Forum Settings
       
Reply To Thread

New Class/Job Tree PredictionsFollow

#27 Sep 10 2013 at 3:19 PM Rating: Default
Archer > Bard & Musketeer

I think Ranger as a second job is a bit too obvious, and Bard seems to have that whole bow niche covered. There's already evidence enough of gun-wielding entities in the game.

Conjurer > White Mage & Geomancer

They've built up the whole nature/earth bit with Conjurer, I think it's a foregone conclusion that Geomancer will be the second job.

Gladiator > Paladin & Red Mage

I think most people are hoping for the RDM job, and Gladiator weapon fits. I'm just concerned that most of the staple RDM abilities have already been given out.

Lancer > Dragoon & ???

I'm thinking this may be one of the jobs that they were hinting about with something new. I can't really think of a classic FF job that uses a spear type weapon which isn't the Dragoon. Wondering if maybe they'll instead go for a more pet-focused class, sorta like the FFXI Dragoon but with more emphasis on the pet.

Marauder > Warrior & Beastmaster or Berserker

I'm sure I'm not the only one hoping to see the return of the beastmaster. As much as I hope for it however, I'm thinking that if they do add it in it will be further down the line with its' own melee/pet class. My other choice would be a Berserker class with a berserk mechanic. The Marauder is already halfway there with its "in your face" style of fighting.

Pugilist > Monk & Puppetmaster

I want my puppetmaster back. It uses the same weapon type as Pugilist, so implementing it wouldn't be a stretch. The game already has automaton pets and whatnot. It clearly needs puppetmaster! PUPPETMASTER! (I think you can tell what my main in 11 was).

Thaumaturge > Black Mage & Time Mage

Going with Time Mage because the style sorta fits with Thamaturge. It could also fit well with the role of being a buffer/debuffer, as outside of the SCH pet I don't think there's a reliable way to keep any forms of skill/spell haste up.

NEW

Thief -> Ninja and Dancer

Thief into Ninja is one of the most predicted upcoming class/job combos for obvious reasons. I'd choose Dancer as a second job because again, as we know from FFXI it's very similar with the dual wielding of daggers. Alternatively I could see them adding in some sort of Far Eastern class which would have both Ninja and Samurai as the jobs.



Edited, Sep 14th 2013 3:03am by UnknownSoldier
#28 Sep 10 2013 at 3:24 PM Rating: Excellent
**
362 posts
Scout -> THF/NIN
Musketeer -> COR
Samurai -> Samurai They're just that badass.

Archer -> BRD/RNG
Gladiator -> PLD/RDM (Finally a sword viable RDM!)
Marauder -> WAR/DRK
#29 Sep 10 2013 at 3:27 PM Rating: Good
***
3,825 posts
I was thinking more

Rogue > Thief / Dancer or similar

Monk could go to Samurai other than the weapons... Look up Japanese Warrior Monks, there are times in history where the two are very similar. The problem is that in this game Monk is H2H only. I'm looking forward to see how they will implement the historical type roles.
#30 Sep 10 2013 at 3:44 PM Rating: Excellent
Guru
Avatar
*****
11,159 posts
I see DRK pairing off Gladiator with PLD before I see RDM. Would certainly hope to see a line of fencing weaponry for a new base class, which in turn leaves room for Red Mage and Rune Fencer as support DPS and tank respectively.
____________________________
Violence good. Sexy bad. Yay America.
#31 Sep 10 2013 at 4:38 PM Rating: Good
18 posts
Blue Mage all the way!!
#32 Sep 10 2013 at 4:48 PM Rating: Decent
16 posts
Now I know it's all speculation, but I'm going to assume Time Mage will finally make its reappearance. Now I'm not sure what base class it will use, although it could be a new class all together, as well as, the sub it might even use.

<Possible Spoilers for those who haven't been to Coerthas?>


Reason being, after visiting Coerthas at the first camp at "First Dicasterial Observatorium of Aetherial and Astrological Phenomena" (I know, a mouth full), I was checking out the astrologist in the observatory and their hats caught my attention. Their cone shaped hats with gold stars embroidered the front. Sure, the bill of the cap is an extra addition but the cone alone is a signature outfit for a Time Mage. Another key point is that Time Mages are also knows as Space Mages or Dimensional Mages in Japan. Their spells like Comet and Meteor would explain. Now being Astrologists within the observatory, I would like to believe these guys would be the future job being owned by Ishgard. Now that I think about it, Astrologist as the class leading into the Time Mage job would make sense.

