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

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  • #46
    Re: What jobs would you like to see added to FFXI in the next expansion?

    I would like to see something like a Defender from FFTA or a job like Stiener from FFIX who can use spell swords!!

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    • #47
      Re: What jobs would you like to see added to FFXI in the next expansion?

      I think the implementation of a new playable race should be added. No more jobs!


      Keeping Purgonorgo Isle clothing optional sine 2004

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      • #48
        Re: What jobs would you like to see added to FFXI in the next expansion?

        spell swords was a double job it needed to players in FFIX and your talking about the mystic knight which was stuck into rdms and gimped to make the en spells.

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        • #49
          Re: What jobs would you like to see added to FFXI in the next expansion?

          Originally posted by Toksyuryel View Post
          Definitely Chocobo Knight and Chemist, those jobs would rock. And of course Time Mage. I could totaly see every one of these coming from an expansion that opened up the lands to the Far South (the Mithran homeland).
          I came up with a pretty complete spell list for Time Mage a while back, here's what I got:
          TIME MAGIC
          Haste
          Haste II
          Haste III
          Hastega
          Hastega II
          Slow
          Slow II
          Slow III
          Slowga
          Slowga II
          Stop
          Stopga
          Regen
          Regen II
          Regen III
          Regenra
          Regenra II
          Refresh
          Refresh II
          Refreshra
          Aura
          SPACE MAGIC
          Warp
          Warp II
          Escape
          Tractor
          Teleport-Dem
          Teleport-Mea
          Teleport-Holla
          Teleport-Yhoat
          Teleport-Altep
          Teleport-Vahzl
          Comet
          Comet II
          Meteor
          Meteor II
          Ultima
          GRAVITY MAGIC
          Bind
          Bindga
          Gravity
          Graviga
          Meltdown
          Demi
          Demi II
          Gravija
          I had not previously thought of Reflect, and I'm not completely sure which category it goes in. Probably Space Magic. Note that these are just the spells, how broken they are depends entirely on how they are implimented. Don't believe me? Look at Ruinous Omen. I don't see that one finding its way into AV strategies anytime soon.

          some of those spells are a tad oober powerful to be put in since meteor is powerful D: meteor 2 ingame is scary on players itll suck or be god. and ultima is not space magic is it?

          also my idea of time magic spells are support spells
          sharpen: goes back in time on a weapon to increase its damage
          dull: reverse of sharpen
          rust: weakens the defence of a targets armour
          stuff like that :D
          time lapse: chance of double attacking (low chance can double anything)
          stuff like that :D

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          • #50
            Re: What jobs would you like to see added to FFXI in the next expansion?

            Hey! Enspells aren't gimp =P RDM's natural DD abilities and gear selection are gimped. Not the same D:

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            • #51
              Re: What jobs would you like to see added to FFXI in the next expansion?

              actually enspells use to be like "you slash you do 2k (ffv here not ffxi)' you use enholy and u 1hit undead or enflare and u do 2.5X the damage

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              • #52
                Re: What jobs would you like to see added to FFXI in the next expansion?

                I like the idea of a Dancer and I hadn't gotten into it in the previous thread, but I envision it as an Evasive Tank.

                AGI Higher than THF
                CHA similar or just slightly below BRD
                Good overall on STR/DEX (weighted in favor of DEX)
                Poor on INT/MND

                Dagger B+
                Sword B-
                Evasion A+
                Parrying A+
                Dancing A+
                Singing D (This allows the dancer to sub BRD more effectively than other classes since the two are both natural entertainers...maybe BRD could get native Dance skill?).
                ---------------------
                Job Traits
                10 Evasion Bonus
                15 Spell Interruption (-5%)
                20 Charisma Bonus
                30 Evasion Bonus II
                40 Charisma Bonus II
                45 Spell Interruption (-15%)
                50 Evasion Bonus III
                70 Spell Interruption (-30%)

                Two-Hour
                Super Star: Doubles the effect and range of all dances.

                Job Abilities:
                Pose: Generates no enmity, but locks the subject's target on the Dancer (i.e. they may only attack the dancer) for a brief period of time. This also maximizes a dance's effects on the target.

