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What jobs would you like to see added to FFXI in the next expansion?

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  • Re: What jobs would you like to see added to FFXI in the next expansion?

    DnD was based on Tolkien's work


    D&D was based on Chainmail, not Tolkien's stories.
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    • Re: What jobs would you like to see added to FFXI in the next expansion?

      Originally posted by dirtyclown View Post
      D&D was based on Chainmail, not Tolkien's stories.
      [/b]
      That's like saying that automobiles have nothing to do with the wheel...besides CM and D&D were written by the same guys. Of course, years later, they're now written by the wonderful people who invented Pokemon...

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      • Re: What jobs would you like to see added to FFXI in the next expansion?

        Originally posted by Sabaron View Post
        That's like saying that automobiles have nothing to do with the wheel...besides CM and D&D were written by the same guys. Of course, years later, they're now written by the wonderful people who invented Pokemon...
        We're already splitting hairs, why not a few more?
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        • Re: What jobs would you like to see added to FFXI in the next expansion?

          And everything Tolkien wrote about (tree people, wizards, dragons, elfs etc etc etc) was based on legends created centuries before he was ever born. So what, big deal, doesn't matter. It's all been done before, but that doesn't mean it can't be done differently in the future.

          As for the discussion of existing jobs, I'll agree it's rather pointless to do and off topic in this case. I'll stop myself from goin down that road again in future posts and stick to trying to create new job ideas. Currently I've started a more detailed version of my view on how Time Mage could work. So far I haven't started compiling an actual spell list but the basic job description, function and JAs are more or less done.

          Time Mage wip


          So far that's all I have for Time Mage. The next thing I was going to add were the JTs, including MP bonus traits, a MAB bonus and a new trait called 'Quick Cast', which would be like Rapid Shot for spells, occasionally allowing a near instant casting of a spell. But the meat and potatoes of this job would be in the spell list itself featuring new DD spells as well as unique buffs and debuffs.

          Also, I feel that since these types of topics frequently surface every few weeks or so on any given FFXI forum, that the mods should prolly make a sticky of one to keep down on the need for reposts and such. It should be a topic of concepts, ideas and general discussion about what possible jobs there could be and what types of jobs people would like to see, cutting out all the 'extra' discussions seen in this thread. Just my 2 gil on the matter.
          Last edited by Ziero; 01-04-2007, 09:54 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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          • Re: What jobs would you like to see added to FFXI in the next expansion?

            Necromancer nuff said.

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            • Re: What jobs would you like to see added to FFXI in the next expansion?

              Necromancer will not ever happen.... get over it.


              SE attempted it because it was very popular (and was in FFV) but according to that last blog, it didn't pan out and that's why we got PUP. Though I have to admit NEC/DRK or DRK/NEC would be interesting >.>


              As for Chocobo Knights, how would SE even implement that? Wouldn't it require some kind of fundamental change to how chocobos are used? CKN seems to just open up an entire realm of complexities.


              I still say dancer and mystic knight are perfect. They could very well be a part of Tenzen's homeland. Mystic Knight has a very, very middle-eastern look to it and it'd be awsome to see an army of sword mages going up against an army of blue mages. And instead of PUP for their entertainment, they have dancers.

              Geomancer would rule too. I believe I may have mentioned this earlier (I forget) but since FFXI has weather, that opens up a tonne of new potential. Now Geomancy can factor in both terrain AND weather!
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              • Re: What jobs would you like to see added to FFXI in the next expansion?

                Necromancer=I quit.
                "And if he left off dreaming about you, where do you suppose you'd be?"

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                • Re: What jobs would you like to see added to FFXI in the next expansion?

                  I have an idea for Geomancer:

                  Skills:

                  Throwing: B [Boomerangs/Chakrams only]*
                  Club: A+
                  Staff: C
                  Spear: C-
                  Scythe: C-
                  Shield: F [only Round Shield class--the wooden ones]
                  Geomancy: A+


                  I've chosen the Earthy weapons... Some nice versatility for farming weapons and a weak shield skill. The reason I choose Throwing weapons is because GEO is a traditional Backliner armed with, of all things, a bell. Throwing seems apt.

                  Abilities:

                  2 hour: Earthtap: Enables all spells and increases effects.
                  Prismatic Shield: An AoE warding ability: Increases resistance to all elements associated with a region (like a Bar- spell). This ability should have "low downtime"--either a short recast and/or a long duration.

                  Traits:

                  Force of Nature I-V: Increased base attributes dependent upon regional elemental characteristics. The different types of weather and each type is associated with an attribute. Each region has prevaling weather patterns. The types of weather available in a region give a base bonus of +1 per level of the trait. During weather of the appropriate type, this bonus doubles (+10 @ 75). During double weather it quadruples (+20 @ 75).

                  Dark [Black]: MP [Auto-refresh @ level]
                  Light [White]: HP [Auto-regen @ level *5]
                  Ice [Cyan]: INT
                  Wind [Green]: AGI
                  Earth [Yellow]: VIT
                  Lightning [Magenta]: DEX
                  Water [Blue]: MND
                  Fire [Red]: STR

                  Spells:
                  Geomancer spells are like BLU spells in that there is a limited selection. This selection is based on the elements of the region (prevailing weather), the current weather pattern, and the terrain type.

