The intention of this thread is to differ from the usual "What jobs would you like to see added?" kinds of topics, which generally devolve into some "X job already has that" or "SE needs to fix other jobs before we get new ones." If you fell compelled to post something of that fashion, stop,
I'd like to see people post a yet-to-be-introduced job from the FF main series and how they would apply its functions to the FFXI world at large. Artistic liberites are encouraged, but directly lifting the abilites of other jobs is not. If there is something to be used from another job, let's make it so it doesn't take away from another job directly by making it function differently.
And now, lets start ^^
Dancer History
Dancers have made their appearances in Final Fantasy V, FFVI, FF Tactics and FFX-2. Their role has varied somewhat from game-to-game but their common function was AoE Status Ailments as well as confusing the enemy with thier charm and beauty. They were also capable of using swords, but generally a back-row kind of job.
Mog's take on Dancer, as well as Dancer's Functions in FFT are the most appealing to me. Mog learned his dances by performing "Dance" on various Terrians not unlike how a Geomancer would use their abilities. This resulted in a damaging attack, a status ailment or a buff for the party. FFT Dancers were not only capable of AoE status infliction, but also able to deal poison-like damage to enemy MP.
FFX-2 had a job called Songstress, which was more or less a Bard/Dancer hybrid. Dances did standard status ailments at no MP cost, but they had a couple songs that would be interesting to apply as dances since their function is radically different from what BRD has in FFXI.
Now, the image of Dancer would be hard to swallow for the male players, so I'm also gonna throw in some more unique functions, some of which have been dimensions of other jobs in other MMOs, but they're going to be tailored to FFXI's realm and other dimensions of the game.
Role of Dancer
Dancer would be a support/melee role not unlike we see in Corsair or Red Mage.
Their dances would be free of MP cost, but only able to do them once a minute. They would learn these dances based on the terrain they worked in, but would be unable to influnce the results or effect duration of these dances until they eventally learn the dance (which for arguments sake will be affected by skill level, equipment and CHR).
Once a Dance is finally learned, they can choose it directly, but its effects would still be subject to terrain and weather conditions. There would be three "Dances" for each element: one a status ailment, the other a buff and the other a damage or utility spell. Here are some examples:
Earth Dance:
Breakdance: Temorarily petrifies a enemy. Duration based on TP.
Cave-in: Stone spell that damages enemy TP.
Confidence: Ally Defense up
Fire Dance:
Flamewalker - Puts enemy in a state of Berserk. Duration Based on TP.
Engulf - Fire Spell that damages MP.
Ring of Fire - Allies may intimidate enemy.
Dark Dance:
Abyss: Bio Damage dealt to enemy MP over time.
Dark Lash: Dark damage that inflicts Defense Down.
Thriller: Allies may terriorize enemy occasionally
Light Dance:
Confuse: Causes beastmen to confuse friend with foe, possibly even attacking itself.
Trance: Draws temporary attention of a beastmen on the Dancer, but is unable to attack.
Entourage: Negates beastmen aggression toward allies.
Now, those are just off the top of my head, made as differnet as possible from what has come before, but to make these spells really cook, it takes more than just knowing them. And if you'll note, I made a point of beastmen effects in the Light department.
Currently we have no job that can communicate with the beastmen, but Dancers have been able soothe their aggression, learn their tounge and even able to live amoung them. Some dancers seek friendship, others are spies for the allied nations, assassins even. But to do this early, they must learn beastmen customs and dress accordingly.
So enter the ability we'll call Visage. This ability would allow the player to equip various beastmen accessories to make themselves more acceptable to beastmen. As they're collected, a Dancer would be able to set them in a "Beastmen Wardrobe" and this inventory would be not unlike a PUP's Automation inventory. The ability would be an umbrella ability just like Phantom Roll except for these beastmen sets replace JAs. Visage would be similar to Hasso or Seigan as these wardrobes may need changing.
Dancers would be able to collect these accessiories through a trait called Converse - an ability to open a diologue with a beastmen on the field. This ability would not be available in combat or aggro, nor would the ability allow for combat while engaged in conversation.
Converse must be initiated by the Dancer before mob aggression and may or may not result in aggro. So Conversing early on would be with weaker beastmen. If the beastmen takes to the Dancer and likes them, they might give up a little Rare/EX trinket. Converse may also have the same effect on town NPCs. These accessories would be placed in the wardrobe and affect not only the effects of Dances but lower or eliminate Beastmen aggression (though True Sight beastmen and NMs would aggro all the same, they're not that stupid).
Some accessories would have to still be quested or NM drops, but general ones can come from beastmen.
As far as the melee side goes, Dancers could be allowed to wield the renged chakarams as main and sub hand weapons and also able to throw through various weaponskills, some of which may seek out MP or TP damage rather than HP.
Statistically, they'd have as much DEF as BRDs generally have
Other job Traits:
Fame - Dancer enjoys one addtional level of fame over thier usual fame.
Beastmen Affinity - Beastmen become more willing to Converse.
Lady/Mankiller - Dancer deals more damage based on gender of mob.
