CORSAIR as FFXIV New Job: Concept and Lore



Could Corsair be a new FF14 job? Quazii explores the concept, in reaction to the FFXIV community request.

𝗦𝘂𝗯𝘀𝗰𝗿𝗶𝗯𝗲 𝘁𝗼 𝗗𝗔𝗜𝗟𝗬 𝗰𝗼𝗻𝘁𝗲𝗻𝘁 ► https://bit.ly/2CqMeRg
𝗪𝗮𝘁𝗰𝗵 𝗺𝘆 𝗟𝗜𝗩𝗘𝗦𝗧𝗥𝗘𝗔𝗠 ► https://www.twitch.tv/imquazii
𝗦𝘂𝗽𝗽𝗼𝗿𝘁 𝗼𝗻 𝗣𝗮𝘁𝗿𝗲𝗼𝗻 ► https://www.patreon.com/quazii

𝐒𝐎𝐂𝐈𝐀𝐋𝐒
🐦 Twitter: https://twitter.com/imquazii
💬 Community Discord: https://discord.gg/vhQHT9c
📷 Instagram: https://www.instagram.com/imquazii/

#ffxiv #finalfantasyxiv #ff14

0:00 Intro to the Corsair (COR)
0:56 Inspirations for Corsair Concept
2:30 How FFXIV Lore For Corsair Will Work
6:19 The Corsair Job Crystal and Design
8:15 How Is The Corsair Played?
11:28 Rotation and Job Gauge Management

AWESOME COLLABORATORS:
Sharlayan Forum (Chris): https://www.youtube.com/channel/UCYAv8lmGlMqAKt78gECs7oQ
Ari: @arikatten_art on Twitter
Raelaveire: https://www.youtube.com/c/Raelaveire

source

47 thoughts on “CORSAIR as FFXIV New Job: Concept and Lore”

  1. I don’t know about Corsair in FFXIV because we already have Bard/Dancer for buffs and Machinst for ranged dps. So, Corsair seems out of rotation. What I’d love to see is Puppetmaster in FFXIV because Automaton Oil/Attachments can be something optional for crafters to make Gil. With that being said, there aren’t many pet classes in game, we only have a Summoner’s pets and Scholar’s pet (doesn’t really count). Puppetmaster would make sense in FFXIV and would be so amazing to see.

    Reply
  2. Ohhh YES QUAZI GIVE IT TO ME BABY, red mage should get a gun sword like CAPTAIN Harlock.
    Corsair= pistols + BOMB throwing ohhh yesss BOOM BOOM BOOM YES- Blade and Pistol yess….. I got too excited excuse me quazi I have to go clean up now. …..
    Let the crystal be a wave shape with 6 holes in it

    Reply
  3. The dice mechanic looks really fun, love it.

    The overall gameplay looks too similar to RDM (ranged with a melee phase) and Dancer (procs within procs) and steps on Machinist's toes with the gun. As others have said I think melee might be more fitting with a good number of ranged abilities like a reverse RDM – pirates primarily used cutlass swords since guns were unreliable (especially out on the water) with a limited number of shots and swords have more utility. If gunshots are the strongest abilities of Corsairs then that unreliability would be represented by dice roll buffs, fits well imo.

    With rng dice rolls being a core mechanic I don't like the proc-based gameplay loop, that's a lot of rng to worry about. Especially if the job is ranged physical which already has two proc-based jobs. I imagine this job would be scrappy and do whatever it takes to win, what kind of gameplay loop would fit that? Maybe positionals for cheap shots, or abilities that change based on range. There's no environment to use unfortunately, maybe it could make one 🤔 producing objects around an arena it can interact with in different ways? Like exploding powder kegs or things to throw or… oranges to fend off scurvy (heal), idk. 🤷

    Reply
  4. I personally think that as cool as this job is, aesthetically its too close to Red mage and seeing as machinist is already a gun job. I don't think this one would be wise to include at this time. Something that differs itself from the rest more sharply would be best.