                  Terrain Types:

                  1. Northlands [Xarcabard, Beaucidine, Qufim]
                  2. Badlands [Sauromugue, Batallia]
                  3. Swamp [Passhow, Caedarva]
                  4. Plains [Rolanberry, Konschtat]
                  5. Forest [Ronfaure, La Thiene, Zi'Tah, Wajaom, Bhaflau]
                  6. Desert [Gustaberg, Valkurm, Altepa]
                  7. Steppe [Sarutabaruta, Meriphataud]
                  8. Jungle [Kazham]
                  9. Volcanic [Halvung, Zhayolm, Ifrit's Cauldron]
                  10. Cavern [Gusgen, Zeruhn, etc.]
                  11. Zilart [Delkfutt's Tower, Ro'Maeve]
                  12. Sea [the ferries]
                  Add any places I've never been to like Lumoria and Dynamis...probably with their own special stuff.

                  Each terrain type gets two spells associated with it--each "feels" like the terrain, but not necessarily the weather. I have yet to make a list... [possibly forthcoming, possibly not]. When a Geomancer is in an appropriate region, he may cast these two spells, using his MP. Their effects are normal potency while in the region they come from. Each region that shares a zoneline with the current region also lends its two spells to the mix, however, they are less potent. One of the spells has casting times as long as or longer than Avatar Summons, cannot be used frequently, and uses a significant amount of mana. The other spell is weaker, has a shorter casting time and recast and uses a smaller amount of mana.

                  Each weather type has two spells associated with it in the same manner as above. The weaker weather spell is available at a reduced potency whenever a certain type of weather could appear in the area. When that type of weather appears in the area, the weaker spell's potency normalizes. At the same time, the geomancer gains access to the greater spell at reduced potency. In the event of a double weather, the weaker spell is at increased potency and the stronger one at normal potency.

                  I was thinking the GEO could have nukes and buffs, basically without a lot of enfeebling (maybe stat enfeebles like INT- and STR-). I was also thinking that the potent spells would primarily be AoE and the weaker ones would be either small AoE or single-target.

                  The regional spells are affected by the attributes associated with the region. For instance. Spells from Xarcabard [Dark/Ice] are affected by MP and INT while spells from Qufim [Light/Thunder] are affected by HP and DEX. The MP and HP functions would be similar to BLU breath spells or Spirits Within. The weather related spells are only affected by the element associated with the weather type.

                  Some regions have "Foggy" weather. I don't know if there is a such thing as double Fog. The Fog spells are weather spells available during fog and are not affected by any of the above attributes. Maybe they could be associated with enmity for instance.

                  I would prefer to not see another Elemental Staff wielding back-liner, so I would propose that Elemental staves have a property which "inhibits" Geomancy so that a Geomancer may use a staff, but it affects his magic negatively as though he were using an off-element staff (e.g. using Ice Staff while casting Aero). Of course this effect would increase if he was using a staff strong to the casting element).

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                  • Re: What jobs would you like to see added to FFXI in the next expansion?

                    Also after thinking abit about this, not pretaining to jobs but to WS

                    Throwing WS anyone?
                    and here is a new one, Shield WS... heck they got the Relic to upgrade why can't the add a line of Shield WS?
                    "For too long, people just accepted their fate, their destiny. I for one, choose to fight it everyday, because to a man, there is no worthier an adversary." -Me

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                    • Re: What jobs would you like to see added to FFXI in the next expansion?

                      Again, that's off topic... This thread has enough of that. Stick to New Jobs... This isn't the "Misc." thread.

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                      • Re: What jobs would you like to see added to FFXI in the next expansion?

                        I hope Wings of the Goddess has Time Mage & Psychic.

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                        • Re: What jobs would you like to see added to FFXI in the next expansion?

                          where is the none? go go i have enough jobs to level.
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                          • Re: What jobs would you like to see added to FFXI in the next expansion?

                            Originally posted by SevIfrit View Post
                            where is the none? go go i have enough jobs to level.
                            Yeah, besides being 4 months old, it's also a trick question. I don't want any new jobs in the next expansion. How about the expansion after next maybe?

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                            • Re: What jobs would you like to see added to FFXI in the next expansion?

                              Off topic: I would love to see SE add in more macro slots in the next expansion/update/something. 10 slots to 18 jobs? What about those of us with job ADD? All 10 of my macro slots are filled up >_>; Though, it's probably not possible due to system limitations and such, I'm willing to bet...

                              Anyway, on topic... The idea of a Dancer sounds pretty cool, but I don't see how time mage would really work. I can see a lot of RDM getting angry if their merited Slow II was available to another job class.

                              Then again, I have doubts that they'll be releasing more jobs this time around. I mean, we just got 3 new ones not too long ago.

                              But hey, SE has been surprising me lately, so who knows.
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                              • Re: What jobs would you like to see added to FFXI in the next expansion?

                                how about job classes that where actually in Final fantasy, when they added Puppet Master I was actually angry....

                                Geomancer
                                Time Mage
                                Mimic
                                Dancer
                                Magic Knight (RDM en spells but on steroids)
                                Oracle

                                where all in other FF games, Puppet Master was not -.-

                                SE needs to keep this Final Fantasy and not screw it up

                                Dont get me wrong, PUP is a nice job, and I found it fun, but is not a FF job class
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