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New jobs for current classes


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New jobs for current classes
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Erik Mynhierv
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RE: New jobs for current classes |
#61
02-14-2014, 01:31 PM
(This post was last modified: 02-14-2014, 01:33 PM by Erik Mynhier.)
Ok this has rolled on for a few pages so I thought I would chime in again. My take on the DRK comes down like this. It is not the only way it could happen and I of course have no special knowledge, this is all strictly based on my observations as a DRK vet from 11, and my 20+ years playing Final Fantasy games.

First off I believe we are looking at the glass cannon of glass cannons. There will me some if not all skills based on HP sacrifice so in the end VIT may be near as important as STR for this DPS as to fuel their attacks without killing yourself, that and the duality, and the tradition of Sword and Shield in the class (not greatsword or scythe as 11 lead some to believe) is what brings me to the conclusion that GLD will be the most likely choice. It may even turn out that the Gladiator skills that mediate damage may reduce the HP sacrifice of the skills. Also Yoshida has mentioned a connection between the job and class before.

As for those pesky enmity skills like Shield Lob and the RoH combo, its nothing a good toggle skill can't fix. My money is on one toggle skill, Blood Oath.

Blood Oath - Toggle
- User takes a recoil equal to 10% of all damage made
- User damaged raised by 10%
- Nullifies all added enmity multipliers on skills used

I see the other 4 skills as standard glass cannon buffs and obvious attacks. I see at least one sacrifice skill making it in, something like burning 90% of your HP to buff your attack power for some odd seconds, maybe 10sec. That would probably be how Souleater would work. Also a counter to Spirits Within, something with a potency of 300 or 400 that adds a debuff of some kind. Your guess is as good as mine on the other three.

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RE: New jobs for current classes |
#62
02-14-2014, 04:05 PM
I suspect that it's been brought up already but I think it'd be pretty cool if they added a blue mage class that involved completing quest chains of varying difficulty in order to defeat interesting monsters throughout Eorzea in order to unlock new abilities. It'd be the perfect way to introduce all sorts of weird and wonderful moves.
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synaestheticv
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RE: New jobs for current classes |
#63
02-14-2014, 04:54 PM
(02-14-2014, 04:05 PM)Theodric Ironheart Wrote: I suspect that it's been brought up already but I think it'd be pretty cool if they added a blue mage class that involved completing quest chains of varying difficulty in order to defeat interesting monsters throughout Eorzea in order to unlock new abilities. It'd be the perfect way to introduce all sorts of weird and wonderful moves.

This is pretty much the *only* way Blue Mage can work in XIV as it currently exists. Each of the five Job quests would need to send the aspiring blue mage to go and fight some weird and unique monster in order to learn its powers.

Because Square imposed the "every class must have the exact same number of actions" stupidity, we can't have the same sort of thing we had in XI.

attractive enmity device
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RE: New jobs for current classes |
#64
02-14-2014, 06:30 PM
So to all the people that like Dancer for Monk...

PREPARE TO BE JOSSED. >:D

Brawler
Requires: Pugilist 30, Marauder 15
Role: DPS
"A brutal warrior that solves his/her problems with a steel resolve and an iron will. Powerful, forceful, and completely lacking in subtly, this warrior wades through enemies with fierce bravado and unyielding spirit."

Skills:
Lv. 30 -- Sucker Punch -- Melee Range, 120 Damage, 160 from the flank. 80 TP. Additional effect: Applies a debuff that increases damage from all sources by 5%. 8 seconds (with diminish returns on each application). Additional effect requires Opo-Opo form. Changes stance to Raptor form.

Lv. 35 -- Foot Plant -- Instant Cast, off GCD, 120s CD. Decreases damage taken by 10%. Grants immunity to knockback and draw in effects. 5 second duration.

Lv. 40 -- Fists of Thunder -- Increases total critical hit % by 5 so long as Fists of Thunder is effect. Cannot be used with Fists of Wind and Fists of Earth and shares a recast timer with both. Effect ends on reuse.

Lv. 45 -- Simian Smash -- Melee range, Instant Cast, off GCD, 120s recast. Deals 100 times the number of greased lightning buffs the Brawler currently has. The Brawler loses all applications of Greased Lighting afterwards.

