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  1. #101
    Old Merits
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    Leviathan

    Job upgrades versus job changes

    I wouldn't say Final Fantasy is more about changes than upgrades. Final Fantasy I is what Final Fantasy XI is based on, and used the upgrading system. However, I do agree that since no such system was in place from the beginning, it would not make sense to add it now. All they can do is further enhance the jobs through merits and adjustments, and add new jobs.

  2. #102
    Smells like Onions
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    Quote Originally Posted by Ziero View Post
    At the time that I created it, WoTG wasn't out yet so there was niether retrace nor quickening. And Exit would be different from Escape because it would work on more then just dungeons.

    As for shadow, it's a bit of a stretch, I'll admit. But hell, why not? It could even be added to Drks and Blms for the hell of it. Of course any dark elemental mob would most likely get them as well...and that would just suck. Dark Elementals would finally have something to nuke people with, and no one would like that.
    Ah, well that's fair enough on Retrace and Escape/Exit then. Although looking at Shadow... would the dark elementals get it? Maybe I've just missed it this whole time, but it doesn't seem like they ever added Repose to any monsters' casting lists, so maybe we'd get away with that too, lol

  3. #103
    Coke of Vanilla
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    Cerberus
    WoW Realm
    Maelstrom

    Quote Originally Posted by SephYuyX View Post
    Im liking the RO/PSO styles of job merging/transending ideas.
    Would be nice to upgrade to Black Wizard or something.
    This reminded me of more of PSU's master classes. Just straight up pure traits on w/e class you were. No SJ idea for the classes would be similar to it (god no).

  4. #104
    Sea Torques
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    Quote Originally Posted by Ultimagi View Post
    I wouldn't say Final Fantasy is more about changes than upgrades. Final Fantasy I is what Final Fantasy XI is based on, and used the upgrading system. However, I do agree that since no such system was in place from the beginning, it would not make sense to add it now. All they can do is further enhance the jobs through merits and adjustments, and add new jobs.
    FFXI is more based on FF5 and FFT, then FF1.

    I have to agree, that I don't want to see job's upgrading into another job. We have plenty of variety, and a lot of jobs are sorely lacking a few things. I'd rather see job updates, and a few new jobs, than anything else. And let some jobs become more functional when used a sub (I'm looking at you /BRD).

    FFXI's variety comes from it's job/subjob combination, and to a lesser degree, merits. That is where FFXI is unique from any other MMO, and indeed, from previous FFs. Build on that. SE got it right when they introduced SCH and DNC, jobs that are good as both mains and subs.

    Also, while i like the job ideas of chemist, time mage, mystic knight, and Geomancer, they have too many abilities. Look at the current jobs; they have few abilities. Casters have even less, but they rely on their spell list. Be careful of adding too much. I really think SE got it correct here as well. They introduced SCH with few things, saw how the playerbase used and tested it, then added more. I'd rather get a job with few things, then buffed to add more. Rather than get a job with a ton of stuff that later proves to be OP, and thus everything is nerfed or removed.

    Remove at least half that stuff from each job. Anything that's not strictly needed for it's core role. Otherwise, if SE adds those in their current form, they'll be OP.

  5. #105
    Banned.

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    I'd rather see tons more stuff added to existing jobs than get more jobs with practically nothing to them.

  6. #106
    Nekio
    Guest

    Didn't we have this discussion already? It was called "Summer Job Design Contest."

    With that said, shameless plug for my Chemist/Calculator hybrid:
    Nekio - FFDJ

  7. #107
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    Quote Originally Posted by Kenji View Post
    Also, while i like the job ideas of chemist, time mage, mystic knight, and Geomancer, they have too many abilities. Look at the current jobs; they have few abilities. Casters have even less, but they rely on their spell list. Be careful of adding too much. I really think SE got it correct here as well. They introduced SCH with few things, saw how the playerbase used and tested it, then added more. I'd rather get a job with few things, then buffed to add more. Rather than get a job with a ton of stuff that later proves to be OP, and thus everything is nerfed or removed.
    Hi2uDnc. Hell, even Smns have tons and tons of JAs technically. I don't know which Job builds you're specifically talking about, but if you mean mine, then none of them have all that many JAs or Spells compared to current jobs.

