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Which Classes will give which jobs?Follow

#1 May 31 2011 at 10:15 AM Rating: Good
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Alrighty guys I will provide a link to a .psd image... Right Click and Save as if you want to move the circles around a little bit but lets see what you guys think... Here's My idea...
http://files1.guildlaunch.net/guild/library/195592/piechart_copy.gif

If you want to try to make your own here is the.psd file

http://files1.guildlaunch.net/guild/library/195592/piechart.psd

Let the cheering, flaming, and more flaming BEGIN!!!


#2 May 31 2011 at 10:52 AM Rating: Default
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I applaud you for trying. But the answer is: No...this isn't what it will be. Too many jobs, and I am going to go ahead and call it, when the new job system is released there will be around only 5 jobs. New ones will be released in expansions or later. They already have tons of classes, and even new classes yet released, I don't see us swimming in jobs any time soon. Those jobs will definitely be the most famous ones for two reasons, 1 the game is dying and they need bang, and two the idea of releasing the job system was to bring familiar final fantasy elements into the game.
So I see, White Mage, Black Mage, Paladin, Dragoon, and last one , maybe red mage or monk. So I don't see every class having a job at launch... but I could be wrong. If they do, I think that means the job system will be shallow and boring so they have time to implement so many jobs, so I rather them not. (Remember they got to put a back story for all of them, add quests, new skills and balance the whole thing)..

But if I could have my dreams come true...there would be Blue Mage.
#3 May 31 2011 at 10:55 AM Rating: Decent
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This seems pretty complete! Good job! Now lets hope we see MOST of them ^^
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#4 May 31 2011 at 10:55 AM Rating: Good
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I think i wasn't clear when i posted so sorry for not clarifying

This isnt a list of jobs I would like to see implimented or think will be. This is all the jobs i could think of that could possibly fit an MMO setting and where they would most logically be associated to based on role/weapons/abilities... I highly doubt we'll see viking... but cool thoughts eh?
#5 May 31 2011 at 11:22 AM Rating: Good
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There are more classes in the .DATs such as Musketeer, Fencer, Bard, Samurai, to name a few. They will probably have their own FF-jobs to branch into. (The latter two probably being split into a new class to turn into said jobs.)
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#6 May 31 2011 at 11:26 AM Rating: Good
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Good point on that. However keeping that in mind, I don't hold my breath too much that those will be classes as that was all pre Yoshi i believe? It's possible, but since it isn't a class at the moment I didn't want to include them as such. But certainly could easily happen.
#7 May 31 2011 at 11:36 AM Rating: Default
ummm I thought Musketeer, Sam, BRD and Fencer were going to be jobs and not classes. also those job/classes dats were found ages ago and with the new direction it is possible that this might be a whole new ball game. Personally I would love to see RDM, Fencer and Musketeer into'd but RDM is the only one of those I realistically see being intro'd.

Here is how I realistically see this going down (at least initially) 1 job for each class. Below I have listed the obvious job evolutions based on some of the classes that exist today.

Gladiator - Paladin
Pugilist - Monk
Lancer - Dragoon
Archer - Musketeer

#8 May 31 2011 at 12:26 PM Rating: Good
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We don't really know anything. The other classes that were in the .dat files, fencer/arcanist/musketeer were in there before they decided to move to this new class+job system, so who knows if they are ever going to be added. I think initially we'll see at least one job per class, with the exception of a few classes which can go multiple ways. I think Conjurer will probably get WHM and BLM, gladiator will probably get paladin and a more damage focused job.

I really don't think we're going to see jobs that require 2 classes, but i guess its a maybe. I think this because it seems that no matter what job you are, you will never not the class you're equipping. You may be a paladin for example, but you don't stop being a gladiator and you're still going to be getting sword skill rather than paladin exp. I don't think we'll see jobs from 2 classes then because you can't really use 2 classes at the same time. Unless they did something like tie the job to one class (ie only equipable to one class), but you do have to have another class at some level to get the quest.
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#9 May 31 2011 at 12:30 PM Rating: Good
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What about jobs that don't rely on just DoW/DoM? I know that there hasn't been any mentioned of this in any of the patch notes or the posts regarding future changes, but if this is how they're going to work the transition from Class->Job, then might there also be Jobs for DoL/DoH, or even jobs that mix DoH/DoW, DoH/DoM, and so on?
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#10 May 31 2011 at 12:34 PM Rating: Good
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Well Kuja again my explanation may be horrible on this, but its an either or chart, not a both. The jobs that overlap into 2 different classes basically means i could see it going to either class
#11 May 31 2011 at 1:21 PM Rating: Good
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FlogginaDeadHorse wrote:
ummm I thought Musketeer, Sam, BRD and Fencer were going to be jobs and not classes. also those job/classes dats were found ages ago and with the new direction it is possible that this might be a whole new ball game. Personally I would love to see RDM, Fencer and Musketeer into'd but RDM is the only one of those I realistically see being intro'd.




