A quick off the cap response to "jobs" for me would be.
Jobs were an expansion of the class system applied in 1.0 to specialize roles particularly in group content, allowing the introduction of iconic abilities and gear locked to a given role since "classes" had much more flexability and a way of ensuring a certain level of balance was to lock them to the "job"
This isn't completely true of course as not /all/ abilities were cross class anyways, but the relic and tying in a story line, artifact armor ect all defined "jobs" apart from their class. I still used to run around in 1.0 as a THM when soloing due to the access to a larger tool set, particularly TP using defense abilities so I could use both resource pools [such as second wind and feather foot.] Though this has much less application in 2.0 where the majority of content difficulty has been toned down. [in solo play and outside of dungeon groupings.]
https://lh6.googleusercontent.com/-0xH27...ession.jpg
https://lh4.googleusercontent.com/-BfgNF...13+-+2.jpg
both contain interesting ideas basing the assumptions on 1.0 lore and trends in the over all franchise.
I more particularly are interested in how they will handle the raising of the level cap with existing classes/Jobs.
Whm: rersise, raise 2. Blink.
Sch: haste, accession.
Mnk: chi blast
War: maybe more damage WS and abilities. Mighty strikes?
Pld: CURE 2
Smn: more egi shiva/leviathan/ramuh
Drg: penta thrust, summon wyvern! [unlikely, but a guy can dream~]
Blm: ugghh more spells with varying utility/potency
Brd: regen song, sleep song more WS
Also IIRC [and I could be terribly off form here] but one speculation was that more advanced jobs might be unlocked via the unlocking of jobs themselves? like some kind of elemental manipulator/debuffer as an expansion of BLM/SMN.
Jobs were an expansion of the class system applied in 1.0 to specialize roles particularly in group content, allowing the introduction of iconic abilities and gear locked to a given role since "classes" had much more flexability and a way of ensuring a certain level of balance was to lock them to the "job"
This isn't completely true of course as not /all/ abilities were cross class anyways, but the relic and tying in a story line, artifact armor ect all defined "jobs" apart from their class. I still used to run around in 1.0 as a THM when soloing due to the access to a larger tool set, particularly TP using defense abilities so I could use both resource pools [such as second wind and feather foot.] Though this has much less application in 2.0 where the majority of content difficulty has been toned down. [in solo play and outside of dungeon groupings.]
https://lh6.googleusercontent.com/-0xH27...ession.jpg
https://lh4.googleusercontent.com/-BfgNF...13+-+2.jpg
both contain interesting ideas basing the assumptions on 1.0 lore and trends in the over all franchise.
I more particularly are interested in how they will handle the raising of the level cap with existing classes/Jobs.
Whm: rersise, raise 2. Blink.
Sch: haste, accession.
Mnk: chi blast
War: maybe more damage WS and abilities. Mighty strikes?
Pld: CURE 2
Smn: more egi shiva/leviathan/ramuh
Drg: penta thrust, summon wyvern! [unlikely, but a guy can dream~]
Blm: ugghh more spells with varying utility/potency
Brd: regen song, sleep song more WS
Also IIRC [and I could be terribly off form here] but one speculation was that more advanced jobs might be unlocked via the unlocking of jobs themselves? like some kind of elemental manipulator/debuffer as an expansion of BLM/SMN.