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

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  • #16
    Re: What jobs would you like to see added to FFXI in the next expansion?

    Originally posted by Karinya View Post
    Geomancer could be almost anything, because they've had such a variety of abilities in various games (FFV, VI, Tactics, Tactics Advance), I'm just leaning toward healer/support because that's what the game needs more of right now. Unfortunately the experience of BLU suggests that any job that can DD, will mostly DD regardless of how many other roles it can competently fill, so I suggest geomancer's nuking ability be kept at or below RDM level.
    If Geomancer comes I would hope to see it as a DD/Enfeebler, like it was in FFT.
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    • #17
      Re: What jobs would you like to see added to FFXI in the next expansion?

      Jobs I would like to see and feel could easily be added to this game are:

      Geomancer as a mage/tank. MP based, armor similar to Bst. Gains natural defensive buffs based on the elements in the zone and uses spells to debuff/dd/hold hate. They would also be able to equip special gear to either mimic the effect of certain elemental bonuses or enhance the bonus of a current effect.

      Chemist as an item based healer. Can use base materials to craft special items in field, without the use of crystals, that allow them to use healing and buffing 'Recipies'(aka spells, similar to nin). Can also make items that can be thrown at mobs via ranged attack to DD/Debuff.

      Time Mage as a support and DD mage. Besides tiered haste, slow etc, Time mage could use non elemental Dmg spells, Dark elemental dmg spells and hp% dmg spells that cap at XX amount of dmg. They could also use buffs that up JA reuse speed, give fastcast like effects, raise and debuffs that lower stats, move speed, TP gain of mobs etc etc.

      Mystic Knight as a sword using DD. It would gain access to special JAs that would allow them to use special attacks, similar to the way BPs work. They'd get a Phys Dmg category, a Mag Dmg category and a Mixed Dmg category. On top of that they'd have tiered En-Spells and personal buffs.

      Morpher as a mixed class job. It would be able to learn and copy forms of other monsters, actually becoming that mob during battle. Unlike Bst who just control pets who randomly use TP moves and Blu who just learn certain spells, a Morpher would have access to all a mob types attacks based on it's lvl. Different mobs types would give different JTs and their special attacks would become available at specific 'skill' lvls just like how you gain Weapon Skills. Transformations would be MP based, but attacks would be TP based. They would also retain full use of SJ abilities.

      Mime as a mixed class. Instead of directly mimicing a players last action, a Mime would be able to set different abilities, traits and spells similar to how a Blu would work. Though these abilities would be slightly weaker then the full effect, being in a pt of a player with the job said ability came from would make it stronger. A mime would be equiped by what type of abilities they have set, so you could create a heavy mage type Mime and equip many mage type gear. They could also get a timed JA that could copy the last spell, WS or JA used.

      I once did a much more detailed write up of what a Geomancer and Chemist could be and could easily do it for the other jobs as well.
      "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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      • #18
        Re: What jobs would you like to see added to FFXI in the next expansion?

        I want to see Dancers from FFT. They could be like bards except that their dances would be more focused on inflicting status effects and other conditions on a foe or multiple foes.

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        • #19
          Re: What jobs would you like to see added to FFXI in the next expansion?

          Originally posted by elyssa View Post
          I want to see Dancers from FFT. They could be like bards except that their dances would be more focused on inflicting status effects and other conditions on a foe or multiple foes.
          There is one reason why we will never, ever see a Dancer job in this game.

          And that reason, is Galka
          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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          • #20
            Re: What jobs would you like to see added to FFXI in the next expansion?

            Are FFXI character models skeletoned or animated? To elaborate... a skeletoned model can be made to move in game in different ways based on a set of commands whereas an animated model has preset "frames" like a sprite.

            Dancer would be nifty. I'll copy over my post from a previous incarnation of this thread once I find it...

            http://www.ffxionline.com/forums/641275-post55.html

            http://www.ffxionline.com/forums/641010-post38.html

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            • #21
              Re: What jobs would you like to see added to FFXI in the next expansion?

