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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?

    Originally posted by Omniblast View Post
    Who the hell keeps voting up Geomancer. That's the most retarded job ever. How many times have you guys/gals used Mog in FFVI? Geez.
    Mog + Pearl Lance + Dragoon boots + Dragon Horn = RAEP TIEM. Edgar was only cool because he was a walking tank that could easily cap his defense out. His tools sucked after the world of balance, he was slow, and he hit like a girl unless you focused on Vigor boosts while leveling him. He's quite the hardass in a suit of Force Armor, but eh..I'd rather have Cyan in his place.

    So, am I the only one who thinks that if Geomancers are added in that they should use clubs and hammers? I want to see some delicious blunt damage.
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    • Re: What jobs would you like to see added to FFXI in the next expansion?

      I rather SE adds job abilities/traits to all the current jobs, making them funner to play and perhaps have more variety. Puppetmaster could emulate Dancer pretty real, I mean, have you see SE's Puppetmaster pictures? The guy is dancing with his puppet... fun fact, an automaton is the only race/character in the game that has a /dance. Mind you I hate /dance(the automaton can get away with it), but if the puppetmaster does a little gesture and maybe gives an AoE bonus based on which maneuvers his has on his Puppetmaster, then I rather see something like that in the next expansion than a whole new job.

      Psionics? What the ;o?

      Lancers are called Dragoons ;o.

      Chemist is somewhat interesting, but I feel COR has already covered that field. Gun using buffer? Plus there is the whole Alchemy deal. Why not just make Healing/Mana/Lethe Powder-like items so that anyone can be a Chemist.

      Time Mage? Maybe a set of armor that looks like Time Mage's usual set up wearable by BLM/WHM/RDM that gives nice bonuses on Slow, Haste, Bind, Stun and maybe some MAB.

      Geomancer's another interesting concept, but the elements are so tied to a magical feel they'll just be tanking BLMs with a PUP flavor. Maybe that isn't so bad, probably the only job that makes sense on that list, considering we might be heading the Native-American Land in the West or those zany elemental-spell casts in the Japan-flavored East.

      Sage was never nature magic and Geomancers are nature casters, pretty redundant no?

      Necromancer? It's been mentioned, but I think it would be nice if they just gave Summoners a "Ghost Spirit" to be like the pirates who attack the Ferry.

      A lot of people be bashing PUP, but PUP is actually innovative. I mean the BLU is too, but it's not Midget Armor Core Badass that I couldn't have imagined from a mile away. I truly don't want any other jobs, but I hope they are built like the PUP, if not then BLU.
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      • Re: What jobs would you like to see added to FFXI in the next expansion?

        i voted this "Crussaier/Lancer/Chocobo Knight" but honestly i want to vote all hahaha

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

          Why not just make Healing/Mana/Lethe Powder-like items so that anyone can be a Chemist.
          So what's the point in having cure spells then?

          Chemist is to White Mage as Ninja is to Paladin.
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          • Re: What jobs would you like to see added to FFXI in the next expansion?

            Chemist is one of the few jobs I wouldn't mind seeing introdced. I'd see it working out similar to Rikku's "Mix" Overdrive in FFX, where she combined different inventory items that produced effects ranging from mundane to devastating/extraordinary.

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

              Dancer, dancer, dancer ^^
              Very, very cool idea. I'd love to see that, galka or not :D



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

                sorry watched the opening to FF XII...chocobo knight.
                I think it would be a nice touch to make the weapons accessible determined by sub. main would only allow for the chocobo riding & combat while riding. sub job would determine the weapon selection i.e. /RNG allows for bow/crossbows etc, or /drg polearms and so forth.

                But I am actually quite content with the current job selection.
                75PLD 42RNG 41WAR 41WHM 32THF 49NIN 35SAM 37BLM 20SMN 35DRG
                Rank 7 Windurst

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

                  Originally posted by Meis View Post
                  i voted this "Crussaier/Lancer/Chocobo Knight" but honestly i want to vote all hahaha
                  Then why didn't you? It's a multiple choice poll.
                  Takotako ~ Black Mage 75 ~ White Mage 38 ~ Monk 37
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                  [X] Sorcerer's Gloves
                  [ ] Sorcerer's Coat
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                  • Re: What jobs would you like to see added to FFXI in the next expansion?

                    First, thanks Hantz. I loved that game so much. And yeah, I was abusing Bare for Dual Wield (among many things. helloooooooo flee).

