Re: Blue Mages
It's easy to fit any new jobs into the current arsenal of jobs found in FFXI.
Blue Mage? Give them a Refresh-type Spell, and a Dispel-type Spell and you've got yourself a steady replacement for Red Mage and Bard in EXP PT's. Red Mage and Blue Mage are essentially arch-types. They should have "somewhat" similar skills, but its up to the player to decide which job they would prefer of the two.
Chemist? Give them a easy way to create EX-potions (maybe on a timer?) which they could use on others. /item "Hi-Potion" <st> spamming and such in EXP PT's. at the same time they can toss status debuff and damage Potions as well. You've got yourself a steady for White Mage and Summoner/WHM's. Give them the option to create potions WITHOUT MP useage (of course, their heals would be weaker than WHM's, just like SMN's Heals), and you wont even need BLU/RDM/BRD in exp PT's! This allows for even more setups. If you argue that Hi-Potions and such give ridiculously low amounts of HP, just give them a Chemist Job Trait "Potion Potency" which doubles the effect of Potion Items, which not only makes their potions heal a considerable amount of HP, but at the same time it spreads them apart from a Chemist to a Person with alot of Gil who just Buys all their Potions.
Geomancer? Allow their nukes to do somewhat noticeable damage (nothing near the lines of elemental ninjutsu) and you can replace Black Mage, and other DD's.
Engineer? Allow them to do Sub-par damage, but allow their Machine Tools to do very powerful attacks. This is a good replacement for Melee DD's, especially if they allow Tools to be Similar to Blood Pacts, in the sense that they can Skillchain. Tachi: Enpi >> Drill OK?
Gambler? Gambler's were never really the high-end damage type, but rather their Slot Machine skill gives various PT buff's and Enemy damage, as well as Lagomorph which would probably be very nice slot to get in a PT. Don't forget theres always Giltoss as a last resort, although how useful that would be in EXP PT's...
Personally, these are the 5 jobs that I see becoming implemented in the future expansion(s). All these jobs (with the exception of Gambler) I feel would fit in VERY nicely in an EXP PT. One of the main reasons as to why there are problems with PT's forming is the lack of Tank/Mage/Support Jobs vs Melee Jobs. Alot of PT's never happen because WHM, BLM, NIN, PLD, BRD, RDM aren't around. If you implement these jobs above, you'd have a much easier time creating Parties.
You'd find setups like NIN/SAM/THF/ENG/GEO/CHE, PLD/WAR/DRK/GMB/BLU/SMN, etc... PT's would form much more easily, and not to mention that ALOT of people would be insanely happy.
Originally posted by tdh
Blue Mage? Give them a Refresh-type Spell, and a Dispel-type Spell and you've got yourself a steady replacement for Red Mage and Bard in EXP PT's. Red Mage and Blue Mage are essentially arch-types. They should have "somewhat" similar skills, but its up to the player to decide which job they would prefer of the two.
Chemist? Give them a easy way to create EX-potions (maybe on a timer?) which they could use on others. /item "Hi-Potion" <st> spamming and such in EXP PT's. at the same time they can toss status debuff and damage Potions as well. You've got yourself a steady for White Mage and Summoner/WHM's. Give them the option to create potions WITHOUT MP useage (of course, their heals would be weaker than WHM's, just like SMN's Heals), and you wont even need BLU/RDM/BRD in exp PT's! This allows for even more setups. If you argue that Hi-Potions and such give ridiculously low amounts of HP, just give them a Chemist Job Trait "Potion Potency" which doubles the effect of Potion Items, which not only makes their potions heal a considerable amount of HP, but at the same time it spreads them apart from a Chemist to a Person with alot of Gil who just Buys all their Potions.
Geomancer? Allow their nukes to do somewhat noticeable damage (nothing near the lines of elemental ninjutsu) and you can replace Black Mage, and other DD's.
Engineer? Allow them to do Sub-par damage, but allow their Machine Tools to do very powerful attacks. This is a good replacement for Melee DD's, especially if they allow Tools to be Similar to Blood Pacts, in the sense that they can Skillchain. Tachi: Enpi >> Drill OK?
Gambler? Gambler's were never really the high-end damage type, but rather their Slot Machine skill gives various PT buff's and Enemy damage, as well as Lagomorph which would probably be very nice slot to get in a PT. Don't forget theres always Giltoss as a last resort, although how useful that would be in EXP PT's...
Personally, these are the 5 jobs that I see becoming implemented in the future expansion(s). All these jobs (with the exception of Gambler) I feel would fit in VERY nicely in an EXP PT. One of the main reasons as to why there are problems with PT's forming is the lack of Tank/Mage/Support Jobs vs Melee Jobs. Alot of PT's never happen because WHM, BLM, NIN, PLD, BRD, RDM aren't around. If you implement these jobs above, you'd have a much easier time creating Parties.
You'd find setups like NIN/SAM/THF/ENG/GEO/CHE, PLD/WAR/DRK/GMB/BLU/SMN, etc... PT's would form much more easily, and not to mention that ALOT of people would be insanely happy.
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