    Quote Originally Posted by Nekio View Post
    Didn't we have this discussion already? It was called "Summer Job Design Contest."
    New job ideas is a staple of FFXI forums.

  8. #108
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    Ifrit

    Well ladies and gents this is my proposed solution to not being able to go past the 75 cap without breaking the game. I hope you guys like it and also I want to say if you don’t like it, to give suggestions to make it better! If you guys like it enough I will draw and scan my idea for the new set of epic AF armor for each job (won’t be professional but I like drawing lol).This is JUST for fun

    Ok for this one I've read a couple peoples take on the job idea but I'm not sure if this particular version has been done... My idea is not a full new job but raising the level cap to 80 without worrying about breaking the cap/balancing issues with sub jobs... With the Warrior "epic job" would be Berserker (no epic job can be subbed has to be main or mixed). So your job would read BRS 5/ WAR 75/ SUB 37. With that being said here we go! Also for space and time issues I'd make it that the first 6 jobs +zilart jobs are the only ones that get this (until later updates). Also last thing before I start I will assume that the stat increases from 75 to level 1 Epic Job (oh yeah that means you gotta cap xp on your 75's if my idea were in) would be equivalent of going from 74 to 75 (combat skill, base stats, hp/mp) and also once you unlock an epic job you can switch back to merit mode at any time just like you switch to xp... So think XP mode, Merit Mode, Epic Mode for xp options. Unlike merits, epic job traits and abilities can't work in level capped or level sync areas (or they would be broken lol).
    (*Also assume potency is applied to any effect given)
    (*Assume this is for a new expansion with super hard mobs PLEASE lol)

    http://img522.imageshack.us/img522/7...serker1hq5.gif (Warrior) Berserker: A Berserker is battle tested and wears the scars on his body as a testament to his prowess on the field. A Berserker fears nothing and instills fear in all that cross path with their axes.
    Spoiler: show

    Level 1:
    Job Trait - Boiling Blood I = When a Berserk uses the job ability Berserk and Aggressor the duration receives 1 extra minute duration (4 minute duration) and the potency is increased by 10% for Berserk and Warcry (Potency adds 10% to Berserk and Warcry increase not total attack and to acc/eva).
    Level 2:
    Job Ability - Frenzy = This savage display of fighting inspires battle rage. AOE Berserk; 2 minute recast, 1 minute duration (stacks with Berserk).
    Level 3:
    Job Trait - Invite Blows = This enraged warrior welcomes the knicks and cuts of battle. Adds a regen effect to Retaliation and +10 ACC, +10 EVA, +5 to enmity, and +10% to the rate of Retaliation.
    Level 4:
    Job Ability - Blood Rage = Few have lived to see a Berserker enter a blood rage and tell the story. Raises Double Attack Rate by 25%. 5 minute recast duration 2:30 minutes.
    Level 5:
    Job Trait - Boiling Blood II = this enhanced trait renders a Berserker a fighter with a constant blood lust. Adds an additional 1 minute duration to Berserk and additional 10% increase to potency for Berserk & Warcry (20%).
    Job Ability - Cleave - A Berserker technique that is legendary and rarely witnessed. Berserker attacks do 2.5x damage. Recast 10 minutes duration 1 minute.


    http://img522.imageshack.us/img522/334/monk4pl1.gif (Monk) Abbot: A devout follower of the way of the fist who has mastered the arts of mind, body, and soul. An abbot was once told to fend off an entire legion of beastmen alone.
    Spoiler: show

