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  • Re: Fleshed-out Job Concepts

    Originally posted by Lmnop View Post
    Indirection has the ability to be absolutely awful, and Remise is just Zanshin. Perhaps change the latter out for some sort of "follow-through" attack that's actually the opposite of Zanshin. i.e. On a successful hit, small chance (probably 5% like Trick attack) to attack again. I'll leave the dueling terminology to you for naming it, since obviously Remise doesn't fit.

    Actually, it'd be interesting if the job had lots of direct job abilities that could miss (you already have 1, but potential to make 3-4). And then Remise could actually be a job ability that calls back one just used, for another shot at it.

    In general, I like the idea, but considering where the game is, I wonder if we could get something similar to this with a completely out-of-left-field background.
    The terminology is from Fencing, so it wouldn't be a stretch to name it Fencer. A remise is a second strike following a missed strike, so perhaps it's synonymous with Zanshin? I didn't mean for it to occur on every miss though. It would be fine if it only applied to Lunge and Disarm.

    Indirection has nothing to do with Fencing, but I thought it would put a twist on the concept of Duelist. One would think dueling is between two people, but that's not always the case in these games.

    I suppose Riposte and Indirection should only have about a fifty percent chance of occuring on a successful parry? As a tank the damage dealt from it wouldn't be overpowering, but as a sub job it definately could be. The chance to occur could be lowered when subbed just in case.

    Anybody else have a name in mind, or want to write up a history for the job?

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    • Re: Fleshed-out Job Concepts

      To clarify: I like Riposte a lot and honestly would love to see it at 100% parry rate.

      I know what a remise is (thank you Wiki), I just meant that in context of the game, another Zanshin with a different name probably isn't warranted. That's why I suggested making it a job ability instead.

      Indirection aggroing creatures or even waking up sleeping creatures could be very bad. That's the problem with that.

      Also, "Parry Mastery" should technically be called "Parry Bonus." Just like the other skil-increasing traits.
      "And if he left off dreaming about you, where do you suppose you'd be?"

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      • Re: Fleshed-out Job Concepts

        Well, nine months of speculation and dreaming up our new jobs is about to come to an end. It'll be interesting to see what comes of today's announcements at TGS.

        So let's review our hopefuls:

        Dancer
        Geomancer
        Time Mage
        Dancer/Geo Hybrid (i.e. Mog's job in FFVI)
        Fencer
        Berzerker
        Judgemaster
        Mystic Knight
        Al/Chemist
        Mime
        ...Yellow Mage

        And now for our shameless TGS predictions.

        Here are my three picks for the Most Likely jobs:

        Chemist - it would bring a new healer class to the game and dabble in ranged weapons as well. Whether it be tool-based or based on temporary items, I think such a job would have great potential for a mage sub, giving WHM in particular the healing longevity it needs to keep up in fast-paced PTs and make other support classes more viable healers as well.

        Time Mage - Its been discussed a lot and this one seems to be all but confirmed by SE. There are plenty of Time Magic left to add to the game and Time Mage could also stand to gain new tiers. This could shake up WHM, BRD, NIN and RDM just a little, but if Time mage is to be added, they should be the masters of that magic. I don't know if I like this addition, but its seems likely

        Geomancer - Highly demanded by the players and SE listened to the demand for Blue Mage, so this is a logical job for them to pick.

        However,

        Wild Card Job - I'm willing to bet that one of those three jobs does not happen and SE suprises us like they did with PUP. It seems that our story is going to center a lot on the three nations yet again.

        Geomancer or Time Mage would be a shoe-in for Windurst.
        Chemist would suit Bastok.
        But San'doria? None of those jobs fit that nation in theme.

        Mystic Knight and Judgemaster would be interesting entries, but I think we're certainly going to get at least one curveball out of the three jobs.

        Alternative speculation

        Looking over the recent adjustments to COR, BST, PUP and two-handers could also be a hint of whats to come. COR got scaled to be as good as BRD or just blow them out of the water on buffs when they're lucky. BST and PUP got some very needed adjustments. And then two handers get buffed up.

        So that makes me suspect they may be planning an new support class akin to BRD and COR, which you could push a concept like Dancer, Geomancer and Time Mage into.

