FFXIV 7.0 New Jobs Roundtable with @The Eorzean Archives



Let’s speculate on what new jobs will be coming with Final Fantasy XIV 7.0 based off of what Yoshi-P has already said and the game has hinted at. https://eorzeanarchives.com/ Full Podcast: https://youtu.be/2xEoxvhatzg @Ginger JRPG Gaming
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27 thoughts on “FFXIV 7.0 New Jobs Roundtable with @The Eorzean Archives”

  1. I really want to see Gaia's hammer class in the future. A magical melee that shares scouting gear (obviously because she's the dark version of Ryne). Kinda like a reverse red mage; build resources with melee and then use a cast combo

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  2. Necromancer (https://finalfantasy.fandom.com/wiki/Necromancer_(Final_Fantasy_V_job)

    Ability Job level AP required Type Innate Description Spells

    Oath 1 15 Command No Call forth a demon. N/A

    Dark Arts (1) 2 30 Command Yes Call upon evil forces to perform Dark Arts. Drain Touch, Dark Haze

    Dark Arts (2) 3 45 Command Yes Call upon evil forces to perform Dark Arts. Deep Freeze, Evil Mist

    Dark Arts (3) 4 60 Command Yes Call upon evil forces to perform Dark Arts. Meltdown, Hellwind

    Dark Arts (4) 5 100 Command Yes Call upon evil forces to perform Dark Arts. Chaos Drive, Curse

    Dark Arts (5) 6 200 Command Yes Call upon evil forces to perform Dark Arts. Dark Flare, Doomsday

    Undead 7 300 Command Yes Become Undead. Take damage from recovery items or magic. N/A

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  3. I'd love a new magic DPS, tbh.
    Or even a new healer (even though we just got one).

    Tbh, I just wish Scholar would go back to how it worked in FFXI. With the balancing of two grimoires/schools of magic.
    (And no, I don't count RDM because that's nothing like it) :C

    I would also love to see a Necromancer (no, Reaper is not a necromancer) that uses an enchanted skull or orb as their job armament.

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  4. The problem the devs have created for themselves is that with each class/job being locked to a weapon/weapon type, it massively cuts down on what they’re able to add
    As a more notable example, WAR covers basically every two-handed weapon with a large head—that includes hammers
    But if we ever got a job that only uses hammers, that means they’re restricted to just the possible ways one can fashion a hammer
    DRG covers every kind of polearm (long stick with blade at the end) though it’s more designed for spears, but that means any future class with such a weapon is forced into a single kind of weapon within the polearm category
    As for what we haven’t seen yet, in any capacity, may I suggest a greatshield tank (as in the shield is the weapon), a twinblade or bo staff melee, a harpoon gun or anchor-slinging ranged, and a puppeteer (reaper really opened my eyes on the potential for this one) or void mage caster (with the newfound focus on the thirteenth, and recently reaper letting us play with voidsent, who’s to say we couldn’t harness spooky darkness magic)
    Could even have an anchor-slinging melee if you wanna get creative, though I’m looking at what they could do for a second scouting to end the six

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  5. I feel like if FFXIV decides to create a Corsair they should have them use duel flintlock pistols, and a short sword. I could imagine the combat utilizing dashing angled slash attacks on a rotational cooldown, with a duel pistol push back attack to an enemy while the Corsair leaps back out of harms way. Making the character a somewhat nimble evade type physical DPS. That's how I would imagine it just like a swashbuckling adventurer leaping into action.

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  6. I want to see a DoT job for sure, if they use past FF/Square jobs maybe Exorcist, Juggler(or Blitzball) or even Geomancer(Or Green Mage although SCH is basically that minus the debuffs now, kinda like AST to Time Mage), although Geo goes into a different one I could see with another totem job like SCH but for damage, not back to egis like old SMN but like a "pet" that you place and it could do certain things from there while you do your stuff elsewhere, Puppet Master or Necro could be cool for that too(although Necro would be a tough sell), def a non-caster healer as well. As for tanks, that's the hard one IMO right now since the role is kinda homogenous but kinda has to be to an extent right now but I could see them doing something really cool with jobs like Onion Knight or Psychic where they have the eater skills that let them absorb certain damage types, maybe kinda hybrid thing with caster like a true magic tank, give it stuff like teleports in and out, or some play on things like the float status and gravity/time based abilities, they could take some of the Time Mage stuff not used in AST since it's another job that borrowed heavily from that job. Honestly, there's a lot of room for new jobs still as long as they don't lean more into homogenization. Really wish they brought back some different debuffs/buffs and status effects though to widen the variety of options, more stuff like Expedient that offers unique options that aren't necessary on all jobs to deal with mechanics. Also Corsair(or Blitzball) if for no other reason than water attacks finally lol

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  7. I just want a new caster, dont care what it is just like to have a 4th choice in the role I play in my static. Right now the 3 casters that are in the game arent really for me anymore. New smn is to simple and easy, not enough buttons to press, rdm is lil better than smn but Im not fan of the aesthetic and gameplay, and blm just a job I never really liked since I try raid savage for the first time on it. I have been a smn main for years now and the rework has left me with no home job, I cant play anything else either since all the roles in my static are filled and I would have to find a new group, which I dont want too. So having a 4th caster would help me greatly I think.

