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

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  • #61
    Re: What jobs would you like to see added to FFXI in the next expansion?

    Originally posted by Cyprian View Post
    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!
    I suppose the weapon could be changed--I was trying to stick with "themes" SE had put up for the dancer--they use primarily daggers, but they had a sword dance, so I figured Sword... I don't know if Spear would be that weapon though. First, a spear is...well powerful and unusual. Most of the "common" weapons are used by virtually everyone (sword/dagger/club), the rest have a few advocates... If I was picking a weapon that was not sword/dagger for the dancer it would be:

    A+ Staff
    A+ Club

    The staff recently lost its spot in PLD's arsenal due to shield upgrades and the rest of the people who actually use them...well...they never actually get them out. As for club...only a few of these ever get used like DST Hammer +1 and that by WHM. Unfortunately, most of the clubs have pretty horrible Damage/Delay. "Sword Dance" really doesn't seem...appropriate for a staff or club. I'm not particularly enthusiastic about club, but I could see taking away Dagger or Sword and replacing it with staff or club.

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    • #62
      Re: What jobs would you like to see added to FFXI in the next expansion?

      To weigh in on the Dancer weapon debate, how about Katana? NIN is the only job currently using them, and they'd fit in with the assassin vibe that you get from Dancers. It also would work for Sword Dance.

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      • #63
        Re: What jobs would you like to see added to FFXI in the next expansion?

        Originally posted by Illuen View Post
        To weigh in on the Dancer weapon debate, how about Katana? NIN is the only job currently using them, and they'd fit in with the assassin vibe that you get from Dancers. It also would work for Sword Dance.
        That works for me--Katanas are low enough on the weapon totem pole that they don't have the big output of a spear, they work for Sword Dance, and every culture has dances, so it can still fit in without shattering the motif. Maybe Dancer could have some really cool Kabuki masks and costumes that work similarly to bard instruments... Hmm...

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        • #64
          Re: What jobs would you like to see added to FFXI in the next expansion?

          To weigh in on the Dancer weapon debate, how about Katana? NIN is the only job currently using them, and they'd fit in with the assassin vibe that you get from Dancers. It also would work for Sword Dance.
          I'm thanking you, if anything, simply because Celia and Lede were badass. I hated them, but they were still bad-ass. Katana-wielding Dancers, brilliant.

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          • #65
            Re: What jobs would you like to see added to FFXI in the next expansion?

            If new tank job=true, then it will have to accomplish it a unique way. We have self-curing meat tanks and we have high evasion blink tanks. S-E's not gonna implement a new job that essentially does the same thing as Ninjar.

            And yeah, too many jobs with swords now that Cor and Blu have high sword skills. That puts us at 4ish jobs with B rank swords and 2 with As. Meanwhile, there's one job with B rank polearm and one with A rank Polearm. Ditto Scythe. Great sword has 1 A rank and 2 B ranks, so it's not too far behind. Still overused to the point that we can't expect a new job to fill it's shoes. Katana would be interesting indeed...

            Of course, we now have 18 jobs and 18 spots in an alliance, so we won't be getting any new ones. But not to bash:

            I like the idea of GEO having some emphasis on tanking via locking an opponent down.
            "And if he left off dreaming about you, where do you suppose you'd be?"

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            • #66
              Re: What jobs would you like to see added to FFXI in the next expansion?

              The thing with so many jobs using swords is the simple fact that there are a LOT of different swords and sword subclasses. A Saber style sword isn't the same as a Bastard Sword, and a short sword is much different then a Degan. Right now the jobs with B class swords are War, who specialize in axes and only use specific swords, Drk, who use Scythe and Gswords mainly and Rdm, who use Degens which are low dmg low delay. Pld and Blu are the only ones with A rank swords and again, they focus on two completely different types. A Pld's best swords are Bastard and Broadswords and a Blu's are Cutlass and Scimitar types. Plus the sword *is* a highly common medevil weapon.