Oh and another point that popped in my head is the Twelve god, Althyk, the Keeper, is also known for the God of time and space. Sure, Ishgard is housed by Halone the Fury, but maybe the origin or the story of the Time Mage dates back to Althyk.

<End possible spoilers>

I've always wanted a Time Mage especially in FFXI, though it was understandable why it couldn't be added. Again, all speculations that is most likely feeding this "want" in me.
#33 Sep 10 2013 at 5:05 PM Rating: Excellent
*
239 posts
I just want a badass Warrior wielding 2 1-handed axes in a flurry of death and destruction. A kind of class where haste rules all and its kind of like monk, not spike damage but good damage over time type thing. Haste and crit chance........yes please.
#34 Sep 10 2013 at 5:16 PM Rating: Good
*
137 posts
Someone mentioned BST - *goes and whimpers in a corner* I miss my BST sooooo much .
Playing ARC, SMN and SCH just isn't the same.
I also miss DNC and NIN and BLU come to that.
I came to terms with RDM being totally ignored and trashed in XI,
but it has a special place in my heart as the first job I attempted to level.

BST and BLU share the fact that they both have to have a lot of knowledge about mob families,
but what starting class they could spring from I have no idea!
#35 Sep 10 2013 at 5:20 PM Rating: Excellent
*
197 posts
Existing extensions + new combos, building on the idea of jobs being XI-themed. Also working "around" the weapon-lock.

- PLD + THM sub = Dark Knight (M DPS). Yeah, I know. But it's historically thematic for FF. Tweak the enmity-enhancing attacks, pop a Souleater in there, and bam!
- MRD + LNC sub = Berserker (M DPS). This is a stretch, as most likely abilities are already doled out (mostly to LNC). Raw physical power, no defense ... still sounds a lot like DRG lol. More work needed.
- LNC + GLD/CNJ sub = Templar (Tank). Spear + Buckler Shield. Needs a lot of re-working of LNC abilities tho.
- PGL + ACH sub = Dancer (Support). PGL stances to work into buffing allies/debuffing target.
- ACH + Animist sub (see below) = Ranger/Hunter (R DPS). Some "wildswork" stuff for taming, hunting etc., plus EES and so on.
- CNJ + THM sub = Geomancer (R DPS). No brainer.
- THM + ??? = ???. Stuck on this. Time Mage does sound good, but working it into existing mechanics? And what sub?

Now, new combos.

Assassin (class, M DPS) - dual-wield daggers (PLEASE strip daggers from GLD!). High evasion, short-term invisibility, execute moves, bleeds/DoTs.
- ASN + LNC sub = THF (M DPS). Positional attacks, enmity management, TH etc.
- ASN + MRD sub = NIN (Tank - yeah I said it!). Ninjitsu for debuffs, shadows, boosted evasion.

Animist (class, Hybrid DPS) - 1H axe. "Nature" abilities, beast-calming & mimicry. Work to understand the animals of Eorzea.
- ANM + ACH sub = BST (Pet DPS). "Light side of ANM." Incorporating a pet without breaking the class is tough though. Call upon beasts for aid (short-term), pacify enemies out of special attacks.
- ANM + THM sub = BLU (Hybrid DPS). "Dark side of ANM." Forcibly control the beasts, stealing their essence. Forbidden techniques & all that. Use last move of mob, plus some learned spells of your own.

Musketeer (class, R DPS). Gun (duh!), extreme range. Snares, knockbacks & range control.
- MSK + THM sub = COR (Support/R DPS). Learn to use magic-infused bullets for status effects. Mostly debuffs, but 1 or 2 group buffs later in leveling.
- MSK + ??? = Grenadier (R DPS). Incorporate a grenade launcher into your gun. Bleeds + AoE attacks a'plenty!

Definite shortage of healers in my lists (I know) - struggling to identify possible options. Is a dark/drain-healer (heals from own pool, draws health from mob) viable? A battlemage, someone with auras of degeneration/restoration? Who knows?
#36 Sep 10 2013 at 5:27 PM Rating: Good
***
3,530 posts
Anything at all -≫ Some kind of support class

Seriously, give us a dedicated support class. I'm sick to death of Tank / Heal / DD!
#37 Sep 10 2013 at 5:29 PM Rating: Decent
*
137 posts
engage brain before posting - nothing to see here.