The job system is a new concept created by the new development team. How can they be jobs when they were there since launch?

It may be likely that Musketeer and Arcanist will be tooled into classes since there already exists a Guild for these. The rest may turn into jobs. But you're right, under this new direction, we don't really know what to expect. It's all speculation at the moment.

Edited, May 31st 2011 12:21pm by UltKnightGrover
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#12 May 31 2011 at 1:55 PM Rating: Decent
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If there is just a single job that allows me to feel unique and special in my own way
in a party setting, I will be happy. Each job should have something that the rest don't.
Of course it should not be essential to have exactly that job in a party; for example,
there should be multiple healer classes with slightly different, unique mechanics for healing
(RIFT is a good example).
#13 May 31 2011 at 2:32 PM Rating: Good
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Im really hoping we can get some other takes on this. dont forget u can download the psd image and rearrange the circles :))
#14 May 31 2011 at 2:37 PM Rating: Default
Just read the letter from producer X again.

Specifically the part that states that new job system will have specific weapons for that job.... I don't have FFXIV yet (waiting for PS3 release) but its my understanding that currently if you equip a sword your a Gladiator, equip a polearm and you're a Lancer. If that is correct then this part of the letter indicates that multiple jobs will be attached to a single class. Equip sword A and your a PLD, Equip Sword B and your a BLU, etc, etc.

Could be a good indication that more than just a few jobs are going to be released shortly otherwise why would they need to specify certain weapons for use by a specific job?
#15 May 31 2011 at 2:43 PM Rating: Decent
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FlogginaDeadHorse wrote:
Just read the letter from producer X again.

Specifically the part that states that new job system will have specific weapons for that job.... I don't have FFXIV yet (waiting for PS3 release) but its my understanding that currently if you equip a sword your a Gladiator, equip a polearm and you're a Lancer. If that is correct then this part of the letter indicates that multiple jobs will be attached to a single class. Equip sword A and your a PLD, Equip Sword B and your a BLU, etc, etc.

Could be a good indication that more than just a few jobs are going to be released shortly otherwise why would they need to specify certain weapons for use by a specific job?

its already been stated in the latest famitsu or whatever that each current class will get ONE corosponding job. it was all even posted here like two days ago.
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#16 May 31 2011 at 2:54 PM Rating: Excellent
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Vinny I didn't catch the part where it said only one job... Do you happen to have a link? My Pie chart happiness could be in vain
#17 May 31 2011 at 3:04 PM Rating: Decent
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oh and on that note? whats up with the rate down?
#18 May 31 2011 at 3:30 PM Rating: Good
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The one job per class could also be a translation thing. I think it's safe to say we should wait to find out more details before getting too crazy with it.

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#19 May 31 2011 at 3:33 PM Rating: Default
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What exactly is the point of having exactly one job correspond to exactly one of the current classes? They might as well just be re-naming them in that case. If they're going to do this entire second system of jobs they might as well make several classes match up with multiple classes or have jobs that require multiple classes, etc. etc. I'm not saying that's what they're going to do, because going by the Producer X **** it seems like they really are going to be doing 1:1 for Classes:Jobs, but that's what would make more sense, right? I dunno, like everyone keeps repeating we have to wait for more details.
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#20 May 31 2011 at 4:19 PM Rating: Excellent
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1 job per class? I really hope they don't do that because that's borderline retarded.
#21 May 31 2011 at 4:25 PM Rating: Good
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Since there's initially (hopefully only initially) one "Final Fantasy-esque" job per class, here's my best guesses:

Gladiator - Paladin

Lancer - Dragoon

Marauder - Warrior

Archer - Ranger

Pugilist - Monk

Conjurer - This one is tough. It's both a White Mage and a Black Mage. On this one, I'm going to say White Mage, though I have a feeling the DoM classes are going to see some revisions in available spells.