    Reply
  5. Point of order: the Musketeer Guild has been around since 1.0 not ARR.
    I like the idea of some kind of pirate job, but "hexa gun" and dice rolling is take it or leave it for me.
    If I go pirate I want a pistol and a cutlass. We could go with a couple of pistols for longer time at range. There are ways to differentiate it from Red Mage, but doing so is probably the challenge.

    Reply
  6. Great video! Only thing I don't like is how the RNG is designed, people already complain about RNG enough lol.

    If there needs to be RNG it should be like Astro card where it will give X role a 5% buff but if used on Y role it gets 3%, never a downside but still optimal plays.

    The rotation with powder keg and grappling hook sounds awesome!!

    Looking forward to more videos like this, especially one on Green Mage in the future! We need more nature based classes (though I guess geomancer sorta fits that too lol) 😀

    Reply
  7. I love the Corsair, but not sure how such a variable gambling class would be balanced, especially considering SE seems to be trying to limit the variables. They're even changing Ast so card drawing is more consistent.

    Reply
  8. The problem with this job is that it's fundamentally too similar to Machinist. This is intensified by the fact that Machinist has been in a bad way for most of it's life in FFXIV so the idea that a better version of it would be added to the game instead of fixing the one we already have just isn't going to work. I also just can't see SE added another gun-wielding job to the game when they already have Machinist and to a lesser degree Gunbreaker, especially when they're supposed to sit in the same role.

    Reply
  9. As a former XI player, I'd suggest a modification in that using a specific Dice type should give 1-6 stacks instead of 1-11 as it would be more in-line with XI's system. Such brings more strategy to when to whether to Hit or Stay, where-as a roll of up to 11 would likely only be used once if a player hits 6 or more stacks.

    Many Corsairs in XI might say "I have 7 stacks. I've got a 4/6 chance to be fine" but if you had the same situation with the suggested amount, someone would be more like "I have 7, so I've only a 4/11 chance to be fine".

    Plus, then it feels less like the player was being TOO greedy. I'd also say to tap in a system like NIN's Ninjutsu where rolling the same Dice procs a very low CD and therefore making it viable for the fast-paced combat.

    The only addition I can think of would be their "ultimate", Wild Card, in which allows for any Dice to be rolled in the duration AND doesn't remove other Dice stacks, thus allowing for potentially all three buffs at once if your rolls are lucky – of course, pushing that luck could end up with the person having 10, 6, and 1 only for the buff to wear out… …just before they hit the 1-stack Dice again and get screwed for their greed.

    Reply
  10. The way these are going I would honestly enjoy the idea of instead "new" classes simply having alternate paths for classes already in the game and tethering them with their counterparts so they progress simultaneously. It's already been done, with Summoner and Scholar. A class like Corsair can be an alternative path connected to Machinist. This would give us something more akin to WoW's talent trees, but with less variables that cause an imbalance. So for example, you could have Dark Knight (Tank) and Berserker (DPS) based off the final boss in the Heroes Gauntlet duty. Or Paladin (Tank) and Rune Knight (DPS). There are plenty of ways I can see them create deviations from already established classes to serve as new classes.

    Reply
  11. yo hopefully these job concept videos is def one way to get some eyes from SE. so that not only they see communities excitement for new possible things to come, but also that they themselves might possibly reassure concepts already in waiting for possible future use and what not.

    Reply
  12. I Love your videos man this one is a great concept

    I hope you can support my opinion.

    The balance of the game needs to be reconsidered. let's not forget, we are on ending content, the main story is over, open to new possibilities. Allow jobs to be broken, to provide more party utility, buffs, and sense according to their lores.

    I love Dragoons, Summoners, and Black Mage, I love Samurai and MAchinist

    Make the tank's damage the same and big according to the content, it's okay to break them a bit, give the dark knight a healing ability as all other tanks do.

    Dragoon should have their damage balance with reaper and samurai, okay samurai can deal a bit more damage, but you can for example add a party utility ability that does the same as the kaiten ability did but with all the party members.

    Dragoon for me is great just balance it more with samurai, and also reaper the same.