              As for the dancer class, I like the concept, the whole longer you dance the stronger the effect thing and all, but I don't like it as a tank. High evasion is nice, but that wouldn't keep a tank alive. Without Utsu nins wouldn't be as great a tank as they are. Status effects, spells and special attacks, which are currently absorbed by Utsu, would eat them alive. If they were enfeeble/DDs like nins were intended to be it would work a lot better and keep them in their more traditional roll. And Daggers, shortswords and katana would be great weapons for Dancer IMO. Also, Polearm = No thnx. Last thing I wanna see is a galka doing a pole dance. O.<

              Also, just for the hell of it, gonna repost my Geomancer and Chemist ideas.

              Geomancer


              Chemist
              Last edited by Ziero; 12-26-2006, 10:05 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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              • #67
                Re: What jobs would you like to see added to FFXI in the next expansion?

                Originally posted by Ziero View Post
                ...
                Geomancer

                Skills and Gear
                A+ Geomancy Skill which affects their buffs/attacks and spells
                A+ Staff with access to mage and melee staves
                B Gaxe with access to great axe and Voulge types
                C+ Axes with access to Tabars and battleaxe types
                C- Sword with access to Scimitars and shortswords
                D+ Clubs with access to DD clubs

                Hey now! Where's my A+ Bell skill...

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                • #68
                  Re: What jobs would you like to see added to FFXI in the next expansion?

                  Bells go in the ranged slot but aren't meant to be thrown. They just boost spell effects and stats. =P

                  edit: Also, if that's meant to be an insinuation that I copied someone's idea then that's not where I got the concept from. Those are skills and items that Geo's more or less always had so it's only logical that more then one person would feel they should use them. I actually wrote up this Geo concept months ago on another topic:

                  http://www.ffxionline.com/forums/632918-post7.html

                  Edit again: Also, I might end up doing a Time Mage write up just for the heck of it. So many people say 'it can't be done' and such and that just makes me want to prove that it can be. Heck of all the new job possibilities Time Mage would prolly be one of the easier ones cause all it needs is a unique spell list. Any other new job would need some sort of job specific gimmick to be unique in some way as all jobs, except mages, have them.
                  Last edited by Ziero; 12-26-2006, 11:53 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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                  • #69
                    Re: What jobs would you like to see added to FFXI in the next expansion?

                    Originally posted by Armando View Post
                    I'm thanking you, if anything, simply because Celia and Lede were badass. I hated them, but they were still bad-ass. Katana-wielding Dancers, brilliant.
                    Celia and Lede were indeed badass, but I much preferred Olivia, simply because her one spell that gave half a million buffs was godly. ^^

                    FFT Fans Unite!

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                    • #70
                      Re: What jobs would you like to see added to FFXI in the next expansion?

                      Hmmm I didnt think about katanna b/c I figured its NIN ONLY but yeah, I could definately see Dancer use it. I like your Geo and Chem ideas, Ziero. You didnt say Chems skills tho, Id assume itd be: A Club skill, Aish(?) throwing skill, and A+ Chemist(?) skill. or somewhere along those lines. You also didnt mention any 2hrs, but meh...

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                      • #71
                        Re: What jobs would you like to see added to FFXI in the next expansion?

                        If you're going to go with dancer's as an assassin type job and use katana's, you could always get more specific and give them Sais, the same way BLU's specialized in shortswords. I know there aren't very many sai type katanas atm, but that could always be remedied with a patch.
                        I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

                        PSN: Caspian

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                        • #72
                          Re: What jobs would you like to see added to FFXI in the next expansion?

                          Originally posted by Cyprian View Post
                          Hmmm I didnt think about katanna b/c I figured its NIN ONLY but yeah, I could definately see Dancer use it. I like your Geo and Chem ideas, Ziero. You didnt say Chems skills tho, Id assume itd be: A Club skill, Aish(?) throwing skill, and A+ Chemist(?) skill. or somewhere along those lines. You also didnt mention any 2hrs, but meh...
                          Yeah, I didn't finish the Chemist idea 100%, still needs skills, equips and a spell list. But club and dagger would be higher ranked skills, and throwing would probably be best at A rank. I'll try and get that stuff up later today.

                          As for two hours, I never really put much thought into them. They always seemed like last minute concepts to me as opposed to job defining abilities. People always seem to focus on them while thinking up job ideas, but in game they're very rarely used. Only time I see them is from boredom or if I'm involved in a special BCNM style fight.