Thaumaturge - Red Mage
#22 May 31 2011 at 5:23 PM Rating: Decent
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Quote:
Conjurer - This one is tough. It's both a White Mage and a Black Mage. On this one, I'm going to say White Mage, though I have a feeling the DoM classes are going to see some revisions in available spells.

Thaumaturge - Red Mage


What if they instead make the Conjurer a Red Mage, using the logic that since it's a Blk/Wht Mage it's a hybrid class like the Red Mage functioned in XI, and then give the Thaumaturge a job like Scholar or Sorceror?
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#23 May 31 2011 at 5:36 PM Rating: Good
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mkermy wrote:
Quote:
Conjurer - This one is tough. It's both a White Mage and a Black Mage. On this one, I'm going to say White Mage, though I have a feeling the DoM classes are going to see some revisions in available spells.

Thaumaturge - Red Mage


What if they instead make the Conjurer a Red Mage, using the logic that since it's a Blk/Wht Mage it's a hybrid class like the Red Mage functioned in XI, and then give the Thaumaturge a job like Scholar or Sorceror?


Very possible. I was operating under the idea that Yoshi-P wants to use the iconic terms for these job names. White Mage and Black Mage would probably rank higher than Scholar.
#24 May 31 2011 at 9:16 PM Rating: Default

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its already been stated in the latest famitsu or whatever that each current class will get ONE corosponding job. it was all even posted here like two days ago.


Apologies I was not aware that it had been officially announced that it would 100% be 1:1 class/job. Although that does seem to be at odds with the job specific equipment thing I read in the producer letter X. Why would they have job specific equipment if its going to only be used by one class and it's attached job anyway, and for that matter why even intro jobs in the first place if they are just going to be an extension of classes, why not just add to the classes or scrap the classes and call them by their new job name instead?

Also there are certain jobs that classically use the same equipment PLD - Sword, BLU - Sword, RDM - Sword/Staff/Wand, WHM - Wand/staff, BLM - Staff/wand, SMN - Staff/wand. Then theres what time mage, geomancer, and probably a few other mage classes which usually have to make do with either a staff or a wand.

Actually come to think of it whether its a job or a class Fencer is going to need a sword also.

Altogether way to strange holes in this 1:1 job/class direction for it to make sense.
#25 May 31 2011 at 9:30 PM Rating: Good
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FlogginaDeadHorse wrote:
Why would they have job specific equipment if its going to only be used by one class and it's attached job anyway

Because it's JOB-restricted. Example: you can only wear the sword "Save The Queen" on Paladin. Being Paladin forces you to use certain abilities and restrict some cross-class abilities. Therefore you cannot use the job exclusive weapon when simply soloing around on a Freefom Gladiator build.

Even if there's only 1 job per class, it makes sense to offer gear (weapons and armor) as an incentive that require the JOB to be active, because you're not going to use the job all the time, and that gear is specialized for the job's functions.
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#26 May 31 2011 at 9:46 PM Rating: Decent
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FlogginaDeadHorse wrote:

Quote:
its already been stated in the latest famitsu or whatever that each current class will get ONE corosponding job. it was all even posted here like two days ago.


Apologies I was not aware that it had been officially announced that it would 100% be 1:1 class/job. Although that does seem to be at odds with the job specific equipment thing I read in the producer letter X. Why would they have job specific equipment if its going to only be used by one class and it's attached job anyway, and for that matter why even intro jobs in the first place if they are just going to be an extension of classes, why not just add to the classes or scrap the classes and call them by their new job name instead?

Also there are certain jobs that classically use the same equipment PLD - Sword, BLU - Sword, RDM - Sword/Staff/Wand, WHM - Wand/staff, BLM - Staff/wand, SMN - Staff/wand. Then theres what time mage, geomancer, and probably a few other mage classes which usually have to make do with either a staff or a wand.

Actually come to think of it whether its a job or a class Fencer is going to need a sword also.