Edited, Sep 10th 2013 7:30pm by KissMyPixel
#38 Sep 10 2013 at 5:42 PM Rating: Good
*
110 posts
reptiletim wrote:
I haven't played FFXI in a long time, was THF's emnity tools ever used much? Last I knew they were just evasion tanks for Abyssea.

I think it'd be nice to have a class and job that can assist in managing emnity. Add some "sneaky" attack moves based on position and I see a need for THF in FFXIV. Hell we already have daggers!

Oh and I want Treasure Hunter dammit..


THF was fun and I second that... TREASURE HUNTER! The best damn trait ever!

...I would love BLU or something like it... it was truly fun to me to collect moves from mobs...

Edited, Sep 10th 2013 7:45pm by karumii
#39 Sep 11 2013 at 12:19 AM Rating: Good
**
589 posts
KissMyPixel wrote:
Someone mentioned BST - *goes and whimpers in a corner* I miss my BST sooooo much .


Upvote.

If they did introduce the Shepherd class that was in 1.0 then they could link to Beastmaster (Shepherd/Marauder) and Blue Mage (Shepherd/Summoner).

If (when?) they introduce a Blue Mage, I kinda hope they get the Apkulla move where to spew a whole fish at the mob you are fighting.

Edited, Sep 11th 2013 6:18am by SolomonGrundy
#40 Sep 11 2013 at 10:06 AM Rating: Good
***
3,530 posts
One of the problems with classes like Beastmaster (and Blue Mage, really) comes from the incredible ease of this game:

In FFXI Beastmaster was special because it was just you and Courier Carrie, otherwise alone on the inhospitable plains, whiling away hours and hours, fighting chimera and dhalmels, conscious every second that a few mistakes could cost you dearly.

In FFXI Blue Mage necessitated a hundred difficult manipulations of monsters, it required the player to control the very things that tried to kill you, and took you to places many players never saw to face monsters that most players never dared. You needed dedication and perseverance, and even some luck, just to make a good Blue Mage.

When or if these classes appear in FFXIV, I can tell you that they'll be made to fit in the omnipresent tank / healer / DD pigeonhole, reduced to a macro rotation, designed to be leveled to cap in auto-grouped instances over the course of a month.
#41 Sep 11 2013 at 11:02 AM Rating: Decent
*
109 posts
Take what is left and fill those out then go from there, there are still lots of 30/15 + weapon combination left that they could work with. There are 56 permutations alone. I am going to assume that Thief will be something like 30GLD/15PUG since GLD uses daggers and pugilist can give dual wield (from a lore perspective). Stuff like that.

30 Gladiator +
15 Marauder = ???
15 Lancer = ???
15 Archer = ???
15 Pugilist = ??? Thief (Daggers)
15 Conjurer = Paladin (1h Sword)
15 Thaumaturge = ???
15 Arcanist = ???

30 Marauder+
15 Gladiator = Warrior (Great Axe)
15 Lancer = ???
15 Archer = ???
15 Pugilist = ??? Ninja (1h Katana)
15 Conjurer = ???
15 Thaumaturge = Dark Knight (2h Scythe/Sword)
15 Arcanist = ???

30 Lancer +
15 Gladiator = ???
15 Marauder = Dragoon (spear)
15 Archer = ??? Samurai (2h Katana)
15 Pugilist = ???
15 Conjurer = ???
15 Thaumaturge = ???
15 Arcanist = ???

etc...

Dark Knight could be some combo of either 30 MRD or 30 LNC + 15 THM or 15 CNJ or 15 ACN and use 2h swords or scythes

Ranger could be 30 ARC + 15 ACN and be a pet class that uses crossbows or 1h bows or something and Beastmaster can be a melee class like 30 GLD + 15 ACN and use 1h Axes.

Ninja could be 30 PUG + 15 GLD or 15 MRD (if it is DPS focused) or 30 MRD + 15 PUG (if it is supposed to tank) and use 1h katana

Samurai could be 30 MRD + 15 LNC of 30 LNC + 15 ARC

Red Mage could be almost any 30 DoM + 15 DoW

If SE can find a way to shoehorn Bard as a mix of Archer and Pugilist with a Lancer optional class then they can come up with pretty much anything.

