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  • New jobs i would like to see go to FF11.

    Time Mage
    Dancer


    can any one think of any more that arnt in some way already in the game?

  • #2
    Next poster will say the following jobs:

    -Chocobo knight
    -Morpher
    -Necromancer
    -Oracle
    -Blue mage

    and the flamewar will begin, and after like 3 pages of repeated topic, people forget about this thread, and it will be flushed down to the next page and never be looked at again....

    Basically, this kinda of post has been posted too many times, some people made some nice suggestions in other posts, do a search, or just scroll down the list, shouldn't be that old yet.

    Comment


    • #3
      i haven't posted on one of these yet, so heres my two cents.
      FFXI needs to utilize parts of the game that are undeveloped, they need to utilize chocobos in a combat fashion because a ranged attacker or someone wielding a 2h weapon would well suited to a quick, mobile, familiar. you could, in this regard, follow the dragoon and make it hte 2hr ability to call a chocobo, and not so similar to a dragoon, nearly cripple the Knight sans his stead. Another would be blue mage, which we all look to, as we saw it in previous FFXI's. but i wont dwell. we also have the options of controlling the undead, something like a true counter to a paladin, unlike the drk, who merely utilizes dark things, not fight light and control dark, ie drk doesn't go far enough for my taste. i think a "dancer" is much like a bard, and would server an almost identicle purpose, if you've played FFX-2, they are one in the same, time warpers become unrealistic on the scale that to "alter time" everyone elses time would have to be effected, and thats not right -_-. i'd also like to add another class for melee, something inspired by the tao masters in Outlaw star, a class that utilized a different type of magic, and like mnks, performed energy attacks. it'd allow for a great variation in how mage types are use and perceived, and possibly remove the strain on non-taru's as they could say have less mana, but their attacks, utilized through mana, would be strength based. taru = more mp, less strength, galka = less mp, more strength, they would, in this regard, be equals, because they are inversely equivilant. and of course, the class should still have a nice staff or, for fun, a nice big sword. and not a class, but i think certain classes should have an ability called heavy wield, allowing them to one-hand a large weapon, and if they have dual-wield, they could use two. it would actually allow a more aggresive class to suit its designs and truly become brutal and aggressive. my 2 gil

      Keyura [Remora] ★ WHM52/BLM26 ★ BRD75/WHM37 ★ BLM62/WHM31 ★ SMN33/WHM16 ★ RNG15/WAR7 ★ BST19/WHM9 ★ (Active in Red)
      Greenkingdom LS to chat, Akui LS for sky, and Higeki LS for dynamis.
      Saroku [Unicorn] ★ WHM5 ★ (Active in Red)

      Pingpong used his Masamune, but Keyura dodged! Pingpong's anger grows by 13.

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      • #4
        73|-| P\/\/N4G3 \/\/0|_|L| ) B3 4 /\/3<|20/\/\0NG3|2 F|20/\/\ 73|-| |21|)|)1<|< /\/\0\/13!
        2 wrongs dont make a right but 3 rights make a left

        Comment


        • #5
          the 1337est Knight

          All abilities are in German Japanese 1337 speek with emoticons lodged between words. It has over 1 million attack strength with no weapon and 0 skill. It has a permanent invulnerability allowing you to solo everything in the game. When you hit level 11 billion, have all the items in the game with his super mog safe ability and infinite inventory, Square-Enix hands you a certificate says that you've won

          Yes yes...overpowered jobs are fun in theory...but not good in practice
          All spells obtained!
          Homam Gear: 2/5

          Comment


          • #6
            Haven't seen one of these topics in a while..


            I still think an Alchemist job in this game would fit in perfectly. A Mage who is like what Ranger's are to Damage Dealer's, and Ninja's to tanks, the one that uses gil to do its job.

            Usually when this idea's brought up people scream "But tere is already teh SyNTHESIZING in the game!!1". Heh, its not hard to imagine a mage type who has a special ability akin to Rikku's ability to combine items in battle in FFX. No, not synthesizing right there in battle, something completely different where you combine two items (can't be every item though, only certain ones and some special "alchemy only" items made for Alchemists) together to instantly get a unique effect. So you don't have to manually combine all the time once you find a combination it could be recorded on a special menu where you select the combination and it automatically uses whatever items it requires. Yeah I admit there's a lot of things that would have to be worked out..like item number (since I don't think the job would survive using 12 stack items for long), maybe it'd have to be something along the lines of the job having its own special 99 stack items that only they can use, and you can specially synthesize an amount of items (say, 33 of the 99 "magic grenades" (made that up. XD) in your inventory with......a Shuriken. And you get 33 )or maybe even increase it a bit by 66) of an item that acts as a fire nuke and lowers physical defense to a %.

