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

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  • #76
    Re: What jobs would you like to see added to FFXI in the next expansion?

    Ziero missed Corsair in his list of jobs with B-ish rank sword...

    I really like your GEO idea. It's quite a bit like what I had in mind, though I was thinking of more shock spikes-esque effects... things that do something bad to the target when they hit you. So get hit and cause enfeebled effects. Mainly thinking of the status effects associated with the different elemental attacks in FFT. But then, I can't think of anything to make your list better so nevermind on that.

    2hour: Hell Ivy :D Causes Terrify on target for long duration. Basically, for 20-40 seconds, the mob is frozen and can't do a damn thing while you beat the shit out of them. Completely unresistable, but a level difference formula so harder mobs are stopped for shorter duration, and NMs getting the level difference number x3 or something. Since Invincible is only 30 seconds long, I can't justify this lasting very long. Though the fact that the duration isn't fixed would be it's own balancing factor. Better than Invincible on some mobs, worse on others. Plus, anything beats Mijin Gakure...

    Also really like the "Bell" touch. Nice way to incorporate it usefully w/out creating a new weapon class for S-E to roll their eyes at.

    Chemist wouldn't need A rank anything, except Throwing (though Angon/Tomahawk don't require a ranged attack to hit :3). Not even sure you'd need A rank Mix... or if you'd actually need a Mix skill. Bards have C rank for all their skills and they do fine, while Corsairs don't even have a skill associated with their abilities.
    "And if he left off dreaming about you, where do you suppose you'd be?"

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    • #77
      Re: What jobs would you like to see added to FFXI in the next expansion?

      For Chemists (and this is me pulling from FFT again) Perhaps a B-C ranking in Marksmanship? It lets them do damage while curing from the back row, and would also be interesting from a hate management POV, since using items to cure (as the chemist does) Is nowhere near as hate grabbing as using magic. Also, I like the idea of a Healer/DD

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      • #78
        Re: What jobs would you like to see added to FFXI in the next expansion?

        Originally posted by Cyprian View Post
        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....
        Pretty good actually seeing as BlueMage and 'Pirate' (aka Cor) were two of the highest requested job classes. And Pup was an attempt at a Necromancer like job, a class that uses creepy, emo/goth pets as minions, as SE stated they don't feel the 'Heros' of Vana'diel should go running around with undead at their side.

        Originally posted by Lmnop
        Ziero missed Corsair in his list of jobs with B-ish rank sword...
        That's because I wasn't aware they had a B skill, I thought it was closer to D. IIRC their highest melee skill is dagger and their gun skill, which is C, is better then their sword. Though I could be severely mistaken as I have done little to no research into this job.

        Originally posted by Lmnop
        I really like your GEO idea. It's quite a bit like what I had in mind, though I was thinking of more shock spikes-esque effects... things that do something bad to the target when they hit you. So get hit and cause enfeebled effects. Mainly thinking of the status effects associated with the different elemental attacks in FFT. But then, I can't think of anything to make your list better so nevermind on that.
        Well I kinda used the whole Spike idea, but modified it slightly. For instance when you're under the influence of fire you can get a strong(er then the spell) Flame Spike proc that will do decent dmg to the mob while creating a lot of enimity. And under Ice influence you'd be able to actually reflect back a percent of the dmg done to you. I removed the dmg effect from the Thunder element buff because as far as tanking goes, a constant stun is a pretty powerful thing. So there are some effects that give back both Dmg and status effects when you get hit and others that just negate or mitigate the dmg all together.

        2hour: Hell Ivy :D Causes Terrify on target for long duration. Basically, for 20-40 seconds, the mob is frozen and can't do a damn thing while you beat the shit out of them. Completely unresistable, but a level difference formula so harder mobs are stopped for shorter duration, and NMs getting the level difference number x3 or something. Since Invincible is only 30 seconds long, I can't justify this lasting very long. Though the fact that the duration isn't fixed would be it's own balancing factor. Better than Invincible on some mobs, worse on others. Plus, anything beats Mijin Gakure...
        Actually this isn't a bad idea. And it certainly is better then Mijin Gakure.