Edited, Sep 11th 2013 1:11pm by KingoGoodbomber
#42 Sep 11 2013 at 11:53 AM Rating: Good
***
2,214 posts
The classes I am waiting to see are:
Dagger class (e.g. Gambler) (Hopefully leads to thf)
Whip class (e.g. Sketch) lead to blue mage
Eastern sword (e.g. Spy) lead to Ninja
Great Sword (e.g. Barbarian) lead to Dark Knight
Gun (Musketeer) lead to Corsair (I swear the armor in the Musketeer guild is Corsair)
Gunsword (God only knows a name for this) leads to something cooler
Crossbow (e.g. hunter) leads to something like Scout (Mob analysis and weakness exploit type e.g. Scholar in ff3)
BIG FREAKING GUN SHIELDS (e.g. that really cool guy in that one cutscene...) Leads to, don't care, take my money!
Jet Power Staff (Former Arcanist in 1.0, would be nice to see something with it) leads to meh.

Job additions I would like to see would be:
Arc - > Rng
Con -> White Wizard/Sage
Thm -> Black Wizard/Geomancer
Mnk -> Master
Mrd -> Berserker
Gld -> Knight/Samurai
Lnc -> Ashigaru

It would be cool if there was an Eastern Expansion that added a class for Ninja, then added a job for each existing class that matched an eastern style/mythos. And do the same for other regions and such.
____________________________
http://na.finalfantasyxiv.com/lodestone/character/729735/
#43 Sep 11 2013 at 12:18 PM Rating: Decent
39 posts
someone mentioned it ealier in this thread, but the problem with most of these proposed jobs is that they involve the use of a new weapon. Right now, all jobs use the same weapon as their base class...even with the "precedent" of two jobs with arcanist.

They would either need to introduce a new mechanic to allow jobs to equip specialized weapons, or introduce new base classes.

Edited, Sep 11th 2013 2:19pm by Nichigogo
#44 Sep 11 2013 at 12:39 PM Rating: Good
*
109 posts
Assuming a lvl30/lvl15 requirement, there are already 56 permutations among the DoW/DoH classes, adding another base class would give them 72 permutations and adding two more bases classes (i.e. 10 total combat classes) would give them 90 permutations. This doesn't include any potential DoW/DoM + DoH/DoL combos. That means new skills, cross class abilities, etc. It seems like it would be a lot easier to just flesh out the jobs they already have the way Arcanist can choose between Summoner and Scholar. It would be much easier to Gladiators a second job before making a brand new base class. A thief from a Gladiator would already have 1h weapon skills/combos from GLD and could get stuff like steal, a Pugalist sub could add things like positional trick/sneak attack, a "sneak/stealth" form/stance, etc.

The bigger issue is weapons but there are still lots of those too. It makes sense to me for Thief to be a Gladiator job since Gladiator already uses daggers, Marauders and Lancers already use two handed weapons so other 2h jobs could be easily built of those and if need be just make their weapon types Scythes or 2h Buster Swords or Gunblades (e.g. Lancer/Archer). Archers use ranged weapons so could easily have a second job that uses guns (1h pistol for a pirate/corsair and 2h musket/rifle fusilier/musketeer/rifleman), crossbows, even bombs or flamethrowers like a GW2 engineer (say an ACR/THM ranged AOE firebomb class combo).

Like I said, if SE can pull a "Bard" out of Archer/Pugilist then it can pull anything out of the hat and find a way to rationalize/justify it.

Edited, Sep 11th 2013 2:41pm by KingoGoodbomber
#45 Sep 11 2013 at 1:43 PM Rating: Good
***
3,530 posts
KingoGoodbomber wrote:
Like I said, if SE can pull a "Bard" out of Archer/Pugilist then it can pull anything out of the hat and find a way to rationalize/justify it.


This.

Oh, and in that case I'll call it now: Fisher + Thaumaturge = Mime
#46 Sep 11 2013 at 2:34 PM Rating: Good
**
425 posts
MitArgento wrote:

CNJ+ ACN = Time Mage

Edited, Sep 10th 2013 4:29pm by MitArgento

That would be one job that would pry me from PUG/MNK.
#47 Sep 11 2013 at 2:48 PM Rating: Excellent
Guru
Avatar
*****
11,159 posts
I feel like people hoping for BLU will be disappointed based on the fact that job tends to thrive on a myriad of enemy skills learned. While this isn't impossible for SE to do in XIV, the ******* will probably be limited and you'll probably have a number of mob abilities people will want, but simply never get due to mix a of balance and UI restraints. It's at this point where I look at Blue Mage and Mime as similar, but different jobs, with Mime generally functioning more on what party members or their targets do and probably being the more realistic choice for the game. So, say you're fighting an ahriman and it does Eyes On Me, the mime can parrot it if they trigger some ability within, say, 5 seconds. Independently they wouldn't be able to cast EOM like you'd expect of a BLU, so in effect, the Mime would be bringing different tools to each fight.
____________________________
Violence good. Sexy bad. Yay America.
#48 Sep 11 2013 at 2:53 PM Rating: Excellent
***
1,166 posts
KingoGoodbomber wrote:

Like I said, if SE can pull a "Bard"out of Archer/Pugilist then it can pull anything out of the hat and find a way to rationalize/justify it. [/sm][/i]


actually SE didn't intend Bard to be Archer/Pugilist, the players forced the change on them. Bard was originally released as Archer/Conjurer(exactly what you would expect) But large chunks of the playerbase saw access to cure, and abilities that lower DPS and tried to pull a FFXI Summoner and turn a support/DD into a support/heal. Our current development team saw this and decided the best way to nip that would be to remove its curing ability entirely. hence no more /CNJ, hello /PUG

The better argument is that a Black Mage needs to train as an Archer for some incredibly unknown reason. Particularly since they got access to ACN abilities anyway

back on topic. reading this thread I'm seeing a great deal of requests that seem to be more for a name/look than any though about how it could actually fit in the game, or people wanting one or two skills, and instead saying they want an entire class

SE might have written themselves into a corner, basic party size of 4 people doesn't really allow for much expansion, They can't really just implement a support role without making it stupidly powerful, since it would have to effectively boost one DD to nearly the damage of 2. Without the ability to add Support as a role, 95% of existing FF classes would fall into the DD role, or be changed by such a large amount as to invalidate even being called by that name (think FFXI ninja)

with all that said, wild speculation is fun so...
(class > job)
Rogue > Thief(/PUG) + Dancer(/ACN or /CNJ)
Gld > Red Mage(/THM or /ACN)
Mrd > Drk(/THM, level 30 spell/skill is a buff that counters Mrd enmity boosts)
name-i-cant-think-of > Ninja(/ARC for dd, /MRD for a tank) + Samurai(/LNC)
Alchemist > Medic*(/CNJ) + Geomancer(/ACN)
Leatherworker* > BEASTMASTER!!!!

*renamed Chemist to avoid potential confusion

I'd like to see ranger or marksman (in my head those are the same job), but without a nerf to the archer classes damage, boosting it further with a pure DD job might be a bit broken, It would be archer paired w/ that new rogue class above to make a ranger

Side note: The weapon issue isn't one at all, there are currently in game JOB specific weapons even beyond the special cases that are relics, as long as a new job still has the ability to use the old jobs weapon, and have it make sense, there's nothing software wise that prevents new weapon types for new jobs. Branching a Scythe preferring DRK off of MRD, or a (great) katana using Samurai off Lancer is possible with the current code.

Edited, Sep 11th 2013 4:55pm by sscearcev
#49 Sep 11 2013 at 8:10 PM Rating: Good
27 posts
I think musketeer will be its own base class and have jobs spawning from that. There's already a musketeer guild.

Thancred from the main story is also similar to a thief with his daggers and evasive maneuvers. But since daggers are with gladiators, I can see them adding a new weapon class for ninjas and thieves... Maybe kukri's?

I don't think samurai will come from dragoon because its already a dd job. Unless they make samurai a tank from the dragoon tree and change weapons. Samurai need katanas or there's gonna be some nerd raging going on.

I just wish they do something about the gunblades which are in game... Please make a class that uses gunblades!

#50 Sep 11 2013 at 8:15 PM Rating: Decent
Umm, LNC > Dragoon / Chocobo Knight.

Just sayin.
#51 Sep 11 2013 at 8:39 PM Rating: Excellent
*
154 posts
reptiletim wrote:
SolomonGrundy wrote:
Puppermaster: Pugilist plus Goldsmith :-)


Alchemist + Conjurer = Chemist?

I like the idea of including the crafting classes into the equation, but I wonder about advanced jobs for the crafting and gathering classes?

Carpenter + Botonist = Lumberjack!

or something...


I would like to see a few crafting classes get advanced jobs. Something like Blacksmith and Alchemist producing Engineer. Magitek is in the game. Make it happen.
My first class in FFXI was THF, and creating another base class that leads to this would be nice as well.

Edited, Sep 11th 2013 10:40pm by PhrozenFFXI
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 257 All times are in CST
Anonymous Guests (257)