                    2nd, I got derailed yesterday and never got back to this site so I forget what I else I wanted to mention >.<

                    Probably something to the extent of how PUP is actually incredible. Here's a little story for you: I had a PUP trick buddy @40 the other night in gustav. The thief kinda sucked, he was extremely slow and often forgot that he had to do SATA. Even knowing this, the pup told the healer not to cure him 'til after SATA landed. He'd voke, his automaton would Flash, when he got low on health the puppet would Cure 3 him. It was great. It was also dealing good damage. I don't know enough about PUP to know specifics, but I know he changed its configuration a few times. He had it on ranger mode for a while and it was quite nice on flies/bats. And of course, the PUP himself was pumping sushi.

                    I've had other parties on my NIN with Pups. It's quite nice that they use one JA and the first thing their puppet does is Flash. Of course, after that first time their Flash is horrendously inconsistent. But right off the bat early in the fight, it's regular enough that I could build a rythm off of it (popping off 4 second enfeebles w/out worry of losing shadows in the process).

                    but yes, PUP gets nothing new pretty much ever and their luster and utility seems to die @50ish. BLU headbutt spam > Flash for making nin tanking easy, so they can't even claim mastery over that domain.

                    As I said before, there's not a lot pup can sub. WAR is usually best choice, which is pretty much identical to having a Brd/war playing DD. but when a dragoon subs war, he goes from a good DD to a great one. When a pup does, he's just overcoming handicap. And yeah, when this game was released, subjobs were this game's "creative niche" that you had to understand to come up with unique combinations (of course, the skill based system made most combinations useless). With BLU and PUP, you achieve this niche feeling w/out a subjob. making Sub seem... lackluster. It's just utsusemi. It's just Berserk. It's just 3 Cure 2s.

                    ---

                    oh, and for new jobs, I think I agree with B+ Greataxe for Geo. I pretty much like everything about Ziero's concept for Geo.
                    "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?

                      Originally posted by Legal Fish View Post
                      Chemist is somewhat interesting, but I feel COR has already covered that field. Gun using buffer? Plus there is the whole Alchemy deal. Why not just make Healing/Mana/Lethe Powder-like items so that anyone can be a Chemist.
                      Cor is a DD who can buff, Chemists were classically item based healers. They would fill two completely different party slots. And just giving people an effective way to rely on item based healing would break the game. Ever wonder why potions don't stack and Potion Drops, which do stack, cause you to be medicated for 5 minutes after every use? It's to prevent people from relying on items to heal themselves fully and force people to work with other jobs. So the guild of Alchemy and the Chemist job class would still serve two very different specific rolls.

                      Time Mage? Maybe a set of armor that looks like Time Mage's usual set up wearable by BLM/WHM/RDM that gives nice bonuses on Slow, Haste, Bind, Stun and maybe some MAB.
                      But that still wouldn't be a Time Mage. There's more to Time Mages then 3-4 spells.

                      Necromancer? It's been mentioned, but I think it would be nice if they just gave Summoners a "Ghost Spirit" to be like the pirates who attack the Ferry.
                      A lot of people be bashing PUP, but PUP is actually innovative. I mean the BLU is too, but it's not Midget Armor Core Badass that I couldn't have imagined from a mile away. I truly don't want any other jobs, but I hope they are built like the PUP, if not then BLU.
                      I've never been a fan of the concept of Necromancer being a playable class in FFXI and glad SE is deciding to stray away from it. But Summoners should stick to summoning the summons. I think the reason most people want Necros is because more often then not they can call numerous minions to their aid as opposed to just one pet.

                      As for Pup's innovations, no one is doubting is it a unique and original idea for FFXI. All people are saying is that the execution of that idea fell short of where SE wanted it to be. The job itself is just not built, numerically speaking, to keep up with what players see it as. The idea of a customizable little robot slave is great, but the player has too little control over it's actions while at the same time having too low of a main weapon skill to DD itself. And with no innate DD abilities or decent armor choices it can't even overcome it's low grade skill. On top of that it has no natural MP, despite it's ability to equip large amounts of 'mage armor', so it's incapable of efficiantly assisting with healing and support. It's a melee DD who relys solely on it's pet to do all it's Dmg while having little control over what it actually does during combat.

                      There will be new jobs in the future, there is no doubt in that. But when those new jobs are released I can only wish that they are nothing like Pup. As I said before, a new job will need three things to be successful, Balance, Uniquness and above all else, Usefulness. Pup only got one of the three right. Blu and Cor on the other hand are each balanced, unique, and especially useful. When new jobs are added, they should be modeled after them.
                      Last edited by Ziero; 12-29-2006, 09:26 AM.
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                      • Re: What jobs would you like to see added to FFXI in the next expansion?

