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What classes do you want ?


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To my knowledge it's not a class that's appeared before in a FF game, but Technomancer, or Machine Mage I guess would be more accurate with naming conventions. Gear Mage maybe? I don't know!

 

A Mage class that uses a combination of magic and magitek.

 

This sounds like it would be insanely awesome to play. I would love to see this.

 

Other than that something, anything, with a gun. :)

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I'd like to see a non-magical healer job. One that comes from a Disciple of War class and uses medicine to heal rather than magic. Chemist would be great.

 

Besides that, my list is Red Mage (preferably a competent melee fighter this time, and with Doublecast), Blue Mage, Mystic Knight (tanking against magic), Ranger and Corsair. Maybe Geomancer.

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Man, if they do release a Samurai class, I'd really like them to use Iaijutsu like the PSO2 katanas:

http://www.youtube.com/watch?v=thbs12GX4DA

 

Though from the looks of that list they're probably going to use bigger katanas (ala Mitsurugi from Soul Calibur), so I guess I can scratch that off my list of 'things to be excited about for the future'. Oh, well, I still have PSO2 for my lightning-fast katana-drawing action!

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I'm kind of surprised no one has said this yet.... Beastmaster.

 

23463382097798904.jpg

 

Realistically... what would be the difference between a Beastmaster and their pet and an Arcanist and THEIR pet?

 

Ostensibly any class that gets added should do more than just palette swap -- it should be a different type of play. Chemist would add another healing class, or a time mage someone to support, thief is something integral to a lot of the game and stealing could be a fun mechanic... songstress actually could do a lot of support and healing and that could be interesting (but how do you keep it from being bard?)

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I'm kind of surprised no one has said this yet.... Beastmaster.

 

23463382097798904.jpg

 

Realistically... what would be the difference between a Beastmaster and their pet and an Arcanist and THEIR pet?  

 

Ostensibly any class that gets added should do more than just palette swap -- it should be a different type of play.  Chemist would add another healing class, or a time mage someone to support, thief is something integral to a lot of the game and stealing could be a fun mechanic... songstress actually could do a lot of support and healing and that could be interesting (but how do you keep it from being bard?)

 

You could make this same argument with BST and SMN from FFXI, but both classes had it's obvious differences.

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I'd like Red Mage if it actually works like the intended purpose of a Red Mage and not just a caster with some special spells.

 

I want a Black and White Magic user that the melee is an integral part of the class.

 

Aside from that... BLU, THF, GEO.

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hmm, well are we specifically going with classes or jobs in this case?

 

Course im not sure how to split these up but i'd totally b game for seeing Ninja, Dark Knight, a Beastmaster or some sort of melee/pet class, the Red and or Blue Mage and Thief.

 

in this case I think Thief as an example could be a good idea for FFXIV's class/job setup and be a class that acts as one of the pre-requisites toward Ninja perhaps.

 

I'm glad there are several classes already in game I like and can enjoy so I should b content while they bring out others later on.

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I'm kind of surprised no one has said this yet.... Beastmaster.

Edit: Oh. I guess it was mentioned. Oh wells. It still stands! As a former BST and BRD. I want to see BST come back into the equation.

23463382097798904.jpg

 

Definitely this. I actually expected this job to be available from the start. Hope this becomes available at some point. Especially since I'm planning to RP an Archer who's little more nature and animal-focused rather than someone who enjoys singing.

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I really just want to see and play Puppetmaster again. The job was so unique in FFXI. Loved the concept and style that came with it. It may of been expensive as all hell but once you got a hold of all the parts and attachments for the automaton, you could fill any and all rolls while putting a lot of the real classes to shame. It was probably the most unique pet job I had ever played in an MMO.

 

Puppetmaster's strength was in its ability to mimic other jobs with its pet while the master itself was like a pseudo Pug/Mnk. So in a sense, it was like what FFXIV's Summoner is now, only the master was melee focused instead of being a caster. Another difference was that the Puppetmaster had to set his automaton up ahead of time before tackling content. Unlike XIV's Summoner, the Puppetmaster could not switch between different pets on the fly. To make up for this however, the automaton was far stronger then any other pet in the game but it could only focus on the role you equipped the automaton to perform beforehand. In a sense, you were literally playing as two characters. You would enter your equipment screen and your automaton would have its own menu much like the player character where you would equip it with different frames and attachments. It was kind of like playing dress-up... to kill.

 

The frames governed what role the puppet would fill, example: Valoredge Frame had more defence and HP but less MP while having more slots for defense based attachments then say the Stormwaker Frame, which had less HP but more MP while having more slots for magic based attachments etc. The attachments themselves would govern what skills, traits and abilities your automaton would use when issuing commands, example: The Shock Absorber would allow your automaton to use stoneskin on itself while also giving it additional defense if you had the Armor Plate I and II equipped.

 

Whenever a Puppetmaster would use an elemental maneuver it would entice (not outright order) their automaton to activate the attachments that were aligned with that particular element. Example: Earth Maneuver would encourage your automaton to use its Shock Absorber to cast stoneskin on itself but in the meanwhile, it would gain the defense boost from its Armor Plating. The Master itself could stack these elemental maneuvers to further increase its automatons affinity to that attachment up to 3 times. Example: Earth Maneuver makes the armor plating give +25 defense on 1 use... Stack it to 2 and now the puppet has +50 and so on. while doing this it also increases the chances of the automaton wanting to use stoneskin ... However, if you're too abusive with the maneuvers, it would cause your automaton to overload itself, making it lose all the buffs from its maneuvers and temporarily gimp itself with 50% slow/gravity while also making it unresponsive to -any- maneuver until it could cool off. So playing the job required a lot of know how, manipulation and timing to encourage your automaton to use the skills and abilities you wanted without overloading itself while at the same time, having to manage your own set of skills as the master. Once you found a balance and  became fully attuned at how to manipulate your automaton while managing yourself, you and your dolly would be a force to be reckoned with.

 

I know FFXIV already has mammets and the basic foundation to easily fit Pup into the lore. So I can only sit back and keep my fingers crossed that they'll give me back my beloved job from XI.

 

Brief history of puppetmaster: http://www.playonline.com/pcd/topics/ff11us/detail/426/detail.html

 

Pics:

 

Puppeteer_FFXI_Art.jpg

 

FFXI_Automaton_Art.jpg

 

Puppetmaster.jpg

 

 

I'd also be delighted as all hell if they made Necromancer the secondary job for Thaumaturge.

 

Fun fact: Puppetmaster was originally supposed to be Necromancer in FFXI during its concept phase! :tonberry:

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