              Originally posted by elyssa View Post
              I want to see Dancers from FFT. They could be like bards except that their dances would be more focused on inflicting status effects and other conditions on a foe or multiple foes.
              plus thats a huge cop off of SWG's Entertainer way back before the NGE or as i like to call it Sony Online fucking SWG gamers in the ass


              Keeping Purgonorgo Isle clothing optional sine 2004

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              • #22
                Re: What jobs would you like to see added to FFXI in the next expansion?

                Time mage

                Slow, Slow II, Slowga, Slowga II
                Paralyze, Paralyze II
                Stop, Stop II, Stopga, Stopga II <-- equivalant to sleep tier spells
                Haste, Haste II, Hastega, Hastega II
                Demi, Quarter, Demi II, Quarter II
                Quicken 2hr = Makes party members move and attack at 200% faster rate for 30 seconds, tantamount to 100 fists & Flee

                TP type spell that replenishes TP to party members without them attacking. Refresh & Regen for TP
                TP I, TP II, TPga
                Hacked on 9/9/09
                FFXIAH - Omniblast

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                • #23
                  Re: What jobs would you like to see added to FFXI in the next expansion?

                  Originally posted by Omniblast View Post
                  Time mage
                  Slow II, Slowga II
                  Paralyze II
                  Stealing poor RDM's Merit Thunder eh?

                  Originally posted by Omniblast View Post
                  Stop, Stop II, Stopga, Stopga II <-- equivalant to sleep tier spells
                  Since these spells (traditionally) allow you to attack the mob while it can't do anything (like stun), I would put forth that they really can't be equivalent to Sleep spells in terms of duration. Maybe 1/10th of the duration and very long recast time and/or mob tolerance build-up.

                  Originally posted by Omniblast View Post
                  Demi, Quarter, Demi II, Quarter II
                  I would say: Demi, Demi II, Comet, Meteo and X-Zone (see above). A spell that does 75% damage would either be (a) too gimpy and resistable to use or (b) way too over powered.

                  Originally posted by Omniblast View Post
                  Quicken 2hr = Makes party members move and attack at 200% faster rate for 30 seconds, tantamount to 100 fists & Flee
                  Way too much power. Can you envision the effect of this on say a MNK burn vs. ground-type (non-dragon) HNM? Full alliance of MNK with 3 Time Mages and possible support casting Quarter II, 2hrs and MNKs go nuts, each do Hundred Fists themselves and then temporarily swap in CORs for any support slot or have one per PT to throw Wild Card and recharge approximately 1/3rd of the 2hrs in the alliance including another Quicken...

                  Originally posted by Omniblast View Post
                  TP type spell that replenishes TP to party members without them attacking. Refresh & Regen for TP
                  TP I, TP II, TPga
                  I don't think I like this one either, but I can't think of why...

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                  • #24
                    Re: What jobs would you like to see added to FFXI in the next expansion?

                    Originally posted by Sabaron View Post
                    Since these spells (traditionally) allow you to attack the mob while it can't do anything (like stun), I would put forth that they really can't be equivalent to Sleep spells in terms of duration. Maybe 1/10th of the duration and very long recast time and/or mob tolerance build-up.
                    Hmm, perhaps sometime similar to Amnesia, or any of those pathos that lock away abilities or use of weapons. Maybe a Stop Job Abilities or Stop Magic, which would be different than a Silent spell. It locks it up preventing it from being used. (I'd like a Stop Aggro or Stop Attack XD one myself)

                    Originally posted by Sabaron View Post
                    I would say: Demi, Demi II, Comet, Meteo and X-Zone (see above). A spell that does 75% damage would either be (a) too gimpy and resistable to use or (b) way too over powered.
                    Meteo and X-Zone! I forgot about those. How about Doom and Scan and L 5 Doom or Level 5 Death!
                    Let's throw in Vanish too! Yah! Vanish + X-Zone Woot!
                    Also, Reflect or Wall needs to be included, since they are part of the Time Mage's Arsenal of spells.
                    Please remove note of Quarter II and Demi II since quarter is only 1/4th damage and demi is 1/2 damage, which would make no sense to have a II on them @_@.

                    There's actually something else too, that does 90% hp removal, but I don't remember what spell it was. Does anyone else remember?