    Allow dragoon maybe, to summon a dragon partner that also deals damage, that is part of the lore of dragoons

    Summoner, I think summoner needs more summons inside the rotation that it has, and to be more accordingly to the lore, you can add on the three-way rotation LEviathan, Ramuh, and shiva, and arcane summon could be odin, and you can change the LB to be a bahamut flare, such as it was on the coils, to make it better, increase the damage of all casters to be as close to melee, the same as to range, and allow to carbuncle has more present on the damage rotation, for example, make it auto attack, according to the player action, as for If you cast Ruin it cast a single damage spell that can go accordingly to the summon you did, for example ifrit, carbuncle does primal fire as the single target attack, if it is the aoe version allow carbuncle to do an Aoe version attack of ifrit, and so on, that will make summoner awesome, also, allow for the healing ability of summoner to be at least as a red mage, that is significant, because it stops working at level 25, and you use it no more, that will be a great way to correct that.

    As for black mage, allow for lay lines to be a party buff that increases casting speed, for all players the same amount of time as it does and not a standstill ability, and also that increase speed of movement and maybe critical hit for 5 % that way Black mage will have utility not only on its damage, also add a healing ability that heals it overtime such as regen do, that could be great on it

    As for machinists, well the same all DPS should have their damage balance to be close to each other enough to be playable on all content, simple as that.

    MAchinist needs a party buff, it already has a party defense ability, but remember, it is the physical damage dealer of range it needs to have a critical hit buff for all the parties for at least 5%

    Make it new, make it broken, we are on the ending content

    This is my humble opinion on making some classes good again.

    I know there are more people that know more than me, I hope they support this opinion and add more.

    Thank you.

    Reply
  13. Love this idea and would definitely play a job like this! Would be cool if the Grappling Hook could work on allies as well, not to move them, but to move yourself out of the way of bad stuff by pulling yourself to your friends. Kind of a reverse to the healers one where they move someone to them.

    Excited to see future job ideas!

    Reply
  14. I would love to see next dps job is a puppet master class 👏 like make your puppet do awesome skills just think like sasori from shippuden aka naruto ya ik ppl might say it's just a pet class but if u think about a puppet looking all badass doing skills we never seen a pet class is like summoner but hmm lol I just want to see a puppet master class 😉

    Reply
  15. Brand new to FFXIV and I gotta say, I hope they implement something like this into the game, seems like a very fun concept with a lot of risk reward type of gameplay. Quazii my dude, you are the MAN! Been following you since the wow days, and I'm glad to learn about FFXIV from you. Take care brotha

    Reply
  16. These are my suggestions from the last video. ill be making another one with more concepts, because i have a ton haha.

    Necromancer/Void Mage (NRO/VDM) The same job concept, with two themes in case Necromancer winds up being a no no still for Yoshi P. Void Mage can just flavor the abilities into void energies instead of poisons and disease.
    Lore If Necromancer, we discover lost tomes from Sildih (spelling may be off), the sister country to Uldah before their great war broke them apart. This tome would detail how to use necromancy without enslaving the souls of the dead. While morally questionable on how it was obtained, a researcher found out how to so it before they died. Some have already studied the tome and is using it for nefarious means and the only way to slow it down is to use the same magic to slow the tide, creating a guild, and job, that is made out if uneasy necessity.
    Sample Skills Mainly focused on damage over time effects, the first 3 spells a Necromancer/Void Mage would use a 1.5 cast DoT, one Ogcd DoT, and one instant cast DoT, resulting in 3 DoTs in 2 GCDs. Then your other skills gain bonus damage for each of these DoTs on the enemy. One skill may refresh the duration of DoTs (like tri disaster for old SMN), but be on a long enough CD to do it for one of like 3 refreshes needed for the class.
    Job Gadge DoT generates Agony/Emptiness (Same thing, different theme) which is used to summon minions, which is the ither gauge. A skeleton/Imp for a free summon, Zombie/Evil Eye for a dot based summon, and Banshee/Atmos for channeled aoe damage. Each has a unique skill you can use while its out, giving pet management as part of its core. The minions are temporary, which the minion tracker shows how much time is left.
    LB3 If Necromancer, Lord of Death forms black flames around the target area before summoning a giant skull from the ground, which rises up and viciously chomps on all foes within it. If Void Mage, Absolute Desolation instead creares a black puddle that begins to bubble up and release a flurry of black spear-like projectiles to impale foes before evaporating into darkness.