        I can't really think of why we'd want another pet job, we have four and its taken a looooong time to tweak them all out and the work still isn't completely done, particularly where SMN is concerned. However, BST and BLU still don't have a lot of competiton in the Monster Correlation realm.

        Morpher and Pictomancer were other jobs that dealt with or could deal with Monster Correlation, though technically Relm's Pictomancer was really just another take on Beastmaster.

        Still, I am suspicious of another pet job coming since SE had initially said in Picco's E3 interview that BST would have to wait until after WotG to be balanced against the new jobs and other changes. Damn, they caught some hell for that statement and did a 180 on that stance in August's update.

        Why would they have planned to update BST so late if it wasn't being balanced against something in its realm? Or perhaps they dropped a pet job idea they had in favor of another job concept.

        Finally, we have four jobs that mainly deal with two-handers. DRG, DRK, SAM and WAR. Could we see another soon? I don't think SE would have buffed two-handers across the board so hastily if another wasn't coming.
        Last edited by Omgwtfbbqkitten; 09-19-2007, 02:36 AM.

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        • Re: Fleshed-out Job Concepts

          After today's news I feel Dancer is all but guarenteed, Which means I have to hurry up and post my Dancer concept before the real thing is fully revealed. And they've also strongly hinted at Time Mage from a previous interview, so I can see those two clearer then any other class being added.

          And if they do add a third, I would say it would be a FFT stylized Geomancer. i.e. More of a rugged mountain-man type character over the funky blue-hatted, bell wielding job in previous games. As per my concept, using DD staves and Gaxes with a strong influence from the weather elements around them as well as the zone they're in.
          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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          • Re: Fleshed-out Job Concepts

            I been workin on this for a while now (originally started Jul 24 2007) but never got around to finishing it up. But with the announcment of Dancer, a surprise to me really, I decided it was time to just clean up the edges and toss it out there. We still know very little about the actual class so all this information is 'original concepts' based on some other peoples ideas, but mixed and twisted with my own to create a working and unique job class. I didn't have time to fully lvl orginize the 'spell' list so I just left it categorized based on what the effect is. So, without further adieu, and better late then never, I give you Dancer!

            Dancer
            "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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            • Re: Fleshed-out Job Concepts

              Nice work. When I first saw you had a slew of party buffs for them too, I thought only bad things would come. But you made them all defensive in nature, which is a good idear.

              I think we have enough Stun in the game, though.

              Also, how would this work with changing targets? Think about where the game is now, fast paced exp. Will they have to build up songs on each and every 50 second fight? Or will they have a lingering dance "blanket" which has the effects that you specified. And just have all dance effects apply to all mobs in melee range. Something to that extent is what I expect to make Dancer viable. Debuffs last only as long as the mob. A debuff that has to be worked up would need some method of carryover. By extension, this means they'd also need a method of moving whilst keeping dance effects. Just something like quarter normal movement speed would do, methinks. (Just use the Dusk gear function with higher movement down amounts).

              Oh, I also like the lowering of magical stats. If you can't silence it, at least put the Dancer on it to make it's magic weaker.
              "And if he left off dreaming about you, where do you suppose you'd be?"

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              • Re: Fleshed-out Job Concepts

                Originally posted by Lmnop View Post
                Nice work. When I first saw you had a slew of party buffs for them too, I thought only bad things would come. But you made them all defensive in nature, which is a good idear.
                I think we have enough Stun in the game, though.
                Much like Brd has some debuffs but focuses mainly on buffs, I felt the Dancer should have some useful buffs. As you stated, though with different intentions, a mob only lasts so long so some useful PT buffs will aid it's roll in a pt. Much like Rdm makes use of Haste and Refresh more then it's debuffs in end game EXP, despite being a master of enfeebles. And as for stun goes, ignoring the WS, that leaves Drk, Blm and Blu so one more couldn't hurt imo.