            Combine all that with some kind of Gun abilities and proficiencies (Not physical damage based like Ranger's, maybe something more indirect and unique to them, like a shooting nuke to mb with) And you have a bizzare 70% mage, 30% melee character that would be unlike anything else in the game. It could open up a whole new realm for Mages in this game and maybe be a very useful sub job too due to the lack of mp.

            Honestly, its the only thing I can think of. I can't really think of any other job that could easilly fit into FFXI's system from Final Fantasy. I think if they did add new jons that they should stick with jobs that have appeared in FF rather than ones like Necromancer and all that, that haven't really ever appeared in an FF game. Its still gotta retain that FF feeling rather than be too much like other MMORPG's.

            I *guess* Time Mage could work. Thing is, is we're almost out of the mainstay Final Fantasy jobs. Although...there's Mimic. :D That'd have to be like...an extra difficult job to unlock, harsh guidelines to follow like leveling more than one job above a certain level. I dunno...use your imagination.


            ^. You have now seen everything..

            Name: Kiyotaru.
            Ethinticity: Windurstian.
            Home: Norg
            Main job: Ninja/Warrior (Current level's 50-60)
            Server:Ragnarok.

            Linkshells: Come and go.

            Comment


            • #7
              I prefer the one with the Morpher talk, it went on really sensibly... people don't flame, make sarcastic comment, or give anyone chance to flame/make sarcastic comment(which is why I didn't post there)....

              Basically, no matter how much you dislike the job system of FFXI, you have to base your wanted job to the system SE want, which is 'equality' and 'relied on party'(note: to their ideal, that is)... for example:

              -Time mage, what would their magic be? Hastega? Normally a PT can go without haste anyway, and only melee(especially NIN) would need the haste. Slowga? When do you fight a huge mob of monster that need slow instead of sleep? Time-related magic, such as Reset from FFV? That would be hard to do for an online game, and what about the treasure pool? And wouldn't it be unfair if I kept reseting on every NM until I get the drop, and messes everyone up?
              Their role? Where do you put a supporter into 'a healer, a nuker and a MP healer(BRD or RDM)' setup(for backliners)? Unless you sacrifice a melee for time mage, but that would cause more complaints from melee(SE won't enjoy that, been complained about for 2 years.... yes JP are unhappy about the unbalanced DD too), as we don't get much party to start with.

              Comment


              • #8
                The thing is, is when thinking of new jobs you can't think of literally bringing the exact same thing that existed in another game into here. There's plenty of things SE could give to a Time Mage to make it unique if they really wanted to, it doesn't have to be EXACTLY like it was in another game. Red Mages arn't exactly like they were in other games, as are Thieves and pretty much everyone. IF SE decided to put a job in, they would just do it regardless of any arguments anyone would make here. They'd find a way to make it fit in.

                Although personally, I doubt if SE would release a new job at this point.


                ^. You have now seen everything..

                Name: Kiyotaru.
                Ethinticity: Windurstian.
                Home: Norg
                Main job: Ninja/Warrior (Current level's 50-60)
                Server:Ragnarok.

                Linkshells: Come and go.

                Comment


                • #9
                  i just dont really see what the could possibly add that would be balanced. people keep bringing up a time mage, but i dont see what they could possibly do. how could you keep a choco knight balanced and make it do something different? what new things would a blue mage bring to the game? we can already use enemy abilities, its just they have different names. a dancer is a bard. i heard something about a fencer before. it would hit really quickly for low damage, so its damage would be balanced, but it can do a lot of weapon skills. so low damage but fast hits like an mnk, nothing new. an alchemist using gil to do damage, so how is it different than an rng? a morpher, taking another form to boost attack i guess, so its a drk. a necromancer, summoning the dead to fight. how is that different than a bst calling a familiar? i don't even know what an oracle is so i'm not even gonna touch it, i'll just leave it at "its probably nothing new."

                  people are so eager to see new jobs, they dont care about balance or if they're even anything new. and i guarante if a few new jobs do come out, thousands of people will rush to play them before even finding out that they are.

                  the only reasonable idea i have come up with is an alchemist using gil to buy things to make healing/support items. we already have the gil tank (nin), the gil dd (rng), why not a gil healer. only thing is nin has the down side of being able to lose hate, so its balanced. the rng can take agro and die if they cause too much hate. so i guess this would be pretty balanced since like rng if it heals too much, its gonna get hit. but if it has enough potions or whatever, i guess its invincible, so i dunno about balance.

                  Comment


                  • #10
                    There was a NPC for every job(including RoZ advance jobs) when FFXI started. There is no NPC for Chemist, Chocobo Knight, Necromancer, ect.

                    Comment


                    • #11
                      Re: New jobs i would like to see go to FF11.

                      Originally posted by Sky Pirate
                      Time Mage
                      Dancer


                      can any one think of any more that arnt in some way already in the game?