Lv. 50 -- Megatonze Punch -- Melee range, 100 damage, 180 from the front. Requires Coerul form. Applies a debuff that decreases defense by 5%. 8 seconds (no diminish returns).  Additional effect: Grants Greased Lighting buff. Additional effect: Changes stance to Opo-Opo form.

AF looks a bit like:

Show Content
Spoiler[Image: Brawler-from-artbook-example-01.jpg]

Thy life is a Riddle to bear Rapture and Sorrow
To Listen, to Wonder, to Entrust unto tomorrow
In One fleeting Moment from the land doth Life flow
Yet in that Same Fleeting moment Thou must Live, Die, and Know
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synaestheticv
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RE: New jobs for current classes |
#65
02-15-2014, 05:42 AM
So... you just gave pugilist another damage-dealer job.

What's the point of that? The point of having multiple jobs per class is to add more roles. If PGL has another job, it should be either healing (Dancer) or a tank job.

Ideally what I'd like to see is...

Light Party size increased to six. Full Party size increased to twelve.

A true support role added; adjust BRD to focus more on songs, support and the like and less on damage. RNG can fill the damage role for ARC's jobs. By a "support role" I mean a job that, in a raid setting (i.e. Coil), it would work to supplement and, well, support the other "focused" jobs.

Light Party standard composition: Tank (1), Damage (3), Support (1), Healer (1)
Full Party standard composition: Tank (2), Damage (6), Support (2), Healer (2)
Full Alliance standard composition: Tank (4), Damage (12), Support (4), Healer (4)

(This should help with queue times... Big Grin )

New classes added: Musketeer, Fencer and Nomad. Musketeer being a new ranged physical damage class, while fencer fills a melee support role and nomad being a debuff-centric physical damage-dealer.

Class and Job list:

Gladiator (Tank)
Gladiator's Arm: Swords
Two-handed Gladiator's Arm: Greatswords
Paladin - Tank - VIT Primary
Dark Knight - Physical Damage - STR Primary

Marauder (Tank)
Marauder's Arm: Greataxes
Warrior - Tank - VIT Primary
Berserker - Physical Damage - STR Primary

Pugilist (Phyiscal Damage)
Pugilist's Arm: Fist Weapons
Monk - Physical Damage - STR Primary
Dancer - Support - MND Primary

Lancer (Physical Damage)
Lancer's Arm: Spears
Dragoon - Physical Damage - STR Primary
Defender - Tank - VIT Primary

Archer (Physical Damage)
Archer's Arm: Bows
Bard - Support - MND Primary
Ranger - Physical Damage - DEX Primary

Thaumaturge (Magic Damage)
Thaumaturge's Arm: Scepters
Two-handed Thaumaturge's Arm: Staves
Black Mage - Magic Damage - INT Primary
(I can't think of a good name) - Healing - MND Primary

Conjurer (Healing)
Conjurer's Arm: Wands
Two-handed Conjurer's Arm: Canes
White Mage - Healing - MND Primary
Geomancer - Magic Damage - INT Primary

Arcanist (Magic Damage)
Arcanist's Arm: Grimoires
Summoner - Magic Damage - INT Primary
Scholar - Healing - MND Primary

Musketeer (Physical Damage)
Musketeer's Arm: Guns
Corsair - Support - DEX Primary
Machinist - Tank - VIT Primary

Fencer (Support)
Fencer's Arm: Rapiers
Red Mage - Support - INT Primary
Rune Knight - Tank - VIT Primary

Nomad (Damage)
Nomad's Arms: Twin Blades
Blue Mage - Physical Damage - STR Primary
Thief - Support - DEX Primary

attractive enmity device
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Asgarnv
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RE: New jobs for current classes |
#66
02-15-2014, 07:55 AM
Replace the THM healing class with Puppetmaster (DPS/De-Buff support) and I fully back the above list. Tongue

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Yssenv
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RE: New jobs for current classes |
#67
02-15-2014, 10:03 AM
Well, we already know they will not be increasing the party sizes. They are pretty dead set on light party content being for 4 people and full party content being for 8. Yoshi-P himself stated that this full party content is to be 8 man so that it can have two people for each role (2 tanks, 2 healers, 2 dd, and 2 hybrid).