    Psychic A unique caster discovered by the students in Sharlayan, with the aid of alchemists from Thavnir, this is a caster that has tapped into some of the uses for Dynamis/Akasha for a different style of play. It mainly focuses on psychic blasts and construct style abilities visually and shifts between two "states" over time.
    Lore As mentioned above, discovered by the Students and Alchemists, this class would be a result of hard work and could be a class for Krile if need be. With a focus in Dynamis, it coukd go into detail that this is a different form of use than the ones we use for limit breaks, a more controlled method while Limit Breaks is a surge of emotion we simply cannot force.
    Sample Skills (Read the Job Gauge for full understanding) Ill use fewer skills to explain thsi time. A basic Psychic Bolt ability could work as a filler, with Domination giving the foe a debuff that makes them take more from Akasha Sphere. With Subjegation, it instead speeds up the charges on Mind Spears. Akasha Sphere is a cooldown GCD that deals high damage. CD refreshed when "state" changes. Mind Spears is an oGCD that gains up to 3 charges. It Uses all charges at once, so gaining thtee then firing is max damage. This encourages two "stances" that cannot be fully controlled and lead to different styles of play.
    Job Gauge Mind State could be one of two forms: Domination and Subjegation. Domination focused on raw damage numbers while subjegation focuses more on cooldowns and utility. These shift every 20 or so seconds in battle. Out of battle, itll go to one stste then pause itself until battle starts again. Each time a State Shift happens, you gain a stack of the Mind's Eye. 3 stacks of Mind's Eye is used for the skill, Unlock Mind, which grants the benefits of both states for the next 20 swconds. Once it ends, it does add one stack of Mind's Eye.
    LB3 Collective Hopelessness takes a page from Redacted and creates a zone of lifelessness within before recreating various world-end traumas in the area before closing the glimpse into despair. As a bonus, this could have 5 different versions that play out randomly, implying that the Psychic is tapping into the part of dynamis they cant fully control to use this.

    Blitzkrieg A ball using ranged dps focused on faster attacks and rushing down foes. Effectively the "fast GCD" of ranged DPS.
    Lore Introduced with the inclusion of the game for the Gold Saucer, the Blitzkrieg is a team of players focused on maintaining peace and fairness, having to learn an unusual style of combat to enforce the rules even in the middle of playing ball. Uniquely could be unlocked in the gold saucer, making it a first for the game.
    Sample Skills To emphasize the talent needed for these atheletes, they can have a 4 part single target combo, with oGCDs to weave in often. A fast movement skill, like the Ninja's Teleport, to let them move very fast in short bursts of time.
    Job Gauge Hype Meter, a buff actived with the Psyche Up! OGCD, giving it 30 seconds of lowering the gcd and attack delay by 20%. Can get up to 60 seconds BUT has a catch if over capped, becomes hyper for more benefits, but inabikity to refill Hype and burning the buff in 10 seconds. After, for 10 more seconds, become Exhausted and unable to cast Psyche Up! Going Hyoer is good for bursts and before the boss becomes untargetable, but adds vital management otherwise.
    LB3 World's Best Play has the Blitzkrieg hype up an unseen crowd which screams in admiration, before throwing a volley of Blitzballs. The Blitzkrieg punches and kick the balls in a line, embedding them into the ground, before doing a Jecht Shot, which grinds on the ground and causes the other balls to explode before coming back in the Blitzkrieg's hand, who is show boating ti the crowd before turning back to see their foe.