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  8. My bet on beastmaster with double axes sharing gear with ninja. Jug pets in the place of ninjutsu that do a set move set then disappear. Also why I don't think it will happen it should happen Mnk need to have it gear and stats swapped to Dex. it being a Str job does not really match up with it current style. You wear light armor, duel wield, rely on speed for dmg these are all aspects of dex not str. This would allow a more armor identity for Samurai and maybe open up a spot for squire / onion knight / fighter / gladiator take your pick. As for caster I'm thinking reimagined Spellblade / Rune Fencer maybe something in line to placing effects on blade to cause effect to mob. This would give you 2 set of casters 2 burst caster 2 1/2 hybrid support casters.

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  9. Off topic, but why is everyone assuming we're going to myracidea or the new world in 7.0? The role quest stuff from shadowbringers and the 6.1 msq has pointed pretty heavily to us spending a while dealing with the 13th.

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  10. Time mage, would be awesome.
    Here is a rough framework I thought of for the job:
    Early levels you get haste, slow and low powered dps, dot, heal and regen spells.

    Early to Mid range a function very similar to PVP RDM’s white and black shift is added. Most spells added after this point are generic like “Lightning” or “Cure”. If your in shift mode A then it’s a DOT or a Regen, if your in Shift B then it’s a less powerful instant Cure or DPS spell. Now depth is added because you can cast the spell as a DOT and a few ticks into the DOT you can switch over to Shift B to convert the Dot to an insta DPS for lower dmg, but any other regen, DOT, enhance or debuff spells you have active are also switched to insta effect.

    Why would you want to make that shift, well due to the effort of not only casting spells but also effecting their duration and the flexibility they bring to the role you can only have one spell of each type (DPS, Heal, Debuff, Enhance) active at any one time. So you have a DoT, Regen and slow in effect on a boss mob but the boss is powering up a party wipe ultima type spell and to use your Stun/Interrupt spell you will need to change everything you have active to a less powerful instant finish, do you make that change, rely on another party member to interrupt or do you have a fair idea that you can let the Active spells play out and cast your interrupt in TIME to save the party…. Time management is key to a time mage.

    Later levels another core function is added, where as you cast spells in Shift A or B you fill a gauge that at specific milestones will make your spells hit harder, last longer and in the case of de buffs be more likely to stick or work on higher level mobs. The longer you cast in a particular Shift the more your gauge fills up. If you Shift then the gauge empties putting you back to square one. This is another mechanic for the time mage to juggle, do you want the flexibility to cast insta or switch to DoT as needed or do you commit to sticking to a shift and having really hard hitting and effective spells of a certain type and lose that flexibility?

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  11. I would love seeing a revamp Sky Pirate. Not asking for dual pistol and sword but maybe having he’s own weapon. Having the dual glaive like Zidane and getting the Vaan and Balthier style. We have no job coming from the region of Dalmasca has well soo yeah would like having this Ivalician job style in the game and plus having to share gear with Ninja. But this is just what I want.

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  12. Chemist would be an awesome healer. I think it would be neat to have a healer that isn't a mage, and it would be fun if it did less dps but had tons of raid support.

    A job I'd really love which will never happen is Arithmetician. I have no clue how it would play, but I'd want it to be really busy and require thought like Astro.

    This is honestly probably a bad take, but I'd much rather see all of these unused FF staples than new original jobs. I hate to say this because I don't want to limit dev creativity within the shapes of Final Fantasy, but it is precisely these shapes that have me playing Final Fantasy over the other MMO's out there. I also wouldn't mind if they stopped adding new jobs and tried to make each job feel more thematic and unique. Like, WHM (my old main before they made it suck by taking away all my elemental spells) could really use some work.

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  13. i think the blitzball job type is a good different range idea.
    i would also like to see a Time Mage as a caster with high risk high reward with abilities like a buff where they store stacks of damage they take and can release it as casted damage and of course the given gcd/ogcd cooldown and mana reverting from the past X amount of sec.
    also i would like to see new jobs start at lvl 1 and wish they would start making maybe savage dungeons from older content.

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