                        Who the hell keeps voting up Geomancer. That's the most retarded job ever. How many times have you guys/gals used Mog in FFVI? Geez.
                        Actually Mog was a rather fun character in FFVI, he was almost always in my parties. He was more of a Geo/Dancer, he did different dances depending on location, so I'd call him more of a dancer with a twist of geomancer. Still, Geomancer is one of the more fun and interesting classes to play.

                        But that still wouldn't be a Time Mage. There's more to Time Mages then 3-4 spells.
                        Agreed, we don't need mages wearing Ohat lookalikes pretending to be a Time Mage. I also agree with Ziero in regards to Necromancers, he sums it up nicely.

                        Chemist would be interesting, but when you think how hard the monsters hit, and how many Hi Potions it would take to heal someone in an exp party that wasn't all /nin, and the fact that the ingredients for the higher potions start getting really expensive and hard to obtain, I just don't see this as a feasible job with the current way that FFXI is setup. It'd be fun to have, but just not workable.

                        Of course, if they gave a Chemist something like, all potions effects are doubled, let them stack potions to 99, and let them use potions on other people, it might work, but then we run into chemist sub job problems. Oh, and when I say potions I am thinking of ethers and potions and the like.


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

                          Only read about half the thread, so if this has been discussed, please just throw it out.
                          Chemist: What if it wasn't basically a job that took the alchemist craft and just turned it into a job? What it if it made similar potions and items that are available, but changed their uses. Instead of using poison pots to keep yourself awake, you make poison pots to poison the mob? You make items in-battle that do damage to the mob (i.e. white fang and other throwable items from previous ff's, like the motes from XII). I'd have to sit here for quite awhile and think up specifics and ways to keep from unbalancing it, but this would seem more feasible than just turning a craft into a job. Maybe 2hr: be like a mini megalixir. Less hp recovered than benediction, but you'd get mp too.
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                          • Re: What jobs would you like to see added to FFXI in the next expansion?

                            I think Chemist could be a potentially devastating DD or main healer, perhaps making it not such a catch all by having the player set abilities similar to the way BLU does. This way, you could set the job to use items in a damaging manner, or to enfeeble, or buff allies, or to heal.




                            On another note... Time Mage.


                            WHM and RDM have Haste and Slow, and SMN has Hastega. I think BLU might even have a form of Slowga(correct me if I'm wrong). Stop? That one would either be gimped to uselessness or horribly broken.

                            As far as Space magics, Warps, Escape, and Tractor are already well handled by BLM, The teleports, well handled by WHM, Carbuncle gets Comet(kind of underused, I think).

                            Meteor and Ultima? Please. In our dreams.

                            The Gravitational magics? RDM and BLM have Bind, RDM handles Gravity, and Demi would be another spell that's either gimped to obsolescence or horribly broken.

                            My beef with Time Mage is that it's core functions are already well handled by existing jobs. Like Lancer, Sage, and others mentioned(someone please tell me what a Mindcrafter is supposed to be), it'd just end up being redundant.

