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  • New job ideas

    So, anyhow, I suppose now would be the time to propose a few new job ideas, considering the semi-confirmed rumor of a fourth expansion pack.

    First one is one I've seen getting suggested left and right: Time Mage.
    This one has got to be a no-brainer here! A mage class that can manipulate Space/Time? Haste, Slow, Gravity, and Demi (yeah, it needs to be added) would be some good staple spells. There'd be more to it, of course: personally, I think Meteor would be a nice 'ultimate' spell for a Time Mage.

    Runner up would have to be Geomancer. Make them fill up that missing niche; that is, the mage tank (I don't think Ninja count as mages). Have 'em specialize in self-buffs mostly, and of course have some elemental offensive spells. Hell, maybe give 'em their own magic type, like Feng Shui. Or have 'em stick with White and Black Magic with a few exclusive spells. Either way, I could see this as a winner. Some suggestions for spells? Stoneskin, the Bar spells, maybe the Spike spells, and fun stuff like Demon Vines and Water Ball (offensive Earth and Water spells, respectively).

    Last one is my own personal suggestion, so take it as you will. Check this: an Alchemist job. They'd be primarily a support job, with their primary duty in a party to administer healing and status curing potions.
    Maybe give 'em a key item: The Transmogrifier. Allow's 'em to mix potions together to make new potions (make 'em Ex or something so they can't be sold or given away, only administered by the Alchemist that made them). Neato stuff that can be made with this Transmogrifier? How about potions that Raise a KO'ed party member (Phoenix Down, anyone)? Or a Protect or Shell potion? How about potions that add Poison, Blind, or Bio onto a weapon as an additional effect for 'x' amount of time? Maybe break down ingredients or equipment into component parts that can be used for potion creation. Finally a use for that damned Bee Spatha the warrior outgrew! Maybe implement AoE effects with some potions. For instance, tossing a Soothing Mist into the crowd of the party does an AoE cure, or throwing a Squid Ink potion at the enemy would create an AoE evasion down (the ink causes the poor monsters to slip and slide! Pretty!). Most definately give them the ability to 'throw' their potions at friend or foe (think Final Fantasy Tactics).
    The only problem I can find with this job is that it'd step on the toes of the Alchemy craft (and synthesis in general), and cause some confusion with newbies (hey, I have 5 in Alchemy. Why can't I unlock Alchemist?). Could be alleviated by making the potions EX and naming the job Chemist instead of Alchemist (sounds so low-brow, though).

    Suggestions? Comments? Flames?
    119
    Time Mage
    24.37%
    29
    Geomancer
    22.69%
    27
    Alchemist
    16.81%
    20
    All of 'em! They're great!
    13.45%
    16
    None! Why do you have to SUCK?!?!
    22.69%
    27
    Last edited by largedopantwhite; 10-10-2006, 09:52 PM. Reason: Spell checking and additum.

  • #2
    Re: New job ideas

    Alchemist already exists. ^^ I am one.

    I only ever used Chemist to mix potions on "sub ability". There's really no place for it in FFXI since it's best ability is essentially crafting... Attack potions would be nice though (thrown weapon).

    Time Mage... what do they get? Fast Cast? Chainspell? Haste? Slow? Me... Meteo?

    Demi: Any spell that causes % damage (non-linear) instead of linear damage is way too powerful unless it totally sucks.

    Drag: More time to enter commands? Not likely.

    Slow/Regen/Haste: Got 'em already...have to give the TM lower level to use.

    Void: Nullify Magic? I don't think so. I like my magic.

    Float: Protection from Earth magic....which in FFXI is not the same as previous--it doesn't fit. Holes are there so you can fall in 'em and die!

    Stop: Paralyze, Sleep, Bind, Stun.... we have four flavors already.

    Exit: Escape
    Comet: Non-elemental damage spell... Hmm.. interesting.