                Dances:

                How they work:
                A dance is used in the same way a spell is. Effects are based on the Dancer's Dance skill in combination with their Charisma and of course Elemental predispositions (day, weather). Dances do not have casting times, but they do have recast timers. When a dance is selected the dancer begins dancing and will not stop until interrupted. Dances can be manually cancelled by moving the player in the same way a regular spell can be. The recast timer starts when the dance is cancelled or interrupted. All dances are effect over time and accumulate logarithmically (i.e. the amount of increase of the effect decreases as the total effect amount increases). When a dance stops, the effect degrades over time. The dancer must be in front of the target, but since dancing is a fairly obvious activity, the cone for such an effect can be very wide. Like Sneak Attack, it could be implemented so that farther distances and being "off-center" diminish the effects of the dances. All dances are Area of effect, but will not affect creatures that have no enmity toward the dancer. Monsters who are asleep, stopped, or stunned are unaffected by dances. Dances have long recast times. Most dances have multiple levels of effectiveness, with the more powerful dances having longer recast times.

                Waltz I, II, III, IV[Drain]: Each level of the dance draws an increasing amount of damage from the target over time with possible bonuses to this amount as a result of high CHR.

                Calusari I, II[Sword Dance]: Gives the dancer Quadruple Attack of increasing rates with the levels of the dance. The quadruple attack rate accumulates to a certain "soft" cap based on the level of the dance.

                Tango I, II[Charm Dance]: Has a low starting chance of charming and is highly ineffective on monsters that are not focused on the Dancer. The chance of charming increases over time to a "soft" cap. The duration of the charm varies on the dance level and resistance to successive dances increases quickly.

                Tarantella I, II [Partner Enmity Dance]: This dance targets a player. Enmity that the target player has is siphoned onto the dancer.

                Raqs Sharqi I, II [Enmity Dance]: This dance generates enmity over time for the dancer.

                Can-can I, II [Kick Dance]: This dance adds kicks to the Dancer's attacks.

                Flamenco I, II [Accuracy Down Dance]: The dance reduces Accuracy.

                Haka I, II [Attack Down Dance]: This dance reduces Attack.

                Shadow Dance I, II [Dancer's Utsusemi]: This dance is highly susceptible to off-center and distance. Over time, those affected by the dance will acquire "automatic misses". The misses are used up each time the victim attacks.

                Got more?
                Last edited by Sabaron; 12-22-2006, 08:17 PM.

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                • #53
                  Re: What jobs would you like to see added to FFXI in the next expansion?

                  I like the idea of a Dancer and I hadn't gotten into it in the previous thread, but I envision it as an Evasive Tank.
                  That's an interesting idea, how did you come up with that? I don't quite see how that would work, but I could see the potential for it working.

                  Only main problem with that is there are alot of mobs with knockback attacks that would interrupt the dance, so if a dancer is tanking they may get interrupted alot. I think it would only be fair to only be able to do one dance at a time, so while I really like the dances you thought up, I think there is a high potential for only one dance to be used.

                  Of course maybe if you dance for X amount of time, you can overlap the effects of several dances and combine them.

                  Very interesting idea Sabaron^^


                  You have the right to remain silent, anything you say can and will be misqouted and then used against you.

                  I don't have a big ego, it just has a large mouth.

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                  • #54
                    Re: What jobs would you like to see added to FFXI in the next expansion?

                    Originally posted by Anaki View Post
                    some of those spells are a tad oober powerful to be put in since meteor is powerful D: meteor 2 ingame is scary on players itll suck or be god. and ultima is not space magic is it?
                    Again, exactly how "over" powerful they are would depend entirely on implimentation. I've been envisioning an entirely new setup for tracking magic skills that recategorizes spells into more traditional categories. I'll put that in another thread though, once I finalize it. I strongly believe that Ultima belongs in space magic, because that is the kind of spell it has always felt like to me.
                    Takotako ~ Black Mage 75 ~ White Mage 38 ~ Monk 37
                    Windurst Rank 10 ~ Zilart: Complete (Bushinomimi) ~ CoP: Complete (Tamas Ring) ~ ToAU: 33 ~ Assault: SP
                    [X] Sorcerer's Sabots
                    [X] Sorcerer's Gloves
                    [ ] Sorcerer's Coat
                    [ ] Wizard's Coat +1
                    [ ] Wizard's Petasos +1

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                    • #55
                      Re: What jobs would you like to see added to FFXI in the next expansion?

                      Hallihallo

                      I would voted for Calculator (other) because he was one of the most powerful jobs in FFT with the right equipment and it was fun to masacre the enemys. XD

                      Nice Day
                      Nomido

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                      • #56
                        Re: What jobs would you like to see added to FFXI in the next expansion?

                        Originally posted by Vyuru View Post
                        That's an interesting idea, how did you come up with that? I don't quite see how that would work, but I could see the potential for it working.

                        Only main problem with that is there are alot of mobs with knockback attacks that would interrupt the dance, so if a dancer is tanking they may get interrupted alot. I think it would only be fair to only be able to do one dance at a time, so while I really like the dances you thought up, I think there is a high potential for only one dance to be used.