                    Originally posted by Sabaron View Post
                    Way too much power. Can you envision the effect of this on say a MNK burn vs. ground-type (non-dragon) HNM? Full alliance of MNK with 3 Time Mages and possible support casting Quarter II, 2hrs and MNKs go nuts, each do Hundred Fists themselves and then temporarily swap in CORs for any support slot or have one per PT to throw Wild Card and recharge approximately 1/3rd of the 2hrs in the alliance including another Quicken...
                    Meh, this just updates FFXI to WoW level game, where everything's more fast paced.
                    Why not? The game's been around for 4+ years already. There's no saving grace when too many people have left the game because their too bored with it, etc. Something drastic must occur.
                    Hacked on 9/9/09
                    FFXIAH - Omniblast

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                    • #25
                      Re: What jobs would you like to see added to FFXI in the next expansion?

                      Originally posted by Omniblast View Post
                      Time mage
                      Paralyze, Paralyze II
                      These shouldn't be time mage spells because it has very little to do with Time and/or space. Bind would be better to use

                      Stop, Stop II, Stopga, Stopga II <-- equivalant to sleep tier spells
                      Actually I had an idea about Stop. It could be used like a Stun style spell, only with a slightly longer duration. HOWEVER once it wore off the mob would continue any action it was doing exactly from where it was stopped. For example if it was casting a spell and was then stopped, once stop wore off the mob would continue casting from exactly where it wore off.

                      Slow, Slow II, Slowga, Slowga II / Haste, Haste II, Hastega, Hastega II
                      Other then Slow II, which would need a new merit spell for Rdm, these spells would work fine for Timemage. But I think instead of just replacing a lower tier Haste/Slow with one that does the same thing or better, make them have different potencies and durations for different MP costs. Haste II could give people a higher haste% but with a much shorter duration and higher MP cost. And they could even do a third tier with lowe haste % but longer duration/low MP cost. Same could be done with Slow.

                      As for Rdm, let them merit Amnesia instead, that will make everyone happy.

                      Demi, Quarter, Demi II, Quarter II
                      A friend of mine came up with the great idea to keep the %HP based dmg on these spells, but cap them so they can't do more then XXX dmg. Just like Blm and Whm spells, there's a 'soft cap' that keeps them from exceeding a certain amount of Dmg and that can easily be added to these spells. Thow on a long cast time with moderately high MP costs and they'll be strong but not too over powered.

                      Quicken 2hr = Makes party members move and attack at 200% faster rate for 30 seconds, tantamount to 100 fists & Flee
                      A strong haste and Choco Marzuka would be a waste of a 2 hour IMO. I think it would be better if it was a big AoE Buff/Debuff attack that gave numerous beneficial buffs to your pt and yourself while hammering the mob with numerous debuffs and such. It would be an instant super support move unlike anything any other job could replicate.

                      TP type spell that replenishes TP to party members without them attacking. Refresh & Regen for TP
                      TP I, TP II, TPga
                      Maybe a Store TP stat or something, but a regen TP spell just seems too overpowered. Especially considering a time mage would have powerful haste spells already and that endgame melees literally burn through TP without delay.
                      "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                      • #26
                        Re: What jobs would you like to see added to FFXI in the next expansion?

                        Originally posted by Omniblast View Post
                        Time mage

                        Slow, Slow II, Slowga, Slowga II
                        Paralyze, Paralyze II
                        Stop, Stop II, Stopga, Stopga II <-- equivalant to sleep tier spells
                        Haste, Haste II, Hastega, Hastega II
                        Demi, Quarter, Demi II, Quarter II
                        Quicken 2hr = Makes party members move and attack at 200% faster rate for 30 seconds, tantamount to 100 fists & Flee

                        TP type spell that replenishes TP to party members without them attacking. Refresh & Regen for TP
                        TP I, TP II, TPga
                        The 2h wouldnt work think about how many ppl would use it wrong think in a boss battle 1 time mage and 5 warrior they all use there 2h and then the time uses his and they murder a almost impossibe boss in like 2 min
                        i still get on here....even though it might not happen often i do!

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                        • #27
                          Re: What jobs would you like to see added to FFXI in the next expansion?