    Slow2 (aka Slowga): Summoner has it

    Reset: Reset everyone to beginning of fight: Terrible implementation. Never happen

    Old: New status effects are kinda cool, but old is sorta subverted by Drown, Bio, and Protect.

    Meteo It already exists, you can't cast it and I think SE said they won't let you.

    Quick This is just Chainspell kinda.

    XZone I doubt instant death powers are in the cards.

    -----

    Geomancer might be nifty though. Of course adding Bells to the list of weapons and the Sleepy-time outfit AF might send some players "over the edge"....

    EDIT:

    Scratch the Attack potions... We get to make grenades and such. Status potions are delivered via other weapon vehicles. I forgot about grenades briefly because no one buys them (even though I had them listed at 1/2 the price of Rabao Merchant with only a 10% profit Margin).

    On another note, if you happen to come across this and actually throw grenades, esp Riot Grenades, PM me and tell me why you like them.
    Last edited by Sabaron; 10-11-2006, 12:49 AM. Reason: Add Comment on "Throwing Potions"

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    • #3
      Re: New job ideas

      Time Mage and Geomancer I can easily see, but why do people *constantly* go on about Chemist/Alchemist? There'd be no point at all. One can level the Alchemy craft and get exactly the same effect now. You don't need a whole job centered around the idea for that.

      As far as those ideas for Chemist/Alchemist (the debuffs and such), White Mage, Black Mage, Red Mage, and Blue Mage pretty much cover everything listed there in one way or another (and in not-so-dangerous non-AoE ways, too).

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      • #4
        Re: New job ideas

        I'd like to see the equivalent of a druid class as present in other MMoGs. A magic class that manipulates the forces of nature to heal and buff allies and combat enemies.

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        • #5
          Re: New job ideas

          I see the alchemist as being more than just someone who makes potions and poison knives.

          More like someone who can mix magic and alchemy components to create special effects and spells, conjure magical swords that have a limited duration, a purely buff-meleer, theres a buff-ranged and its called corsair, an alchemist would be a similar job, but more focused on close combat with different buffs i guess, theres infinite ideas that you can throw out there for new buffs, we have 3~5 buff-oriented jobs counting SMN WHM RDM BRD COR, but who said it has to stop there?
          signatures are for pussies mew mew mew, here's mine

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          • #6
            Re: New job ideas

            Well, on ragnarok online they had alchemist as a job you could play. Alchemist could make potions with a high sucess rate as the skill went up (On ffxi lets say your alchemy skill can go above cap on alchemist job and you could make certain items). You could also toss them to a person healing them for alot more HP then if you drank one. They could make alchemist only potions and such. It was more of a support job, that could make money, and DD ok. This is what I could see alchemist as on ffxi, a support/DD job.
            *Alchemist had a type of potion on RO that was smaller but just as strong as a normal potion of the type. So lets say stackable potions... They also tossed potions for hp and mp more or less and could cure for high amount when tossing the right potions but at the cost of using a potion on someone. Vit determind the amount of hp resored along with the type of potions, and int or mnd or what not would effect amount of mp restoration potions...
            Last edited by Stooky; 10-11-2006, 08:09 AM.
            Stooky, Tarutaru supreme
            62 PLD 37 WAR 37 NIN

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            • #7
              Re: New job ideas

              Originally posted by Stooky View Post
              Well, on ragnarok online they had alchemist as a job you could play. Alchemist could make potions with a high sucess rate as the skill went up (On ffxi lets say your alchemy skill can go above cap on alchemist job and you could make certain items). You could also toss them to a person healing them for alot more HP then if you drank one. They could make alchemist only potions and such. It was more of a support job, that could make money, and DD ok. This is what I could see alchemist as on ffxi, a support/DD job. O.o
              I was thinking about the same thing Stooky, cause I used to play RO...but I was thinking about the Blacksmith job, cause I really loved it, such a powerhouse @_@ But these two jobs really wouldn't work in the FFXI world now matter how much we like them. ; ; Mixing crafts and jobs just doesn't work, cause people would only level the job for the craft, etc...too many complications I think x_x;