    Level 1:
    Job Trait - Inner Peace = When an Abbot uses the Abilities Dodge and Focus the duration is an additional 1 minute (3 minute duration) and potency is increased by 10% (Potency adds 10% to Dodge/Focus increase not total acc/eva).
    Level 2:
    Job Ability - Chakra Seal = The Abbot seals all points of chakra on an enemy with rapid finger jabs. Deals No Damage but nullifies mob TP gain and lowers evasion, defense, and movement by 10; 6 minute recast, 1 minute duration.
    Level 3:
    Job Trait - Chi Kung = The enlightened battle monk has mastered his chi. Reduces Chi Blast and Chakra recast by 1 minute and adds 10% potency to each.
    Level 4:
    Job Ability - Timeless Body = They say that an Abbot has even mastered the aspects of time and space itself in combat. Reduces hand-to-hand delay by 40. 5 minute recast duration 2:30 minutes.
    Level 5:
    Job Trait - Empty Hands = this enhanced trait allows the Abbot to see incoming attacks with ease. Adds a 20% increase to counter rate (stacks with Counterstance, Counter Merits and Counter gear).
    Job Ability - Heaven Palm - The legendary palm of Buddha. The Abbot does 1/2 of HP + MND damage of non-elemental damage on the monster (ignores def like One Inch Punch){Can close Light skill chain}; Recast 10 minutes.


    http://img222.imageshack.us/img222/97/thief3fd5.gif (Thief) Assassin: The Assassin is so elusive that is it thought that they were erased from the annals of history. Assassins use deception and sleight of hand for unrivaled dagger damage.
    Spoiler: show

    Level 1:
    Job Trait - Shadow Step = An Assassin has mastered the arts of the shadows and reduces recast of sneak attack and trick attack by is an additional 20 seconds (40 second recast stacks with merits) and damage is increased by +10% .
    Level 2:
    Job Ability - Cheap Shot = The Assassin strikes at the opening in the enemies defense (modifier INT+DEX+AGI) and adds a Bio effect; 5 minute recast, 30 second duration on Bio.
    Level 3:
    Job Trait - Hide In Plain Sight = The Assassin lives in shadow so it is second nature to hide in plain sight. Allows Sneak Attack to be done from any angle, adds a +5% dmg bonus, and adds a 10% enmity bonus to Trick Attack.
    Level 4:
    Job Ability - Crippling Stab = An Assassin can stab vital organs and ligaments in a blinding flurry to render their target useless. Stun (can't be resisted) for 15 seconds. 15 minute recast.
    Level 5:
    Job Trait - Shadow Walk = This enhanced trait allows an Assassin to be completely undetectable when under the effect of Hide (works with Sneak/Invis). Job Ability - Death Note - The dreaded strike said to be delivered by a master Assassin with a death note attached to the dagger. The Assassins deals damage (DEX+INT+AGI) x3 {closes Darkness); Recast 10 minutes.


    http://img126.imageshack.us/img126/6...temage3lm7.gif (White Mage) Bishop: The Bishop is the epitome of holiness. Their level of healing is unparalleled and unprecedented. A Bishop has the power of life and can even remove unheard of diseases.
    Spoiler: show

    Level 1:
    Job Trait - Lay on Hands = The healing capability of a Bishop grants the spell Cure an additional affect of Poisona, Blindna, and Silena. Allows Erase to remove any 1 enfeeble spell (including Doom).
    Level 2:
    Job Ability - Divine Grace = Allows the Bishop to use any White Mage spell and give it to all party members. (Works with Haste, Stoneskin, and the Reraise spells).
    Level 3:
    Job Trait - Regenerator = The Bishop is said to be able to heal an army of their wounds with minimal effort with this ability. Adds a 20% bonus to Regen spells (stacks with merits) and adds +2/80 HP Regen to Cure spells (Is overwritten by Regen spells).
    Level 4:
    Job Ability - White Magi = A Bishop has no peer or equal when concerning white magic and healing injuries. Reduces White Magic casting time by 25% and adds 25% potency. 10 minute recast and 1 minute Duration.
    Level 5:
    Job Trait - Light Seeker Gives the Bishop a 2 MP/tick Refresh and dark resistance of + 20 and allows the effect of Raise to have a -50% weakness time.
    Spell - Inquisition – This spell was said to be so powerful in the witch hunts that it was since banished from the Temple of Altana.; Light Damage (MNDx3) and aoe HP drain for party members (only effect of drain is aoe not spell). 300 MP cost Recast 10 minutes.


    http://img126.imageshack.us/img126/1...ckmage4rn9.gif (Black Mage) Arch Mage: The Arch Mage in itself is a destructive force so powerful that it was said to have been banned from use in war unless it was a last resort. These powerful arcane casters are the last line of hope.
    Spoiler: show

