SE has (ostensibly speaking) always wanted there to be diversity within a particular job as to which subjob people choose. When I originally bought FFXI at NA release, phrases like this were advertised: "Want to be a monk that can cast black magic spells? You can!" Well, you can, in theory. In practice, though, no monk in their right mind would ever sub black mage longer than it takes to warp back to jeuno and change back to /war, the only truly appropriate party combination for monk.
In my guide, it states that you can sub whm for monk when soloing, and you can. Different subjob combinations exist for different times. However, it is FAR from the free-for-all, creative strategy system that I believe SE wanted from the start.
I don't think it will ever be an anything-goes system, but I do think there are ways to make a larger number of options viable.
Think outside the box, and try to imagine a revolution of job/subjob combination possibilities.
How would you design a new system to make more subjobs possible for your main job?
Here's one: Have special Weapon skills or spells that require a combination of two jobs. For example... a spell that requires black mage main, and summoner subbed, and that when you cast it, it actually makes sense. (an avatar summons just to join in casting with you for an added effect, then vanishes, perhaps making the spell AoE, or enhancing the DD and distributing enmity between you and the avatar)
Or, spells that require summoner main and red mage subbed... like you have access to new blood pacts based on the fact that you're /rdm (AoE refresh for example).
Melee examples:
Sam/Drg, in which now the samurai can leap 500 yards into the air before coming down an the enemy with his great katana...
I just thought these up... and they may not make sense... so try not to flame them too much if you have some particular distaste for the ideas... I'm just trying to think of HOW SE can get over the obvious fact that most of the jobs have a definate best subjob.
In my guide, it states that you can sub whm for monk when soloing, and you can. Different subjob combinations exist for different times. However, it is FAR from the free-for-all, creative strategy system that I believe SE wanted from the start.
I don't think it will ever be an anything-goes system, but I do think there are ways to make a larger number of options viable.
Think outside the box, and try to imagine a revolution of job/subjob combination possibilities.
How would you design a new system to make more subjobs possible for your main job?
Here's one: Have special Weapon skills or spells that require a combination of two jobs. For example... a spell that requires black mage main, and summoner subbed, and that when you cast it, it actually makes sense. (an avatar summons just to join in casting with you for an added effect, then vanishes, perhaps making the spell AoE, or enhancing the DD and distributing enmity between you and the avatar)
Or, spells that require summoner main and red mage subbed... like you have access to new blood pacts based on the fact that you're /rdm (AoE refresh for example).
Melee examples:
Sam/Drg, in which now the samurai can leap 500 yards into the air before coming down an the enemy with his great katana...
I just thought these up... and they may not make sense... so try not to flame them too much if you have some particular distaste for the ideas... I'm just trying to think of HOW SE can get over the obvious fact that most of the jobs have a definate best subjob.
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