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

                              Originally posted by Sabaron
                              That idea is actually quite provacative especially if we give the Chemist a couple of interesting abilities (I'm calling Chemist Tools Reagents):
                              1. Drink: Use Reagent on self
                              2. Potion: Use any potion on other ("throw" X-Potions/Blind Potions, etc.) (requires a special consumable tool)
                              3. Combine: Combine 2 Reagents to make a nifty Concoction(Use on Self)
                              4. Combine II: Use combine on Someone else (Party or Mob)
                              5. Combine III: Combine a Reagent with a potion to make even wilder Concoctions!
                              6. Combine IV: Use Combine III on Someone else (Party or Mob)
                              7. Potionga: Turn a potion into an AoE Buff/Attack
                              8. Combinera: Use Combine on everyone
                              9. Combinera II: Use Combine III on everyone
                              2hr. Mad Scientist: Create an amazing (Random or List Selected ala Dice) concoction
                              All concoctions are "instantaneous"--they don't generate items. A Chemist's tools would be a combination of new tools, Reagents, and existing potions crafted by Alchemy--there's no reason not to allow this--ninja tools are all crafted anyway.
                              All of the "Use on Self" abilities except for maybe "Potion" could range from 1-37 and all of the use on others/use on everyone powers could be 38+. I think with this sort of set up and the limitations of inventory wrt Potions taking up 1 slot each, the Chemist will be interesting, very expensive, and quite versatile and useful... Incorporating Anima into the recipes might be interesting too... Light Anima + Reagent = Enlight or something nifty, but one would have to be careful of usurping other classes' abilities. Plus the interesting abilities allow for some very useful sobjob possibilities...help save MP for a WHM for instance using Potion to throw Echo Drops/Antidotes, etc.
                              Maybe a chemist could "equip" potions to the Ammo slot... causing them to 0 their TP when they switch up.
                              The reason for the instantaneous effect is that a Chemist's Concoctions are "unstable" and only last a short while before the reaction neutralizes the constituents.
                              [quote=Sabaron]
                              For the Time Mage:
                              Demi: It's a nifty dark nuke like Banish's evil twin or it could work like an FFV harp and do a small percentage capped damage. Capping of nuke damage is already implemented for BLM spells (why AMII does crap damage to poor little bunnies in Sarutabaruta), so that's not really a problem. I suppose if one sets the base percentage at something reasonable for an average monster of the same level as the Demi is available that would be cool and then resists, obviously, lower the percentage. Of course, since it's a %-nuke, it's efficacy diminishes. The Time Mage starts up the nukage, and the BLM finishes--kind of a nice combo.
                              I'd really love to see Ultima and Meteo since they've been staple FF spells forever. Obviously, we could just give them Haste/Slow/Regen but make Haste/Slow lower/same level than WHM and make Regen higher level than WHM.

                              We've already got nukes so that covers "theft" from BLM. Slowga and Hastega would be neat, although only the latter one will ever be all that useful. XZone could be changed into a Dark AM style nuke with % damage. Old status... hmm... reduces base damage I assume which is Bio but it works in a different way, starting at say 1% and then rising to a cap depending on the tier (e.g. 7-10% for I and 15-20% for II, and 20-25% for III) and does no damage unlike bio. Quick would actually be neat, like a mini-chainspell that doesn't do instant cast, but resets the target's spell timers which could be used on another player to speed up a Haste/Refresh cycle or allow a BLM to cast long-recast nukes such as Drain in succession.

                              Finally, we come to Reset. If it exists, it would be best implemented as Time Mage's 2-hr. If we can do a snapshot party state at the start of a fight easily enough, we can just "load" everyone as of the start of the fight except, of course, for the state of Reset. If we can't snapshot the PT at the start of the fight, it doesn't work. If per se someone leaves the PT and/or someone else joins the PT during the fight it starts to get complicated because we don't know what that person's state was at the beginning of the fight.

                              In AD&D Forgotten Realms there was a 9th level Alteration spell that allowed the caster to "undo" something. It might be easier to record the effect of a monster's last special move than to record the entire party state. So when you get gobbie bombed or something and 2 of your melees die from it, Time Mage throws Undo and the gobbie bomb damage goes poof!. This also would incorporate the monster not getting his MP/TP back for the action and it would have to not effect standard attacks since we'd most likely want to undo a special and there might be an attack in the intervening time between the action and Undo.

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

                                Stop? That one would either be gimped to uselessness or horribly broken.
                                I was thinking, isn't Stun similar to Stop? Since Diabolos gets Demi as his Astral Flow ability, most of the Time Mage spells seem to be in game.

                                Right now the only way I can see Time Mage working is by giving it ~ga spells for Haste, higher tier Haste, Slow, and Gravity. But if SE is going to do that I think I would rather see those spells divided between Blm, Whm, Rdm, Blu, and maybe Smn bloodpacts.

                                Even then, there is the issue of TP burns, I haven't been in alot of TP burn parties, but there seems to be a trend in that there is no debuffing of mobs in a TP burn party simply because the mob won't live long enough for it to be worthwhile. In most of the ToAU zones the mobs die so fast that it is debatable for even a normal party to debuff the mob. In RoZ zones the mobs are only marginally tougher, or in the case of Goblins and Dhalmels in Bibiki Bay they either have a chance of killing themselves, or else they use some serious Def down move like Berserk which makes killing them even easier. Toss in some of the new bloodpacts like Diabolos's AoE Phalanx and rdm's meritable spells and the function of Time Mage seems to be pretty well covered, or made obsolete by the way parties function.

                                Hey Sabaron, what is the Reset spell you are talking about? I don't think I've heard of it before.

                                Hmmm, actually I wonder if you could combine some of the abilities of the Mathmatician with Time mage to get some funky Math Time Mage. I'm thinking taking the entire math system of the Mathmatician from FFT and applying it to spells, and making it effect the potency of the spells.


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

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