@FINAL FANTASY XIV 6.0 Jobs We Need



@FINAL FANTASY XIV 6.0 Jobs We Need | Work To Game
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Outline
0:00 Introduction
1:00 Awesome Video

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23 thoughts on “@FINAL FANTASY XIV 6.0 Jobs We Need”

  1. Gambler would be absolute insanity!

    Make his mechanics that you can only attack by throwing all of your hard earned cash, MGP, seals whatever, at enemies and BOOM!
    We have a pay to win class, and every battles the pay wall!

    Reply
  2. I played ff 11 for many years and that makes me disagree with wanting sub jobs. in that game people were forced by the community to use jobs as sub jobs. red mage and summoner had to have white mage as a sub. for the longest time all dps had to have ninja as a sub until samurai became the new favorite. But to answer you question I would love to have the ff 11 style puppet master and beast master

    Reply
  3. I am still voting for an FFX Rikku mix mechanics as an alchemist. Mix 2 a 3 items from your inventory to come up with strange concoctions.

    I really hope they go back and expand the Class > Jobs system. Separate the class level and job level, and give every class multiple job options.

    And I really hope on per character limit break instead of party wide, Less powerful but with combined with a FF12 quickenings combo where sequencing limit breaks make them more powerful.

    Reply
  4. currently we have 4 slot for tanks and 4 slot for melee 3 for healer, 3 for caster, and 3 for range
    if they want to keep balance they will most likely add another healer as they have felt left out and then since shadowbringer pushed a range for shadowbringers we can guess caster is the best bet.

    as for what those could be we have three types of healers atm raw healer whm, shield healer sch and buff healing ast. so given that and what we have of current lore is that yes time mage exists and yes geomancer exists, those are both iconic and popular jobs but we could see something unique like a potion mixing medic type healer.
    as for casting we have the element bending red and black mages and the arcane magick using summoner, the fun thing about magic is that its endless and has alot of possibilities so they could have fun with it or they could add something like a wizard who is a master of all elements dark and light. or go with a blood mage (necromancer comes to mind) that utilizes forbidden knowledge to channel the dark energies as a weapon.

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  5. Personally I'd really like a melee healer similar to WoW's holy paladin, however considering how the actual melees work in XIV I doubt they'd do that unless they change it to make it so that other actions don't interrupt combos.
    Besides that necromancer would be an awesome addition to XIV but I think it'll be a more dark magic related job as opposed to the whole army of the dead minion controller thing, just cause I don't think SE are gonna put in the effort to rework the pets so they properly work. For that reason I suspect if there's gonna be a pet job it'll be beastmaster and even then that'll be a limited job.
    I'd also quite like for them to throw their idea of "every job is equal" out the window. I can't help but feel recently they've done nothing but homogenise and dumb-down jobs in their pursuit of making everything viable which pretty much removes the class identity. I mean the tanks and healers for the most part feel exactly the same to play, and then looking at the dps there's no variety. Some more customisation options for how to play jobs would be great just to add some extra flavour cause right now there's only 1 way to play every job, and if you're not playing jobs that way then you're considered bad.
    Think the devs need to understand that regardless if there are jobs worse than others, all jobs are viable anyway, even in WoW where there is a massive difference between the best specs and the worst specs, the worst specs are still played in normal and heroic raiding or even high mythic+ cause it's what people enjoy. More people than not play the jobs they want to cause they enjoy those jobs there aren't very many, as my friend so eloquently puts it, "meta sluts" in MMOs in general cause at least from my perspective MMOs are more about what you enjoy playing rather than playing what's best cause even if you do play what's best, the chances that you are gonna even come close to touching the upper eschelons of the game are slim to none.
    So TL;DR, melee healer, necromancer (perhaps more melee focused melee/caster hybrid) and beastmaster with more class identity focused balancing.

    Reply
  6. Time mage as a healer would be awesome, if Scholar prevents damage, White Mage Regens it and Astro a mix, Time mage could reverse it, healing with potency increased by damage taken in the last few seconds. You could also give them delayed heals, Making it a heal that goes off in the future so you can prep for big damage phases. Only issue I can really see is if it crosses over with Astro to much. Something to make them more unique is giving them Traps similar to PoTD or HoH that enemies can go over to debuff them with Heavy, Blind, Stun, or Physical/mag damage resist down if not outright damage making them the Debuff healer where Astro is the Buff Healer.

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  7. I Think that limeted jobs could be something like G'raha Tia in the way that you can change not your job but your role, so if you want to go healer you just need to change the blue mage role to healer (they can use the crystal jobs for this, make something like sub jobs inside the blue mage job). This way blue mage can be free on open world content, but if you wan't to play with someone they simple can fit at any role changing the skills that can be used based on the role that you choose.

    Reply

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