        Chemist wouldn't need A rank anything, except Throwing (though Angon/Tomahawk don't require a ranged attack to hit :3). Not even sure you'd need A rank Mix... or if you'd actually need a Mix skill. Bards have C rank for all their skills and they do fine, while Corsairs don't even have a skill associated with their abilities.
        Well their melee weapons, clubs and daggers mainly, wouldn't be more then B ranked. Thow I felt their throwing items should be Racc based just to give them something to equip really. Agnon and Tomahawk's can't miss iirc, but I feel Chemist attacks should stand a chance at missing as they wouldn't really be resisted as much as normal spells. With no real throwing WS, having an A ranked throwing skill would do nothing but help them hit better. But for Mix skill I was thinking C or B tops, as this job would be very Sub friendly. With a lower Mix skill it will keep Chems as the best of their job and not cause them to lose it to people who sub Chem.
        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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        • #79
          Re: What jobs would you like to see added to FFXI in the next expansion?

          I would like to see a class like there was in ffta they used the ranger job to capture the monsters souls and the nu mus like used the souls and could use all that captured monsters abliltlys and got all there strenghts and weaknesses i would like to see that but u can capture with the job i wish i can remember wat the job was called i really liked that job
          i still get on here....even though it might not happen often i do!

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          • #80
            Re: What jobs would you like to see added to FFXI in the next expansion?

            Originally posted by Darkages View Post
            I would like to see a class like there was in ffta they used the ranger job to capture the monsters souls and the nu mus like used the souls and could use all that captured monsters abliltlys and got all there strenghts and weaknesses i would like to see that but u can capture with the job i wish i can remember wat the job was called i really liked that job
            This type of character seems to dependent upon others for power. If, say, RNG was required for the duo, then I don't see it as viable in FFXI's current environment since invites will be hell twice over. A self-contained version, however, would be viable.

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            • #81
              Re: What jobs would you like to see added to FFXI in the next expansion?

              It was called Morpher, and it technically could be added to this game easily. We can already change into monsters, just only while inside the city. I doubt it would be too hard for them to fully add this job with an impressive list of Monsters to change into. Transformations could be based on MP, similar to how a Smn's perpetration costs work, giving you a mob specific set of JTs and special attacks could use TP and be gained in incriments based on a 'Skill' stat similar to gaining Weapon Skills. They could even use a new JSE weapon class that would determine their melee dmg/delay while changed and boost stats while in certain beast forms.

              There was another thread where this was discussed here, but it seemed to have died out. Regardless it is possible to add a job similar to this. And as far as I'm concerned the more *useful* and *unique* jobs they add the better as class changing is one of FFXI's main features and something that can only add to replayability.
              "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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              • #82
                Re: What jobs would you like to see added to FFXI in the next expansion?

                Originally posted by Ziero View Post
                That's because I wasn't aware they had a B skill, I thought it was closer to D. IIRC their highest melee skill is dagger and their gun skill, which is C, is better then their sword. Though I could be severely mistaken as I have done little to no research into this job.
                A little nitpicking, just for future reference I guess , taken from the wiki :

                Dagger: B+
                Marksmanship: B
                Sword: B-

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                • #83
                  Re: What jobs would you like to see added to FFXI in the next expansion?

                  Well I was partially right on some stuff, I might have gotten their stats confused with thf O.<
                  "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                  • #84
                    Re: What jobs would you like to see added to FFXI in the next expansion?

                    How about sme kind of Detective Job

                    It could have a scan ability like Beastmaster and Ranger

                    and could spot if Rare Ore or a item to scavenge was near by.

                    Which FF Character Are You?

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                    • #85
                      Re: What jobs would you like to see added to FFXI in the next expansion?