Further, GLA will probably not be getting Great Sword. 1.) They would lose access to all of their shield based abilities (no shield bash, no shield swipe, no use for bulwark, and so on). 2.) There is a class for that they are messing with on test servers. 

It would be nice, but that does not seem to be their intent. Their intent for classes is that each class has one specific sort of weapon (or weapon set) linked to it. Granted their are variations in look, style, and stats covered by the linked weapon. SCH/ACN books and SMN only books are a bit of an example. Also consider the variations in HtH weapons which include; punch daggers/katars, knuckles, cesti, hora, and so on. This speaks to the idea of their being a cosmetic difference between weapons, but no actual mechanical difference when it comes to animations and the like. 1 class, 1 weapon type is the very heart of the armory system. I really do not think they are going to change something that integral to the game. Yes, I know that THMs and CNJs can use either wands or staves. Neither of those classes have any abilities tied to having a shield, though. Short conclusion. Great Sword use will be tied to the new class, which will likely come out in the first expansion. 

We know we are getting Musketeer at some point. It is has been teased/owed to us since 1.0. My personal hope is that they will release it semi-under the radar in the "Through the Maelstrom" patch in March. Probably a bit of a pipe dream though. Likely we will not see it until the expansion either, but I can dream.

We also know we are getting some sort of Scout class. It could be Musketeer, it could not be Musketeer. We don't know at this point. In short, 2-3 new classes and associated jobs coming down the pipe already. This is not to say that what you propose is not neat and interesting. It just does not seem to be in line with what the devs have been/are working on. I myself totally believe that if the new Scout class thing is not Musketeer, it will be a class that dual wields with daggers and such. Likely similar to how PUG and MNK dual wield, the weapons will be bought/acquired/crafted and twinned weapon sets.

I realize you said this is your ideal scenario. I am just cautioning that this will likely not be something that comes about anytime soon. Whatever the "Hybrid" roll is needs exist and be messed with in parties before they even think of raising the party cap. Not to mention there would need to be a complete upheaval and re-coding of a lot of existing content to achieve what you are hoping for. Yar.

Some final notes. A THM class that also heals could easily fill the RDM slot. I do not particularly like this idea. I would rather see RDM be one of these speculated and mentioned jobs that require multiple jobs to get. It allows for more flexibility and staying truer to the heart of what RDM is. I would also love to see PUP. Pretty sure they are not going to have it come off of ARC. Rather, I'd like for it to branch from anything but ACN, because if that is the case we are not going to see it anytime soon. Likely some time after they have caught all the other classes up as far as job count. I think that there will be DD options for both Musketeer and Archer, likely of different flavors. This just seems natural progression for both classes. Particularly for Archer. Lastly, how is Berserker different conceptually from WAR. That concept and balliwick seems to have been covered already.

My two cents. Rawr.
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RE: New jobs for current classes |
#68
02-15-2014, 10:14 AM
(02-15-2014, 10:03 AM)Yssen Wrote: Lastly, how is Berserker different conceptually from WAR. That concept and balliwick seems to have been covered already.

My two cents. Rawr.


Personally, I would like to see a "Hero Job" system in place (but not under that name, that sounds stupid). What I mean is that, as with the Job -> Class system, you level two classes to a certain level to unlock a specific "Hero Job".

I have not given it too much thought, and it is likely a massively flawed concept, but the three classes I thought might come from this would be:

Berserker - Unlocked through levelling Dragoon and Warrior to 50. Technically a DPS class for the Warrior Archetype. Your story is very much the same, but instead of channelling your rage to defensive potential, you make it offensive potential. There is potential here to become like the Nordic berserkers of old (wearing beast skins, wielding two axes, etc.).

Red Mage - Unlocked through levelling White Mage and Black Mage to 50. As per other games of the series, Red Mages can cast both trees spells up to a certain point, but specialise in neither. Add in a rapier weapon and de-buffs and I think this could be a real solid concept.

Blue Mage - Unlocked through levelling Black Mage and Monk to 50. Again, the same as past games. Not really much to add here.

Apologies I don't go in to as much detail as you guys, I'm not inclined to write loads about them. I'd rather just wait, truth be told.