                      Time mage:

                      Chocobo knight job Abilities etc
                      Chobi


                      Dancer Job post "abilities etc........"

                      Dancer


                      Blue mage job and abilities etc....
                      Aoimadoushi
                      It's Official Promathia Hates me....
                      それは公式である,プロマシア は私を憎む。
                      Trielは博雅なる大召喚士
                      A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie

                      BecomingThe Movie: The tale of the Journey of a Blue Mage

                      Comment


                      • #12
                        I think people are looking in the wrong direction. It's really hard to add in an extra job's and keep the balance of things. You got to remember this whole game is based on "team work" very few jobs can "efficently" solo all the way to 75 and even if they could they still need to interact with others for quest and rank missions and level limit missions. So sqaure won't and can't give a job leverage over others cuz then everyone would just solo and won't interact which if you haven't noticed is the whole point of the game. What I think they could do and have been doing is add new thing to the already exsiting jobs. For example I think it would be kuu to let a tarutaru DRG ride his wyvern! Or allow blm's to skillchain and MB off ourselves! That would be pretty balanced since if we do skillchain and MB we would do lots of damage but we would die cuz we would get aggro. Also it would be kuu to give all jobs a new 2 hr ability. Blm's could get something that would allow them to double their HP but get massive hate or increase def for a lil while! Or they can give abilities like +15hp under area's under nations control and -10mp outside area's of nations control like they have on certain weapons! Yet w.e they do they have to keep a balance and find a unique and fun ways to incorparate it in parties and the entire game experiecence there's no way around that. However I agree that they should start adding new stuff to the jobs as the game as been out for about 3 years now and the jobs are basically still the same. Who knows what they are capable of doing maybe adding a new race or two. (omg I think I just started a massive movement)!!!!!
                        This is the R to the E to the O Reolen and I approve this message!!!

                        Comment


                        • #13
                          Personally, I don't think that game would be able to work with chocobo knights or time mages. Blue mages would work (and i don't need to describe how because everyone already knwos that). I also think that the alchemist job would be more than adequate. There is just one job that everyone fails to mention: Geomancer.

                          I think this would be a wonderful addition to the world we all know and love to be Vanadiel. They can make these guys work well esspecially seeing the weather effects added. Also the different types of terrain that the throw in to each area. Depeneding on the weather or the terrain a certain spell would be more or less effective than it would be if the weather or terrain was of the complete opposite element. These guys also loved to use axes, so of course, Square Enix would make a natural other red mage (only with different spell requirements)! Giving them massive amounts of MP, I think, would be a bad idea, seeing these guys would be in the fray often and would be able to deal multiple types of damage. The 2hr these guys wold have... how about, weather and terrain effects don't matter! They could use any spells they want and they would be at full effect!

                          I highly doubt SE is going to add in any more jobs to the game. If they do, I KNOW they won't add in a Geomance job because they would have to create entirley knew spells. They woudln't do that, no way. Too lazy. I really don't think this game needs anymore melee jobs it has too many as it is, where have all the mages gone?!!?
                          `\~*~/`Life is a Dream, Death is the Alarm Clock`\~*~/`

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                          • #14
                            it would be kinda cool to work on stuff already implemented in the game

                            like the weavers or smithers u could have ur regular jobs or have
                            a weaver and their attacks could be like throwing an oversized needle at someone



                            but on the subject of new jobs i kinda like the sound of blue mages and dances

                            but think of this a beastmasters nemisis a necromancer
                            instead of controling reagular beasts he could call upon ghouls and undead and in areas where those things are not they could use their ability awake dead and could just spawn a dead creature out of no where and the creature would do more damage at night than at day


                            i dont kno just something to think about
                            :spin:
                            iiiiiiiiiiiiiimmmmmmmmmmm back
                            i m finally playing ffxi again after a few month break

                            *Serzais*
                            of Ragnarok
                            -lord of theives-

                            Comment


                            • #15
                              I highly doubt SE is going to add in any more jobs to the game. If they do, I KNOW they won't add in a Geomance job because they would have to create entirley knew spells. They woudln't do that, no way. Too lazy.
                              Why not? They did it when they added NIN in Zilart. Geomancer would be interesting but their application might be limited because they function is dependant on where they are. If their Earth terrain spells are garbage, for example, you'll never be able to fight Tiamat as a Geomancer, which would be a bit of a blow I think.

                              It sure would be interesting though. I doubt learning spells by scrolls would be the way to go. Instead I think that you would have to go to the various areas in Vana'Diel and stay in the area fighting monsters for a while so you could learn different aspects of magic. Example, Wind Terrain magic can be learned by battling in La Theine, but you can expand on that knowledge by learning more Wind Terrain magic from Lufaise Meadows or some such.

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