Resist Slow
Abilities:
None beyond Visage, they got enough going for 'em as is on Dances.
I'd like to see people post a yet-to-be-introduced job from the FF main series and how they would apply its functions to the FFXI world at large. Artistic liberites are encouraged, but directly lifting the abilites of other jobs is not. If there is something to be used from another job, let's make it so it doesn't take away from another job directly by making it function differently.
And now, lets start ^^
Dancer History
Dancers have made their appearances in Final Fantasy V, FFVI, FF Tactics and FFX-2. Their role has varied somewhat from game-to-game but their common function was AoE Status Ailments as well as confusing the enemy with thier charm and beauty. They were also capable of using swords, but generally a back-row kind of job.
Mog's take on Dancer, as well as Dancer's Functions in FFT are the most appealing to me. Mog learned his dances by performing "Dance" on various Terrians not unlike how a Geomancer would use their abilities. This resulted in a damaging attack, a status ailment or a buff for the party. FFT Dancers were not only capable of AoE status infliction, but also able to deal poison-like damage to enemy MP.
FFX-2 had a job called Songstress, which was more or less a Bard/Dancer hybrid. Dances did standard status ailments at no MP cost, but they had a couple songs that would be interesting to apply as dances since their function is radically different from what BRD has in FFXI.
Now, the image of Dancer would be hard to swallow for the male players, so I'm also gonna throw in some more unique functions, some of which have been dimensions of other jobs in other MMOs, but they're going to be tailored to FFXI's realm and other dimensions of the game.
Role of Dancer
Dancer would be a support/melee role not unlike we see in Corsair or Red Mage.
Their dances would be free of MP cost, but only able to do them once a minute. They would learn these dances based on the terrain they worked in, but would be unable to influnce the results or effect duration of these dances until they eventally learn the dance (which for arguments sake will be affected by skill level, equipment and CHR).
Once a Dance is finally learned, they can choose it directly, but its effects would still be subject to terrain and weather conditions. There would be three "Dances" for each element: one a status ailment, the other a buff and the other a damage or utility spell. Here are some examples:
Earth Dance:
Breakdance: Temorarily petrifies a enemy. Duration based on TP.
Cave-in: Stone spell that damages enemy TP.
Confidence: Ally Defense up
Fire Dance:
Flamewalker - Puts enemy in a state of Berserk. Duration Based on TP.
Engulf - Fire Spell that damages MP.
Ring of Fire - Allies may intimidate enemy.
Dark Dance:
Abyss: Bio Damage dealt to enemy MP over time.
Dark Lash: Dark damage that inflicts Defense Down.
Thriller: Allies may terriorize enemy occasionally
Light Dance:
Confuse: Causes beastmen to confuse friend with foe, possibly even attacking itself.
Trance: Draws temporary attention of a beastmen on the Dancer, but is unable to attack.
Entourage: Negates beastmen aggression toward allies.
Now, those are just off the top of my head, made as differnet as possible from what has come before, but to make these spells really cook, it takes more than just knowing them. And if you'll note, I made a point of beastmen effects in the Light department.
Currently we have no job that can communicate with the beastmen, but Dancers have been able soothe their aggression, learn their tounge and even able to live amoung them. Some dancers seek friendship, others are spies for the allied nations, assassins even. But to do this early, they must learn beastmen customs and dress accordingly.
So enter the ability we'll call Visage. This ability would allow the player to equip various beastmen accessories to make themselves more acceptable to beastmen. As they're collected, a Dancer would be able to set them in a "Beastmen Wardrobe" and this inventory would be not unlike a PUP's Automation inventory. The ability would be an umbrella ability just like Phantom Roll except for these beastmen sets replace JAs. Visage would be similar to Hasso or Seigan as these wardrobes may need changing.
Dancers would be able to collect these accessiories through a trait called Converse - an ability to open a diologue with a beastmen on the field. This ability would not be available in combat or aggro, nor would the ability allow for combat while engaged in conversation.
Converse must be initiated by the Dancer before mob aggression and may or may not result in aggro. So Conversing early on would be with weaker beastmen. If the beastmen takes to the Dancer and likes them, they might give up a little Rare/EX trinket. Converse may also have the same effect on town NPCs. These accessories would be placed in the wardrobe and affect not only the effects of Dances but lower or eliminate Beastmen aggression (though True Sight beastmen and NMs would aggro all the same, they're not that stupid).
Some accessories would have to still be quested or NM drops, but general ones can come from beastmen.
As far as the melee side goes, Dancers could be allowed to wield the renged chakarams as main and sub hand weapons and also able to throw through various weaponskills, some of which may seek out MP or TP damage rather than HP.
Statistically, they'd have as much DEF as BRDs generally have
Other job Traits:
Fame - Dancer enjoys one addtional level of fame over thier usual fame.
Beastmen Affinity - Beastmen become more willing to Converse.
Lady/Mankiller - Dancer deals more damage based on gender of mob.
Resist Slow
Abilities:
None beyond Visage, they got enough going for 'em as is on Dances.
Comment