                          My idea per Demi was to change it from 25% to say... 12% and have Demi II be 25%. Each spell having a very firm soft cap on damage relative to mob/player level, and to do away with Quarter altogether since it's really not feasible to do 75% damage. Maybe a nice cricital burst on the Demi spells to "soften" the cap.

                          Reflect/Wall would require a lot of reprogramming wrt mage mobs who would become retarded and continuously bombard themselves with nasty spells.

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                          • #28
                            Re: What jobs would you like to see added to FFXI in the next expansion?

                            Isn't there a compiled list for TIM some where? (Time Mage) I think there was a list that people theorized what possible spells there would be for it.
                            Oh here's something I pulled from Wikipedia.
                            Originally posted by Wikipedia.com
                            Time Mage
                            The Time Mage is a specialized wizard with the ability to manipulate the space-time continuum to speed up, slow down, or completely halt the passage of time, to increase or decrease the pull of gravity, or even to open up rifts to another dimension. While it is referred to as Time Mage in English localizations of the series, some know this as the Time/Space Mage. In actuality, the Japanese version specifically calls these mages "Time Mages" (時魔道士, tokimadoushi). Time Mages have appeared as classes in Final Fantasy V, Final Fantasy Tactics, and Final Fantasy Tactics Advance, commonly depicted wearing tall, pointed wizard hats adorned with star and moon decorations. In most games, Time mages appropriately use Time Magic. In Final Fantasy V, however, Time Mages used time/space magically (literally 時空 jikuu, or time/space). In Final Fantasy XI, Time magic is divided amongst White, Red, and Black mages (with White Mages receiving teleport spells and some enhancing and enfeebling spells (Haste, Slow), Black Mages receiving utility spells to Warp someone to their home point or Tractor a fellow adventurer's corpse, and Red Mages receiving the same enhancing and enfeebling time/space magic as White Mage as well as an exclusive enfeeble, Gravity).
                            Also
                            Originally posted by Sabaron View Post
                            My idea per Demi was to change it from 25% to say... 12% and have Demi II be 25%. Each spell having a very firm soft cap on damage relative to mob/player level, and to do away with Quarter altogether since it's really not feasible to do 75% damage. Maybe a nice cricital burst on the Demi spells to "soften" the cap.

                            Reflect/Wall would require a lot of reprogramming wrt mage mobs who would become retarded and continuously bombard themselves with nasty spells.
                            Quarter is doing 1/4 damage or 25% damage.
                            Demi is 1/2 damage. I looked up these spell references. That's what they did, your thinking of it completely different from the definition

                            I don't think it's too difficult to implement Reflect. It would be halarious to see the mob kill himself when he casts Firaga II when everyone has Reflect up. Heck they have Blaze spikes, etc all the spike spells is whatever they receive damage they deal fire damage back. It can just be like a magic invincible along with mob receiving damage. It also only works on 1 spell, then it disappears. While you have Reflect on you cannot cast any curative spells on yourself or else you get it reflected back to the mob your engaged to.
                            Last edited by Omniblast; 12-21-2006, 12:05 PM.
                            Hacked on 9/9/09
                            FFXIAH - Omniblast

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                            • #29
                              Re: What jobs would you like to see added to FFXI in the next expansion?

                              The reflect animation is in the spell dats (as are Brave, Faith and many more) and there are a few mobs that "reflect" magic, Colibri/Greater Colibri and the Jailer of Fortitude, so reflect really isn't that far-fetched. It certainly would make some fights more interesting.
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                              • #30
                                Re: What jobs would you like to see added to FFXI in the next expansion?

                                Originally posted by Gobo View Post
                                The reflect animation is in the spell dats (as are Brave, Faith and many more) and there are a few mobs that "reflect" magic, Colibri/Greater Colibri and the Jailer of Fortitude, so reflect really isn't that far-fetched. It certainly would make some fights more interesting.
                                I'm not sure about Jailer of Fortitude, but I know Colibri don't have reflect. I know this because as I understand it, Blue Magic gets past it. I think that, given that Colibri are basically a combination of a parrot and a hummingbird, that they don't have reflect, but rather mimic the "incantation" for the spells. But, I'm being overly technical.

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