                Also, how would this work with changing targets? Think about where the game is now, fast paced exp. Will they have to build up songs on each and every 50 second fight? Or will they have a lingering dance "blanket" which has the effects that you specified. And just have all dance effects apply to all mobs in melee range. Something to that extent is what I expect to make Dancer viable. Debuffs last only as long as the mob. A debuff that has to be worked up would need some method of carryover. By extension, this means they'd also need a method of moving whilst keeping dance effects. Just something like quarter normal movement speed would do, methinks. (Just use the Dusk gear function with higher movement down amounts).
                Basically, when a target is chosen and a Dance is put into effect, it would start out at max strength and over time dwindle down if left alone. As such, it's not the dance becomes stronger over time, but more that it stays at max potency as one danced. As such, a Dancer could switch mid dance between targets and not miss a beat and keep that max effect up on all targets it attacked (hence why there was no sleep dance, as that would be overpowered). So one could choose the Att down dance, then juggle it across three different mobs, targeting each one at a time as the [Effect] timer fills up.

                Oh, I also like the lowering of magical stats. If you can't silence it, at least put the Dancer on it to make it's magic weaker.
                That's something few, if any, classes can actually do so I felt it would be a nice, unique focus for this class.
                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                • Re: Fleshed-out Job Concepts

                  Originally posted by Ziero View Post
                  That's something few, if any, classes can actually do so I felt it would be a nice, unique focus for this class.
                  Exactly. And pretty much any casting NM will be immune or highly resistant to silence.

                  This makes me think of another point -- resists. I think something like this should't be resistible. Or maybe each "dance" has a chance to land every 10-30 seconds. But that'd be a lot of spam after a while. Dunno how to handle that, but a magic acc/attack down shouldn't be resistible.
                  "And if he left off dreaming about you, where do you suppose you'd be?"

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                  • Re: Fleshed-out Job Concepts

                    Originally posted by Lmnop View Post
                    Exactly. And pretty much any casting NM will be immune or highly resistant to silence.
                    This makes me think of another point -- resists. I think something like this should't be resistible. Or maybe each "dance" has a chance to land every 10-30 seconds. But that'd be a lot of spam after a while. Dunno how to handle that, but a magic acc/attack down shouldn't be resistible.
                    That's sort of another difference in the concept. All current debuffs are fire and forget, hit or miss attacks, but the Dancer's would be persistant and constant. The Active dances would always land, and any resistance a mob had would just act to lower it's maximum effect. So instead of a static stat-XX or a set percentage down, it would be different values for different monsters.
                    "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                    • Re: Fleshed-out Job Concepts

                      Dancer is neat, but I doubt I'll play it. The footage looks nice, though - and I look forward to having one in my parties.

                      There's still hope for another new job. The SE official WotG site reads 'New Jobs' but only lists dancer in spite of the plural form of job.
                      They could release a new one any time soon.

                      I doubt we'll see another pet class. The thing we have the least of is Tank now.
                      We may even get another class that can DD and taunt, allowing for a new option for NIN and PLD subjob.

                      I also doubt we'll have another support class this expansion, killing the possibility of a class that will replace /whm for smn >.>
                      ~Zozor!

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                      • Re: Fleshed-out Job Concepts

                        We already know there will be more jobs, this was announced months ago. We're just not sure how many.

                        According to a report from IGN, SE may only be revealing one new job at fan fest (the week before release... yeah thanks SE >_ >) but personally, I think SE was just saying that at TGS. They've always released them in sets of 3, why should this time be any different?
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                        "BLAH BLAH BLAH TIDAL WAVE!!!"

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                        • Re: Fleshed-out Job Concepts

                          I was kinda hoping we'd only have 2 new jobs just to break with tradition.

                          Though if the other job is gonna be Time Mage >.> Then I want a 3rd job.
                          "And if he left off dreaming about you, where do you suppose you'd be?"

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                          • Re: Fleshed-out Job Concepts

                            I would play a time mage in FFXI. Just because they were weak in Tactics doesn't mean it'll be weak here >.>
                            ~Zozor!

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                            • Re: Fleshed-out Job Concepts

                              Time Mages weren't weak in Tactics, they were annoying in the levels where you had to face armies of the little bastards Slowing you and and Hasting their side.

                              SE is supposed to announce the next job at another japanese event, I don't think we'll be waiting until the last minute to learn of it.

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                              • Re: Fleshed-out Job Concepts

                                Well I agree... They were annoying. However, you couldn't annoy your enemy to death, so I only ever had a Time Mage in my party in Tactics in order to learn the job traits and apply them to other jobs -_-
                                It could be made very useful in FFXI, though.
                                ~Zozor!

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