Altogether way to strange holes in this 1:1 job/class direction for it to make sense.

well the famitsu has been out for like a week now and yes its been officially anounced that so far each class is getting one job.
http://lodestone.finalfantasyxiv.com/rc/diary/entry?e=187853
the blogs discussing them have been a bit updated since then but here you go, have fun.
one guy even makes an example in big bold letters to shut the other JP players up. he went FENCER = KNIGHT, ONE PER PROFESSION ..... or something to that effect. (they call gladiators fencers and paladins knights just fyi)
as for why this and why that.
first off, most MMOs have job specific gear, including WoW and FFXI. the job specific gear defines the aesthetic look and specific stats for that job/class. second, the whole concept is to branch your base class off into something more specific for group content. very similar to something MMOs have been doing since the dawn of time.

i however, wouldnt be surprised if CON ends up with two. but yeah, i think it was a little too much to expect actual full on classes, you have to remember, what they are mostly doing is fixing and rearranging things, the dungeons and quests are really all that are actually being added (not including auto attack and food items/mats)

ofcourse this could all be moot since it wasnt posted in english on the lodestone, so take as you will.

Edited, May 31st 2011 11:50pm by pixelpop
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#27 May 31 2011 at 11:42 PM Rating: Good
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Sephrick wrote:
Since there's initially (hopefully only initially) one "Final Fantasy-esque" job per class, here's my best guesses:

Gladiator - Paladin

Lancer - Dragoon

Marauder - Warrior

Archer - Ranger

Pugilist - Monk

Conjurer - This one is tough. It's both a White Mage and a Black Mage. On this one, I'm going to say White Mage, though I have a feeling the DoM classes are going to see some revisions in available spells.

Thaumaturge - Red Mage


I was going to post something like this but i'd like to offer some alternate guesses:

Marauder - Berserker

Archer - Hunter

They may not be FFXI jobs but most FF fans should recognize them (at least if they played the greatest of all the job based final fantasies... <hint> FF5 </hint>).

Edited, Jun 1st 2011 1:43am by KenJammin
#28 Jun 01 2011 at 1:00 AM Rating: Decent
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I started a similar thread regarding the classes/jobs some days ago. Might want to check that out too.
Classes and Jobs

Of course it's already been stated that there will be 1 job per DoM/DoW for now. But I'm sure there will be more to come.

For now, my guess is that we will get:
Lancer -> Samurai
Gladiator -> Paladin
Pugilist -> Monk
Marauder -> Dark Knight
Archer -> Sniper
Conjurer -> White Mage and or Black Mage
Thaumaturge -> Red Mage and or Time Mage

Although I still hope there will be jobs you get for combining classes. Black Mage for example would have to be Conjurer+Thaumaturge if you look at the spells.

Regarding the addition of classes. I think we can take Arcanist, Musketeer and Shepherd for granted as there are guilds for them in the game already and they are too different from the current classes (except Musketeer/Archer maybe) to just become specialized versions of them.
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#29 Jun 01 2011 at 2:30 AM Rating: Decent
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I would imagine the one-job-per-class thing is just a starting point. It's likely that end-game dungeons are going to require specialisation due to their difficulty (a gladiator might not be able to handle tanking where a paladin could, possibly) so they're not redundant just because there's only 1 each so far.

They also said that they're adjusting abilities to make each class more unique, so I wouldn't be surprised personally if conjurer turned into the more instant damage/healing class and thaumaturge turned into DoTs/Enfeebles/HoTs to make them a bit more different.
That would open them up to taking on different specialisations more easily in the future.
#30 Jun 01 2011 at 4:05 AM Rating: Good
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mkermy wrote:
Quote:
Conjurer - This one is tough. It's both a White Mage and a Black Mage. On this one, I'm going to say White Mage, though I have a feeling the DoM classes are going to see some revisions in available spells.

Thaumaturge - Red Mage


What if they instead make the Conjurer a Red Mage, using the logic that since it's a Blk/Wht Mage it's a hybrid class like the Red Mage functioned in XI, and then give the Thaumaturge a job like Scholar or Sorceror?


Hopefully they'll scrap the current magic system & the two odd magic jobs so they can make room for a proper FF magic lore system. It should be interesting seeing what changes that they'll implement in the next 12 months. If they do create a pure BLM job with no healing, will they boost their spell damage so they'll be a true glass cannon? They can dish out the damage but if they don't take out that leve mob quickly, it'll be eating the BLM's face.
#31 Jun 01 2011 at 4:52 AM Rating: Excellent
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Quote:
Hopefully they'll scrap the current magic system & the two odd magic jobs so they can make room for a proper FF magic lore system. It should be interesting seeing what changes that they'll implement in the next 12 months. If they do create a pure BLM job with no healing, will they boost their spell damage so they'll be a true glass cannon? They can dish out the damage but if they don't take out that leve mob quickly, it'll be eating the BLM's face.


