus I
Lvl 10 Auto-Range Attack GNR
Lvl 15 Concentration I* GNR
Lvl 20 Glancing Blows I** KNT
Lvl 25 Rapid Shot
Lvl 30 Stiff Grip I***
Lvl 35 Concentration II
Lvl 40 Range Speed Bonus I
Lvl 45 Attack Bonus II
Lvl 50 Stiff Grip II
Lvl 55 Conserve Ammo
Lvl 60 Beastmen Killer
Lvl 65 Glancing Blows II
Lvl 70 Concentration III
Lvl 75 Range Speed Bonus II
Lvl 80 Blood Lust*4*
Lvl 85 Stiff Grip III
Lvl 90 Attack Bonus III
Lvl 95 Range Speed Bonus III
Lvl 99 Monkey Grip*5*

* Increases Range Attack Speed and Range Accuracy while decreasing Range Attack Power.
** Decreases amount of TP gained by additional targets when using Wild Aim.
*** Increases damage done to additional targets when using Wild Aim.
*4* Occasionally attacks 2-3 times, affects melee and range attacks.
*5* Grants ability to grasp a Great Sword in each hand.


Abilities:
Battle Cry (lvl 1) (Instant, 2 hours)
Causes all enemies to run away in fear for 15 secs. Causes after-effect status on targets to prevent linking for 30 secs.

Wild Aim (lvl 10) (3 min, 3min) KNT
Standard melee attacks gain the fan attack effect, hitting any enemy in front of the Solider, but lose attack power. Amount lost depends on number of enemies hit.

Rapid Fire (lvl 15) (3 min, 5 min) GNR
Increases range attack speed while decreasing range attack power.

Armor Break (lvl 20) (Instant, 5 min) KNT
Strong melee attack that lowers defense of targets within range.

Unlimited Shot (lvl 25) (2 min, 5 min) GNR
Range attacks cost no ammo while under the Unlimited Shot effect.

Aim: Legs (lvl 30) (Instant, 5 min) GNR
Range shot that targets opponent's legs, causing a Gravity effect.

Power Break (lvl 40) (Instant, 5 min) KNT
Strong melee attack that lowers attack power of targets within range.

Aim: Arms (lvl 50) (Instant, 5 min) GNR
Range shot that targets opponents arms, paralyzing the target.

Frenzy (lvl 60) (3 min, 5 min)
Increases attack speed but lowers defense for three minutes. Affects both melee and range speed.

Last Word (lvl 75) (Instant, 5 min)
Deals critical strikes for 30 seconds if targets are under 95% health.

Overpower (lvl 85) (Instant, 10 min) KNT
Next attack ignores targets defense.

Preemptive Strike (lvl 99) (Instant, 3 min)
Deals double critical damage on next attack if it's the first attack. Cannot use if target holds any enmity towards you.


Comments:
I kinda lost steam by the time I got to the Soldier. I got the idea from Cloudcronos, mainly cause it seemed like a nice standard melee class. The only two things I could think of for a physical DD was the standard melee and range, so I just tried to stick with those and not try anything too fancy.

For the Knight class I was thinking along the same lines as the Mystic Knight, where their main targets would be mass number of opponents or quick sessions of weak enemies. After realizing this I figured an AoE melee was something new and built the foundation around that.

The Gunner was a bit harder. I originally thought about doing a Berserker class but decided against it as the Knight was already an up close melee and there's plenty of other jobs that fill that role. So that left range and how could I come up with something that wasn't just a ranger clone. I thought about the Hunter from WoW but seeing as that was a pet class it wasn't appropriate to put it anywhere but the pet class hero. So in the end I just focused on fast shooting, low spike, high DPS Ranger. That's basically all I could do with it.



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