    Time Battlemage oddly, another ranged DPS that uses time magic to aid its attacks. Has a unique Sniper style of play.
    Lore After discovering the lost art of time magic, a group of warriors strive to learn how to use it in modern day. They discover the use of Chrono Crossbows, a weapon that fires bolts and helos channel magic through it. Discovering a threat of creatures that can use Time Magic to threaten the world, the group must discover how to stop them.
    sample Abilities a trait that allows movement while casting, giving a similar feel as a LB Bard moving with Power Shot in PVP. A 2 hit combo that has oGCDs to aid in damage, mostly tied to the job gauge. Also, a skill to set a spot that the TBM can teleport to.
    job Gauge Timetorn Bolts, used for many oGCDs and gained through the combos and some CD skills. Managing the Bolts is key. The Chrono Trigger (Reference) uses a Trigger to switch between three states for burst damage (Power for harder hits, speed for faster movement and casts, Time for extra bolt generation) which has their own Singke Taget Blast and AoE Burst. The buffs will be short enough to not be able to have a Trigger on at all times.
    LB3 Astroid Belt! Focuses on tearing opem a pair of portals into space, releasing a line of small astroids that tear up the space inbetween before firing a bolt to close both portals before the TbM loses control.

    (Other comment will have my ideas for tanks and healers)

    Reply
  17. Unpopular take: They need to take the Mechanic features (Drill, Bio, Drill, Sawblades, Rook Robot, etc) from Machinist and make it a full Gunner Class, give it more attacks with Guns and give it a Roll ability for more Maneuverability, so they can add maybe the Mechanist with a "Swiss Army Knife" kind of weapon like Gippal in FF10-2, that basically has a tons of weapons and robots, maybe give him a Hammer or Saw as a main weapon and like a Tool Box for the off hand.

    Reply
  18. If they add Cor they need to make Mch really a selfish DPS and Cor the buff side of that coin, Like SMN and SCH they can share weapon type. I don't think they will add dice, look at Astro people don't like the randomness and in todays 2min burst windows rolling low will be seen as a bad thing.

    Reply
  19. theres definitely a gap to fill in terms of a job flavor for anyone who likes themes of piracy, swashbuckling, or seafaring. and even tho the machinist uses a gun its job fantasy is very distinct and closer to a gadgeteer – only the sky pirates ever come close.

    loved COR in FFXI. even watching/hearing their phantom rolls go off is massively satisfying. i personally enjoy that luck is a significant factor in the rolls but i have doubts if SE will ever put something like that in XIV again especially after how they completely reworked AST card system (which i also loved).

    the job abilities will need to be balanced in such a way that the variance in DPS based off the luck component cannot be that big, because unreliable buffs will fail spectacularly in the raid setting. either that or the good / lucky rolls will need to provide some kind of bonus that isn't primarily centered around damage output.

    Reply
  20. Some more ideas for classes, this one focused on the roles of Tanks and Healers.