                        Of course maybe if you dance for X amount of time, you can overlap the effects of several dances and combine them.

                        Very interesting idea Sabaron^^
                        I forgot the TP Drain Dance!!! Dancer in FFV has a dance that resets a monsters ATB gauge. Therefore, Dancer in FFXI should have a dance that sucks TP out of the target.

                        Zydeco I, II [TP Drain Dance]: The Dancer reduces the target's TP over time.

                        The status dances have logarithmic accumulating effect (diminishing returns) and are generally used near the beginning of a fight to build up a stat down which wears off gradually. After this, one of the other dances is used. If the Dancer is playing a DD, she'll select Can-can for the blunt damage (of course, Dancer's love having nice shoes like Kung Fu and Wu Long) or Calusari for Quadruple attack. If she's in a Tanking role, she'll select one of the other dances. The Shadow Dance generates no enmity, so even though it's like Utsusemi, it cannot be used to hold the monsters' attention since every time they attack her, enmity decreases. Therefore, she will be forced to switch to an enmity generating dance such as a Waltz, Raqs Sharqi (the dance generating the most enmity) or Tarantella on the person who has the mobs attention. The dancer continues to attack while dancing.

                        Just like all tanks, there are mobs that Dancers don't like tanking--in this case, mobs that frequently use Knockback or Stun moves. The reason I made 2 dances of each style was because of the propensity for interruption. It's also why she has JTs for Spell Interruption. Dancers are frequently immune to most status effects because of their gear and I would assume that Stunning a high-level Dancer would be quite a chore--Dancer might also get an anti-knockback effect on a ribbon just for good measure. When one of her dances gets interrupted, she has others to fall back on. If all of her defensive dances get stopped, she can just switch to say... Calusari/Can-can until her timers reset. The interruption and long recast time prevents her from being a vanilla one-dance wonder.

                        Even if she's not tanking, she'll have to be in front of the mob for every dance except Tarantella (the partner dance). Her power increases a lot when there are multiple monsters, and she might go /NIN like everyone else to use Utsusemi as Shadow Dance is really not as good as Utsu:Ni, but since dancing is a continuous activity, she might be hard pressed to stop to reup her Utsu. Of course Dual-Wield Quadruple Attack sounds very attractive as well.
                        Last edited by Sabaron; 12-23-2006, 10:49 AM.

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                        • #57
                          Re: What jobs would you like to see added to FFXI in the next expansion?

                          Nice idea for dancer dude!

                          I think most people would agree though that's really more of a reverse BRD. What I'd really like to see though, are new items/spells/abilities that would encourage having both jobs in the same PT. Possibly some kind of synergy bonus, similar to what Ragnarok Online has?


                          Also, I hate Allakazham X.x people there just can't appreciate a good idea, nor do they care for anything that's still in the experimental/development stages. Idk why I post there anymore, the Karma system is so damn stupid.
                          sigpic


                          "BLAH BLAH BLAH TIDAL WAVE!!!"

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                          • #58
                            Re: What jobs would you like to see added to FFXI in the next expansion?

                            I like most of these idea, personally I thought Geomancer was in ToAU.

                            But if expansions taught us anything the next one won't have any new jobs

                            RotZ: NIN, DRG and SAM
                            CoP: None
                            ToAU: BLU, PUP and COR

                            then again you never know.

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                            • #59
                              Re: What jobs would you like to see added to FFXI in the next expansion?

                              I really like the Dancer idea by Sabaron, except too many jobs use swords and daggers. I was thinking Dancer could use Polearm, not the big delay high dmg lances like DRG, but halbreds(sp?) and spears. I dont like how every weapon can be an ideal weapon for 2 or more jobs except polearm. It just isnt used enough, and cant you see a dancer twirling around with a huge polearm? I think itd be friggin' awesome!

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                              • #60
                                Re: What jobs would you like to see added to FFXI in the next expansion?

                                Actually SAM can do some sick stuff with a Polearm. Back before the penta nerf you used to see SAM/DRG running around all the time.
                                Takotako ~ Black Mage 75 ~ White Mage 38 ~ Monk 37
                                Windurst Rank 10 ~ Zilart: Complete (Bushinomimi) ~ CoP: Complete (Tamas Ring) ~ ToAU: 33 ~ Assault: SP
                                [X] Sorcerer's Sabots
                                [X] Sorcerer's Gloves
                                [ ] Sorcerer's Coat
                                [ ] Wizard's Coat +1
                                [ ] Wizard's Petasos +1

                                Comment

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