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Steel Wolfv
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RE: New jobs for current classes |
#69
02-15-2014, 10:56 AM
(This post was last modified: 02-15-2014, 10:57 AM by Steel Wolf.)
Pretty sure Yoshi-P had off-handedly mentioned heading into release that taking pairs of Jobs to make Advanced Jobs (which sounds slightly less dumb than Hero Jobs) would be a possibility.

Honestly, I don't see how that would not work out, considering the systems are sort of in place now.  It's a question of, naturally, writing and codin the affiliated quest line....and it would also be a great way to add new stuff without jacking up the level cap, and thus installing power creep into the game--which I VERY much approve of.

You can totally tell my feelings are strong because I used formatting.

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RE: New jobs for current classes |
#70
02-15-2014, 12:48 PM
We do know the level cap is going up with the expansion. I assume to 60, and with it will probably come at least two new abilities for each job. That follows the current pattern of a job ability from quests every five levels. It also means two new abilities and two new traits for each class, I would assume. Which may or may not add some of the needed flexibility for new jobs we are wanting to see to be a reality. 7 job based actions as opposed to 5 is a good thing. 

As for the Advanced Jobs... Yeah, that is a mentioned thing. I have no idea how that will break down ability wise. Will they be cross classing from job abilities? Class abilities? Both? Lord only knows. These Advanced Jobs could be what fills the mentioned hybrid role though. Honestly I sorta hope that the hybrids come from new classes, but however you get from here to there will be fairly awesome either way.

Advanced Job branches have me excited in general, being a huge fan of the original FFT. The advancement tree thing was fun to play with, and having something similar is pretty intriguing.
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RE: New jobs for current classes |
#71
02-15-2014, 04:30 PM
I see a lot of potential and discussions like this are so exciting for me. As for myself, my hope is that the Advanced Jobs will include full-on support jobs (something similar to XI's version of Bard, Dancer, and even Red Mage) along with content that would make players of those jobs desirable. Because let's face it: with the content currently in the game, there's simply no need or incentive to play anything other than the typical MMO tank/healer/dd trinity.

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RE: New jobs for current classes |
#72
02-18-2014, 03:00 PM
On a side note is there any word as to when exactly the expansion is due to arrive and are there any features that have been explicitly confirmed for it? I'll probably set myself a challenge and see if I can get all the current classes to 50 before it launches!
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RE: New jobs for current classes |
#73
02-18-2014, 07:06 PM
(02-18-2014, 03:00 PM)Theodric Ironheart Wrote: On a side note is there any word as to when exactly the expansion is due to arrive and are there any features that have been explicitly confirmed for it? I'll probably set myself a challenge and see if I can get all the current classes to 50 before it launches!

I think it was Live Letter IV or V when Yoshi said they were expecting the first Expansion to come out 1.5-2 years after the launch of A Realm Reborn. So Feb-Aug 2015 give or take.

In a recent article ( Gamerescape PS4 Interview w/ Yoshi-P ) Yoshi seems to confirm this by mentioning that, while their development team is working very hard on the expansion, they want to get through their Summer and Fall content first before discussing the official release date of said expansion.

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RE: New jobs for current classes |
#74
02-21-2014, 07:00 AM
(02-15-2014, 10:03 AM)Yssen Wrote: Well, we already know they will not be increasing the party sizes. They are pretty dead set on light party content being for 4 people and full party content being for 8. Yoshi-P himself stated that this full party content is to be 8 man so that it can have two people for each role (2 tanks, 2 healers, 2 dd, and 2 hybrid).

This is so incredibly inane it makes my brain hurt. I can't even fathom how someone who supposedly knows anything at all about MMOs and decided to build the entire game's group content around a 1:2 tank-to-damage-dealer ratio.

Every goddamned person in the entire universe knows that most MMO players won't tank. So why in the hell did they ever, ever think it was a good idea to eat up one tank per two damage-dealers?

It's stupid beyond belief. We should have Light Parties of six and Full Parties of twelve.

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RE: New jobs for current classes |
#75
02-21-2014, 07:38 AM
I imagine he thinks that with this ratio he will 'force' people into playing more tanking roles. Though Squee has been kind of terrible at the time of looking to the history of other MMOs and learning from them, so I don't know. Maybe he just thinks the Final Fantasy fans and White Knights are so awesome there will be no tank deficit or something?

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