    *Shaper/Berserker (SPR/BKR)* For ease of reference, ill say its Shaper. Berserker can be an alternative name, but they have the exact same concept. Shapers use special arts to connect to animalistic spirits, or more accurately their aether, in order to use the animal's powers and abilities as their own. They will be shifting between three stances, creating a unique "stance dancing" tank.
    *Lore* Discovered from on of the distant, mostly unexplored lands of Etherys, a shamanistic people who use aether to commune with animals are discovered. these people use the spirits in order to defend their lands and the help the spirits rest in peace, fighting off those who would disturb them and stop aggressive spirits from harming the living. While very stern about strangers, they open up if they pass the Test of Spirits, a ritual that has the animal spirits judge the worthiness of one to become a shaper. Weapon: Claws
    *Base Skills/Traits* A vital trait to keep in mind: Animal Companion. When using Adamantoise Essence, Iron Giant Essence, or Behemoth Essence, gain half the benefit of the other two Essences. in addition, you cand use it on an ally and they gain an additional effect of 10% more damage reduction (this acts as the tank job's version of TBN or Nascent Flash, etc). To shake up its damage, it has a Combo of Wild Claw, Feral Claw, then Primal Claw. Upon executing Primal Claw, gain a stack of Savagery. you get 3 stacks of Savagery to use Savage Bite, a huge damage GCD that gains bonuses based on current Essence. For the leap, Pounce causes the Shaper to jump up high and slash downwards like a panther on its prey. its Invul skil, uniquely, has a lower duration (6 or 8 seconds), because its effect is to convert half of all damage they would have taken into healing. This makes the shaper flirt with death then prove they are the true alpha but shrugging off the weaker enemy's attacks!
    *Job Gauge* The Essence Gauge keeps track of the three Essence moves (or stances), which each last 30 seconds and have a 85 second Cd (to allow 5 seconds of extra space for mistakes). these are OGCDs and interact with two skills: Essence Aggression and Essence Tenacity, which transform based on the currently active Essence. these skills can be used once when you activate a new essence. Adamantoise Essence shields the Shaper or their target for 6% of the Shaper's max health (only 3% on other essences) refreshing (but not stacking) every 6 seconds. This helps manage chip damage a lot, and gives access to Spiked Shell and Withdrawn Guard. Spiked Shell is an oGCD aoe damage burst around the Shaper, and the Withdraen Guard gives a large 15% max health barrier on them or their target, to prevent a lot of damage. Iron Giant Essence grants the SPR or their target 10% damage reduction (5% for other Essences) and grants access to Giant Blade and Giant Armor. Giant Blade is a single target oGCD with moderate damage that buffs Giant Armor's effect by 50% after. Giant Armor is an oGCD that gains an additional 10% damage reduction on target ally or self for 6 seconds and buffs next Giant Blade damage by 50%. (you pick one to use, second wilk be stronger. offense or defense? depends!). Using Behemoth Essence causes a cure potency of 300 for single target, 150 for AoEs, to be added to all attacks (150 ST, 75 AoE for other essence activation) and enables access to Goring Horn and Kingly Dominance. Goring Horn is a GCD that does minor initial damage, but a strong potency bleed for 9 seconds. the bleed heals the SPR for the same amount. Kingly Dominance is pretty straight forward, as its just a very strong initial heal to the SPR.
    *LB3* One True Alpha: The SPR begins to channel the spirits of the animals for thwir blessing, causing a bunch of animal spirits to appear around them and let out various animal noises as they bless the party, granting their protection. during this, a very kight blue shimmer will fill the battle field.
    *Looks* Very primal, even down to caveman-esqe, with lots of fur and a focus on clothes made from animals or monsters, rather than modern day steel or leather. the Job stone could be circular with jagged points to represent a Lion Mane, with a cat-eye in the center. Represents Pride, Wild Spirits, and Nature.

    *Green Mage (GRM)* Surprise! this one may seem odd as a tank (it literally has 'mage" in the name!) but hear me out. FF has often made Green Mages a form of debuff/buff specialist, usually giving a mace or hammer as a weapon since their magic stat doesnt matter much. This theme qould focus on them using magic to enhance their use of their hammer and their defenses, creating a sort of Juggernaut Mage style tank that uses some casts to enchant their equipment and using those enchantments to reduce how often they need to cast.
    *Lore* This one, i admit, is rough. I was thinking Green Mages could be part of one of the reflections, acting as a vanguard for the world, and being a common sight as travelling peacekeepers. One would cross into the source and offer their talents, taking in the WoL upon seeing their good spirit. Afterall, to spread peace and protect others is their goal, afterall. Uses the Warhammer.
    *Base Skills/Traits* For an important trait, we have Ebb and Flow. whenever you hard cast a spell, you gain some Runic Charge (Job Gauge, max 5) from it. In addition, the cast time of spells are reduced by 15% per stack of Runic Charge you have. After using Runic Charges, increase the potency of the next spell and lower their Cooldowns. Lastly, when casting, take 15% less damage (to replace the lack of ability to parry). The 1 2 3 is simple enough, Starting with Hammer Swipe, into Falling Hammer, then ending with a quick spell from the runes on ths hammer, causing Break Zone to form on the foe to hit them with the energy. For aoes, you can Hammer spin, then use a spell, Green Echo, to have an illusion of yourself donthe same in the opposite direction. Two important abilities is Illusion Dagger, a semi ranged CD cast of 1.5 seconds with a 30 second CD. this helps gain aggro, but also gain stacks of Runic Charge. Instead, Illusion Bomb can be used and shares a CD with Illusion Arrow, causing an AOE to appear on the target foe. this is the same deal, but for aoe! You may also finish your 1 2 3 for one charge, and may have some other skills to gain a full charge instantly.
    *Job Gauge* Runic Charge and Ancient Strength work together to complete the movement and transition from Mage to Tank. When you gain Runic Charges, you are fueling your spender, Titanic Clap. This causes high potency to the main target and reduced damage to those nearby. this actually has a 2.5 second cast, lowered by .5 per charge (so instant when full) and if executed with max stacks, gives you up to 20 seconds off the CD of Illusion Arrow and Illusion Bomb. When executing Titanic Clap, you generate Ancient Strength. This acts as a buff for that allow access to fabled empowered spells, such as Ancient Spear and Ancient Flail (ST and AoE) with a static cast time of .75 seconds, a recast of 1.5 seconds, and can be used up to 3 times per cast of Titanic Clap. You can stack up to 6 casts of these at once.
    *LB3* Greater Rune of Protection: The GRM begins to cast a powerful rune on the ground. on completion, it willcshow on the floor and shine bright green before light sprouts upward and into the center, forming a large green shield for the team.
    *Looks* The GRM has a general look of thick robes with chainmail under, looking typically regal but ready to battle, not wholy unlike the Ishgard Knights. They like green, but also tend to have shades of brown, tan, and white in their designs as well. their Job Stone is that of a hammer head without the handle, the slight ridges on each end, with the center being a simple rune that means "Peace". This represents Strength, Honor, and Protection.