              Thanks to Roguewolf for the sig. :D

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              • #8
                Re: New job ideas

                Yeah Blacksmith was the pwn. I was a battle smith my self! I mean mixing a craft and a job would be neat, alchemist have higher potion making abilitys, blacksmith has higher smithing... but yeah people would just level them to max just for crafts. But, on RO it was more like merchants/blacksmiths/alchemist were the economy. They could buy stuff discounted and also make things. only way would to make them good in party situations. In RO Blacksmith set for battle mode was omg... such a good DD. And alchemist was never as good but they were support/dd/craft, while blacksmith was DD/craft/with a little support(groupbuffs...)
                Sorry RO is in my blood played that for so long I remember everything in the game... stat builds, skills, gear, mobs... Im probley getting my self carried away here.
                Stooky, Tarutaru supreme
                62 PLD 37 WAR 37 NIN

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                • #9
                  Re: New job ideas

                  Time mage = meteo. If meteo isn't introduced as a castable spell, then it defeats the whole purpose of becoming a time mage.
                  ~~~BLM SAM RNG NIN PLD~~~

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                  • #10
                    Re: New job ideas

                    The only one of these jobs that I can see actually working and functioning in the FFXI world is Geomancer. I could see this really working, perhaps as NIN was originally meant to, as a DD buffer/debuffer. Perhaps having to defeat a mob in certian zones, or under certian weather climates to gain the Geomancy spells?


                    What we /really/ need is Dancer! *tarudance tarudance tarudance*

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                    • #11
                      Re: New job ideas

                      Originally posted by Illuen View Post
                      What we /really/ need is Dancer! *tarudance tarudance tarudance*
                      Yes!!!!!
                      ~~~BLM SAM RNG NIN PLD~~~

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                      • #12
                        Re: New job ideas

                        I've already made a write up of what I would consider a decent Geomancer tank, I could easily find the topic if people would like.

                        As for Chemist* and Time Mage, they could both easily work in a classic FF style. The only thing I can think of that would need any kind of real change would be Slow 2, but that's an easy fix. I have been mulling around ideas in my head for how these two, and a few other classic FF jobs, could work in this game. And much like my geo idea, I'll gladly do a write up if people are interested.

                        *Calling it Chemist would keep it a completely seperate concept from the craft skill Alchemy. No job should have any direct relation to a craft skill, as both are supposed to be completely independent. The only exception in game I can think of is the lvl 60ish nin katana that gives+3 cooking skill, which imo should be equipable by all jobs.
                        Last edited by Ziero; 10-11-2006, 09:29 AM.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                        • #13
                          Re: New job ideas

                          How about Panhandler? Perfect for those guys who are shouting:
                          "Donate some money for a future Ninja/Paladin/Etc"

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                          • #14
                            Re: New job ideas

                            Originally posted by raidenn View Post
                            How about Panhandler? Perfect for those guys who are shouting:
                            "Donate some money for a future Ninja/Paladin/Etc"
                            XD ohh, so very very true.
                            ~~~BLM SAM RNG NIN PLD~~~

                            Comment


                            • #15
                              Re: New job ideas

                              Originally posted by Illuen View Post
                              The only one of these jobs that I can see actually working and functioning in the FFXI world is Geomancer. I could see this really working, perhaps as NIN was originally meant to, as a DD buffer/debuffer. Perhaps having to defeat a mob in certian zones, or under certian weather climates to gain the Geomancy spells?
                              Geomancer would be kinda like BST is now, meaning that a BST is limited to the kind of mobs at the specific zone he is in, Geomancer would be limited to where they are to use their abilities.

                              And then they would have their Jug Spells that would be weaker than those aviable at specific zones but that would still be useful.
                              sigpic
                              "In this world, the one who has the most fun is the winner!" C.B.
                              Prishe's Knight 2004-Forever.

                              その目だれの目。

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