                          Best idea for geo I had was to have it be an instant, super strong, multi-elemental spell attack. You use it, get 2-3 big bangs of a different element and the mob takes a lot of dmg. I figured it should be some sort of super def buf as my Geo concept's main purpose is tanking, but that would be redundent with it's abilities and classically speaking a Geo was always a DD. So a super attack would work fine as it would create a large chunck of enimity to help with tanking while causing mass dmg to the mob in an attempt to take it out quickly.

                          As for Chem, I think something like Rikku's limit break from FFX where you gain access to stronger versions of the Recipies you can make. You'd get three or so casts in XX amount of time similar to Smn. But you could use Buff and Healing items along with direct damage and stat items that you normally wouldn't be able to use.

                          If you're going to go with dancer's as an assassin type job and use katana's, you could always get more specific and give them Sais, the same way BLU's specialized in shortswords. I know there aren't very many sai type katanas atm, but that could always be remedied with a patch.
                          Actually I was thinking the same thing, in that if a Dancer had access to katana it should be limited to one or two main types. Right now there's only three I know of(most likely spelt wrong btw) Kuni, Ninjato, and Sais, each one having a different unique shape and base stat set up. (i.e. Kuni generally have lower dmg, lower delay). It would just like how Wars can't use most Tabar type axes or Blus can't use any Bastard class swords.
                          Last edited by Ziero; 12-26-2006, 12:20 PM.
                          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                          • #73
                            Re: What jobs would you like to see added to FFXI in the next expansion?

                            Originally posted by Ziero View Post
                            Bells go in the ranged slot but aren't meant to be thrown. They just boost spell effects and stats. =P

                            edit: Also, if that's meant to be an insinuation that I copied someone's idea then that's not where I got the concept from.

                            It was a jest. ^^ Bell was the crappiest weapon aside from Harp in V. Tinkle, Tinkle, Tinkle. Imma ding-a-ling you to death with my 1337 Demonic Gong From Hell +1, etc.

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                            • #74
                              Re: What jobs would you like to see added to FFXI in the next expansion?

                              Now....what are the chances of SE actually taking ANY of these thoughts? O.o Probably 0, but its still fun to talk aboot. I really hope they make more new jobs. Even though I already have a hard time sticking to one job....

                              I want Necromancer, I think itd be fun. A strange combo of BST and SMN. Youd have to fight things to get them like SMN, but it was just in a regular area instead of BCNM type thing, and itd also be able to "charm" Undead.

                              I also want a Charmer job like BST but it charms Beastmen, Arcane, and the like instead of animals. I think itd be interesting.

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                              • #75
                                Re: What jobs would you like to see added to FFXI in the next expansion?

                                !st SE could make a so-called free agent class(a class which specializes in soloing-both in leveling and helping others solo(without having to party). I realize that a couple of classes could be considered this, but lets make 1 class which specializes in this( even if it is an unlockable job after achieving level 75 with a char.---this job could be an "expansion job" with a "special forces" type flavor--would be a good way of adding a whole new set of missions which you would have to do solo(or with very limited help) The only thing would be that there would have to be either stat boosts or no level caps but a requirement would be that you would have to be this job(at least as your main job).
                                Another type of job which would be interesting would be an "immortal" class. This would be a class similar to smn but instead of the 6 or so creatures which can be summoned with smn, this class could call upon mythological creatures and gods to fight along side of them. It would be cool to be able to call upon Posiden to wipe out a IT mob.(of course they would have to limit how often, or how strong these creatures would be.) I think they could make it be either weapon skill related, or questable, or better yet in sky they could allow you to call upon any creatures that you have killed. They could make this a sky quest, or hall of gods quest.
                                The last suggestion for a new type of job would be a "mercanery" type job where your weapon skills and abilities are directly related to the NM, HNM"s, ect... that you have killed. This would also be an unlockable job which would only become available after level 50 and rank 7-8(I would not make it rank 10 as I would make any NM's from these ranks as the 1st abilities that would be unlocked).
                                u have to know when to hold them, know when to fold them

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