    (rest in reply, getting error)

    Reply
  21. There's so many jobs in XIV already that aren't currently playable. Corsair, Beastmaster, Berserker, Geomancer, and Mime to name a few off the top of my head. Would be great to see pretty much any of the ones with already established lore or characters.

    Reply
  22. I like the idea of Chaos and Cheat Dice, but not so certain about Fighter Dice. Maybe it could still work in the current setting, but with the addition of weaponskills like that share the 2.5 GCD recast but has a long cooldowns such as Gunbreaker's Sonic Break, Gnashing Fang (and by extension, the following combo) and Double Down that are reduced by skill speed; these buffs could throw off people's rotations with how nicely abilities are meant to line up nowadays.

    Astrologian's Arrow card under the old card system gave a speed and reduced gcd buff (plus they could extend duration, increase potency, or partywide spread card buffs), but iirc weaponskills or spells affected by skill/spell speed like the ones mentioned above didn't exist yet.

    Reply
  23. I love the idea of high risk high reward, but it's clear they don't want it in the game after Heavensward. If it was something SE wanted, we would still have Dark Knight in the game instead of Dark Warrior.

    Reply
  24. I think it's worth pointing out that, had the devs stuck to the class-into-job system, musketeers would have become machinists. It's also worth mentioning that marauders double as our "pirate" class. Finally, "dice" is the plural, and "die" is the singular. "Dices" is not a word.

    For Phantom Rolls, I wouldn't stick to 11 as the top number. Make it 14. Also, the "does less damage" Bust penalty should only apply to the corsair and not the entire party. Otherwise, corsair will never be brought for raids due to the fear of failing to get past the enrage, which is still a possibility even then. Maybe make the penalty related to the die, like Cheat Dice Bust reducing the HP the corsair gets back from healing actions. I'm also wondering when you'd want to use anything that isn't Chaos Dice. Cheat Dice might be good for downtime, however, Fighter Dice just seem bad. It's the AST card argument all over again.

    Instead of the PG idea you have, I'd add charges for elemental shots. In FINAL FANTASY XI, corsairs used up cards for job ability attacks like Water Shot, which would make the target more vulnerable to that element and its status effects, like poison being associated with water. In FINAL FANTASY XIV, you could do the same thing to improve a Disciple of Magic's potency against that target, such as using Fire Shot to make the black mage's fire-aspected spells and the red mage's Verflare and Verfire hit harder, not to mention the dragoon's Dragonfire Dive and Starfall. Water Shot could be a DoT instead, "poisoning" the foe with a unique debuff due to the immunity to standard poison most bosses have and to help deal with the lack of water-aspected attacks on other jobs. Light Shot and Dark Shot could be for unaspected magic damage and physical damage instead of checking for elements or types of physical damage.

    Reply

Leave a Comment