    Level 1:
    Job Trait - Arcane Conservation = The Arch Mage must master the arts of conserving MP before they can progress with such dangerous magics. Adds an additional +25 to Conserve MP trait (50 total).
    Level 2:
    Job Ability - Magic Glyph = Allows the Arch Mage to cast any elemental magic spells with a 25% reduction to casting time and adds 5% magic accuracy to the spell. Recast 10 minutes Duration 1 minute.
    Level 3:
    Job Trait - Magi Rune = The Arch Mage is said to receive a permanent mark on their right hand allowing for the true use of black magic. Magic Attack Bonus +25 and Elemental Magic Accuracy +15.
    Level 4:
    Job Ability - Call of the Lich = An Arch Mage has reached levels of elemental magic that was previously thought to be impossible. Allows the Arch Mage to raise the level of any black magic spell with +25% casting time (ex.Flare III, Thundaga IV).10 minute recast and 1 minute Duration.
    Level 5:
    Job Trait - Arcane Soul Occasionally gives the Arch Mage x1.5 spell damage and grants light defense +20.
    Spell - Black Hole – The fabled spell that once destroyed an entire nation of old and was thought to be sealed away in the recesses of space.; Dark Damage (INTx3) and lowers all enemy stats by 10 (similar to Rasp effect). 300 MP cost Recast 10 minutes


    http://img126.imageshack.us/img126/6...knight1dw0.gif (Red Mage) Sage: The Sage is said to have found a rift in space and time where they do not age. Over the course of hundreds of years they gain new understanding for white and black magic and have mastered the arts of Enfeebling Magic and Enhancing Magic.
    Spoiler: show

    Level 1:
    Job Trait - Timeless Convert = The Sage has over the course of time learned how to perfect the art of Convert. Adds a +10% bonus to MP gained during convert and a -10% on HP lost.
    Level 2:
    Job Ability - Sages Eye = The Sage can see the threads of magic that surround all living things making their next spell more potent and effective. Adds +15% potency and +15%magic accuracy bonus to next enfeebling spell. Recast 10 minutes Duration 1 minute.
    Level 3:
    Job Trait - Motivation = The Sage had over 100 years to perfect the art of supporting their comrades in battle . Adds +2 MP/tick to Refresh spell and adds a Magic Defense/ Defense Bonus +20 to any Enhancing Spell (bonus applies so long as 1 Sage buff is on).
    Level 4:
    Job Ability - Runic = An ability said to be learned from an alternate dimension. Allows the Sage to raise their weapon in the air and absorb any spell cast on them and converts it to MP (up to 250 MP absorption). 10 minute recast and 1 minute Duration (can absorbs aoe spell damage as well).
    Level 5:
    Job Trait - Fast Cast IV We all know what this does I hope? lol.
    Spell - Sylph Symbol – This spell is the crowning achievement of a Sages hard work and patience capable of turning the tide of war. An Enhancing/Enfeeble spell (x MND+INT modifier) that gives the party the effect of Phalanx II, Haste, and Stoneskin with a 10% potency bonus and gives the mob the effects of Blind, Slow, and Paralyze with 10% bonus to Magic Accuracy and Potency (stacks with existing spells). 350 MP cost Recast 10 minutes.


    http://img522.imageshack.us/img522/9851/cecilpldid3.gif (Paladin) Crusader: These heavenly knights are fabled to be hand picked by Altana herself! They are considered to be her personal shield against the legion of darkness that has spread in Vanadiel.
    Spoiler: show

