Re: What would be cool to have as a new tank job?
Weather already has an affect on many things within the game, all they would need to do is have Geo's abilities be more intune to the changes in weather. There wouldn't need to be any major overhaul of any kind weather wise. Even in zones that have no weather, all they would have to do is change it slightly so those zones give Geo XX effects without actually needing to add the actual weather graphics.
As for new jobs in general, as long as SE can create 'unique' jobs, there will always be more. There is no reason not to add new jobs, especilly in FFXI. One of this game's most unique features is the ability to be any and every job you want and adding new jobs enhance that feature greatly and lengthen replayibility. As long as SE doesn't totally screw up a new job, (*cough*pup*cough*) then that job will become a more then welcome addition to this game's enviornment. Other then Pup, all other 'new' jobs have all found their place in this game.
As for my Geo idea, a friend of mine came up with a few ideas that I thought were really great. It was in regards to my initial lack of use regarding light and dark elemental effects. Two reasons why I didn't use those two eles is because they weren't involved in the ele circle, and the simple fact that I couldn't think of any real good abilities. Well after a sort discussion I feel we came up with a few good concepts.
Job Trait
lvl 40 Spectrum Mastery - Allows the influences of Light and Dark elemental skills
This would basically add light/dark to the list of elements that can affect your elemental abilities. The two corresponding abilities that would be granted for the "Gaia Wall" job trait would be:
Light = A strong auto regen/refresh (20hp/2mp per tick) that stacks with other Regen/Refresh spells and effects. Would increase by 10 hp/1 mp per increase of 'Elemental' lvl through gear and JTs and would be given a +2 increase in regen under light weather effects.
Dark = A 'bio-spike' like ability that would deal a small amount of dark ele dmg when hit while inflicting a dark ele DoT and att down. Unlike the real Bio spell though, this would stack with Dia.
Spells
47 - Resist Light: Lowers light resist
49 - Resist Dark: Lowers dark resist
71 - Radiance: Heavy Light ele Dmg that induces Intimidation of the caster
71 - Nightfall: Heavy Dark ele Dmg that inflicts Sleep
There is absolutely nothing wrong with adding new jobs, as long as those jobs have some thought put into them. If it's done in a unique, useful and balanced way, then any new job added is always a welcome addition to the game.
Originally posted by Aeni
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As for new jobs in general, as long as SE can create 'unique' jobs, there will always be more. There is no reason not to add new jobs, especilly in FFXI. One of this game's most unique features is the ability to be any and every job you want and adding new jobs enhance that feature greatly and lengthen replayibility. As long as SE doesn't totally screw up a new job, (*cough*pup*cough*) then that job will become a more then welcome addition to this game's enviornment. Other then Pup, all other 'new' jobs have all found their place in this game.
As for my Geo idea, a friend of mine came up with a few ideas that I thought were really great. It was in regards to my initial lack of use regarding light and dark elemental effects. Two reasons why I didn't use those two eles is because they weren't involved in the ele circle, and the simple fact that I couldn't think of any real good abilities. Well after a sort discussion I feel we came up with a few good concepts.
Job Trait
lvl 40 Spectrum Mastery - Allows the influences of Light and Dark elemental skills
This would basically add light/dark to the list of elements that can affect your elemental abilities. The two corresponding abilities that would be granted for the "Gaia Wall" job trait would be:
Light = A strong auto regen/refresh (20hp/2mp per tick) that stacks with other Regen/Refresh spells and effects. Would increase by 10 hp/1 mp per increase of 'Elemental' lvl through gear and JTs and would be given a +2 increase in regen under light weather effects.
Dark = A 'bio-spike' like ability that would deal a small amount of dark ele dmg when hit while inflicting a dark ele DoT and att down. Unlike the real Bio spell though, this would stack with Dia.
Spells
47 - Resist Light: Lowers light resist
49 - Resist Dark: Lowers dark resist
71 - Radiance: Heavy Light ele Dmg that induces Intimidation of the caster
71 - Nightfall: Heavy Dark ele Dmg that inflicts Sleep
There is absolutely nothing wrong with adding new jobs, as long as those jobs have some thought put into them. If it's done in a unique, useful and balanced way, then any new job added is always a welcome addition to the game.
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