                      My thoughts at this point are that the next expansion will probably include no jobs and will fill out the rest of the Aradjiah continent (East Aht Urhgan along with the Far East) and then the expansion after that will give us another new world with new jobs. If that new place turns out to be the Far South (the Mithran and Moogle homeland) then I can see Chocobo Knight, Chemist, and Time Mage as making sense. Dancer might make sense from the Far East expansion but it's doubtful there will be jobs in that one. I'm not really sure where Geomancer could come from, maybe the Far South too, maybe the Far West, maybe the Far North. Who knows. But those are my thoughts.
                      Takotako ~ Black Mage 75 ~ White Mage 38 ~ Monk 37
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                      • #86
                        Re: What jobs would you like to see added to FFXI in the next expansion?

                        I would like a job that could use white and black magic and also swords and daggers, and maybe capable of adding elemental damage to melee attacks.

                        A job with a skill rating of B+ on both sword and dagger instead of flat B.

                        Now that would be nice...
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                        "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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                        • #87
                          Re: What jobs would you like to see added to FFXI in the next expansion?

                          Originally posted by Toksyuryel View Post
                          My thoughts at this point are that the next expansion will probably include no jobs and will fill out the rest of the Aradjiah continent (East Aht Urhgan along with the Far East) and then the expansion after that will give us another new world with new jobs. If that new place turns out to be the Far South (the Mithran and Moogle homeland) then I can see Chocobo Knight, Chemist, and Time Mage as making sense. Dancer might make sense from the Far East expansion but it's doubtful there will be jobs in that one. I'm not really sure where Geomancer could come from, maybe the Far South too, maybe the Far West, maybe the Far North. Who knows. But those are my thoughts.
                          I don't think the zones that are released in the expansion will affect the job choices available too much. Drg, Nin, Sam and Smn(though this may have come earlier) all came in with RoZ, which was the first expansion, and only one zone was even remotely close to being 'far eastern'. They can link any job with any region with a little ingenuity.

                          Also I don't think the "they only add jobs every other expansion" thing is something that should be considered plausible. They want to add whatever fun content they believe we want to see. In CoP they added a lot of great missions, NPC characters, an incredible story and all sorts of other things as such because they felt we would enjoy it. After all the 'complaints' they made ToAU more or less based on things we as a player base asked for. Choco raising, Tier II enfeebes/AMs, new JAs and JTs, Bluemages and pirates with an attempt at a Necromancer-ish job. Smaller area instanced battlefields, tons of easy to obtain, useful gear, beastmen invading the city etc etc. All of these things were *direct* requests from fans and SE put them in with more on the way. So if the request for new jobs is loud enough, which it always is, I'm sure there will be new jobs in the next expansion.
                          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                          • #88
                            Re: What jobs would you like to see added to FFXI in the next expansion?

                            Originally posted by Raydeus View Post
                            I would like a job that could use white and black magic and also swords and daggers, and maybe capable of adding elemental damage to melee attacks.
                            A job with a skill rating of B+ on both sword and dagger instead of flat B.
                            Now that would be nice...
                            Sooo... you're looking for a Red Mage? They have all of the above, with the exception of the B+ rating(both Sword and Dagger for RDM are B).


                            I voted "Other'" in the sense that I'd like to see the current jobs get augmented/complimented/balanced, rather than adding new(and possibly redundant) roles.

                            Although, if I had to pick new class(es), I'd like to see Alchemist/Chemist, or Dancer. It'd be interesting to see Bard/Dancer portrayed as it is in FF:T, where only males can play Bards, and females are Dancers exclusively.

                            One thing's for sure, it'd save us from having to endure any Galka rump-shaking.

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                            • #89
                              Re: What jobs would you like to see added to FFXI in the next expansion?

                              Originally posted by BurningPanther View Post
                              Sooo... you're looking for a Red Mage? They have all of the above, with the exception of the B+ rating(both Sword and Dagger for RDM are B).
                              I'm pretty sure that's what he was getting at. RDM getting B+ in sword/dagger....

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                              • #90
                                Re: What jobs would you like to see added to FFXI in the next expansion?

                                Originally posted by Hantz View Post
                                I'm pretty sure that's what he was getting at. RDM getting B+ in sword/dagger....
                                Oh. I missed the joke.

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