They won't be scrapping the current classes, they've already said they have a purpose as versatile jobs for small groups and soloing. It's when you do dungeons and things that specialisations will be necessary. Sacrificing survivability in order to do better damage (in BLMs case) will be useful in parties.The idea is that you won't want or need to specialise when you're just doing leves on your own, it's for advanced content. (this was said in the battle info they released previously)

As for the magic system, I think it's fine as is? Don't know why it would need an overhaul.
#32 Jun 01 2011 at 7:00 AM Rating: Good
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as Dlaqev stated above, the new jobs are true advanced jobs with less versatility and more focused party roles. I am really excited to see such a new and complex job system in an FF title this could really make the job system in FFXIV exciting and fresh. Having the ability to both customize a class or focus on a job with a party role should be interesting. If they work the skills right I could see this job system being the best of any FF to date. I think it depends on how skills are gained and how they handle the SP and grinding side of adding a whole slew of new jobs.
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#33 Jun 01 2011 at 9:41 AM Rating: Excellent
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Here's my take on it.

Didn't know where to upload it so im linking to my deviantart account!

http://lmagene.deviantart.com/art/FFXIV-Class-to-Job-Chart-211252044
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#34 Jun 01 2011 at 11:01 AM Rating: Good
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Eithelas wrote:
Here's my take on it.

Didn't know where to upload it so im linking to my deviantart account!

http://lmagene.deviantart.com/art/FFXIV-Class-to-Job-Chart-211252044

I like your chart, and while I don't think that's how they will do it, I think it's how they should do it. (If we're looking at unlocking jobs that we don't have to level from 1)
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#35 Jun 01 2011 at 4:00 PM Rating: Decent
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Well for the Disciples of War I can think of 2 for each readily, hopefully eventually they will have more than 1 for each class:

Archer -> Ranger, Musketeer (One bow, one marksmanship)
Gladiator -> Warrior, Paladin
Marauder -> Dark Knight, Berserker
Pugilist -> Monk, Thief, maybe Ninja eventually?
Lancer -> Dragoon and Samurai (Sam had a pretty decent polearm skill in FFXI)

As far as Disciples of Magic I haven't played them enough to get a good feel what they do, I'm assuming White Mage/Black mage will appear somewhere tho.

I have no facts to back these, just kinda what I feel.
#36 Jun 01 2011 at 4:33 PM Rating: Default
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Legitimately speaking, till SE decides to enlighten us with information regarding the jobs i don't think speculating is of any real help. For all intents and purposes SE may only choose a select few "job" names from the past and the rest may be something new or what not. On my behalf of speculation musket, fencer, arcanist could very well be jobs more so that classes.
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#37 Jun 01 2011 at 6:43 PM Rating: Excellent
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TwiddleDee wrote:
On my behalf of speculation musket, fencer, arcanist could very well be jobs


Ah, the musket class: wherein your character is transformed into a talking gun and you have to wait for a musketeer to come by and equip you before you can start gaining experience. I have to say, it's a risky job idea, but it could pay off. :P
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#38 Jun 01 2011 at 7:12 PM Rating: Default
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KaneKitty wrote:

Ah, the musket class: wherein your character is transformed into a talking gun and you have to wait for a musketeer to come by and equip you before you can start gaining experience. I have to say, it's a risky job idea, but it could pay off. :P


That put a smile on my face... <3 you
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#39 Jun 03 2011 at 9:59 PM Rating: Decent
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I think Rag's original chart/tree is the way I'd most hope for the system to work. Which is like Tactics.

Instead of looking at the overlapping circles as likelihood of it being part of a single class.. I think you should have for example classes Gladiator, Marauder, and Conjurer, at level 30 to unlock the job Mystic Knight. Or Gladiator and Lancer at 30 to unlock Samurai. I liked this tree style because it made sense. A Paladin would have to be actually trained in both close combat and white magic for it to do what it does.. A Gladiator doesn't just instantly learn the art of magic from no where. I think that is how they originally planned the Armoury system to work.. example is you'd theoretically build yourself as a Paladin by leveling up both your GLD and CON classes.. and then playing GLD and equipping some white magic spells.. Unfortunately it doesn't look like it panned out the way they intended.

While obviously I don't expect a couple of those jobs on the chart to be available possibly ever.. But its the way I'd like the class/job tree to work.

In reality I expect the system to not work this way from what the Devs are describing. We need more details but I have a fear that the new job system will be more of a band-aid fix then a full proper class/job tree.
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