    Level 1:
    Job Trait - Altanas Grace = When a Crusader uses the Abilities Sentinel and Rampart the duration is an additional 30 seconds (1 minute duration) and potency is increased by 10%.
    Level 2:
    Job Ability - Gallant Charge = The Crusader’s presence alone is an insult to evil. Provoke with additional effect Attack Down -10%; 1 minute recast, (attack down lasts 30 seconds).
    Level 3:
    Job Trait -Altana’s Shield = Imbued with the divine grace of Altana herself the Crusader. When using a shield grants the Crusader -10% physical and magical damage taken.
    Level 4:
    Job Ability - Holy Fortress = The gallant Crusader uses divine grace to shield their platoon from harm. Grants the party members 50% Defense and Magic Defense Bonus. 5 minute recast duration 1 minute.
    Level 5:
    Job Trait - Pillar of Light = The ultimate technique passed down from the legendary knight Cecil. Adds a 15% increase to enmity gained and reduces party enmity -5%.
    Job Ability - Jubilance – This technique was said to be taught to Cecil by Golbez when he gave himself to light. The Crusader deals (VIT+CHR)x 2 damage of light damage on the monster and returns the Crusader ½ the damage in Defense/Magical Defense Bonus{Can close Light skill chain}; Recast 10 minutes.


    http://img522.imageshack.us/img522/994/cecildrkgq1.gif (Dark Knight) Blackguard: The Blackguard is said to be the purest force of darkness separated from the Shadow Lord. The darkness is so grand in a Blackguard that it is said they battle the forces of evil because fighting good is too “boring” and to prove who is the greater evil.
    Spoiler: show

    Level 1:
    Job Trait - Dark Grip = A Blackguard preys on the strong and frowns on the weak so they offer swift death. Adds 30 second duration to Soul Eater and Last Resort
    Level 2:
    Job Ability - Taunt = The Blackguard is so confident in their skills that they send the opponent into a blind rage. Grants the target monster +50 to attack but -25 to defense and evasion. Duration 30 seconds, recast 2 minutes.
    Level 3:
    Job Trait -Abyssal Grasp = The Blackguard is said to drain fragments of the soul in battle. While using 2-handed weapons, The Blackguard receives a 10% bonus to attack and accuracy.
    Level 4:
    Job Ability - Demonic Howl = Enveloped in darkness the Blackguard drags those who do battle with them into the depths of Hades. Grants the party members 50% Attack and STR Bonus. 5 minute recast duration 30 seconds.
    Level 5:
    Job Trait - Dark Metamorphosis = An ability said to be orginiated from the son of an incredibly powerful Vampire. Occasionally drains HP & MP from the target monster.
    Job Ability - Armageddon – It was believed that the end of the days would come at the tip of a Blackguard’s Scythe. The Crusader deals (INT+STR)x3.5 damage of dark damage on the monster with an additional effect of Terror {Can close Dark skill chain}; Recast 10 minutes.


    http://img126.imageshack.us/img126/1...master3fq4.gif (Beastmaster) Beast Lord: The Beast Lord is a mythical tamer of even dragons, and said to be able to call to demons to fight for their aid. This ability, though frightening to those who don’t understand their ways, is seldom seen or reported in the annals of history.
    Spoiler: show

    Level 1:
    Job Trait - Proud Roar = A Beast Lord has mastered the arts of calling forth pets to aid them in battle. Reduces recast for Call Beast by 1 minute and Tame by 2 minutes
    Level 2:
    Job Ability - Call of the Wild = The Beast Lord calls the protection of the animal spirits to grant its pet protection. Grants the Beast Lords pet +10 to attack, defense, magic defense, and grants a +25% enmity. Duration 1 minute, recast 5 minutes.
    Level 3:
    Job Trait -Lion Tamer = The Beast Lord has made a pact with Spirit of the Lion and can now charm (non NM versions) Malboros, Gobbues, Rocs, Treants, Rams, Manticores, Evil Weapons, Buffalos, and Gnats types (new cooking recipes {jug pets}) .
    Level 4:
    Job Ability - Animal Companion = A Beast Lords connection to their pet goes far beyond “love”. Drains Beast Lords HP at 1 HP/tick and grants 5 HP/tick on the pet for 50 (BSL)/ 200 HP(pet).
    Level 5:
    Job Trait - Dragon Tamer = Beast Lords have gone beyond the realm of animals and can now charm Beastmen, Dragons, Demons, Shadows, Hippogryphs, and Undead (non NM types) {no jug pets}.
    Job Ability - Empathic Strike – The Beast Lord has broken all conceptions about Beastmasters and can channel their energy through their pet. The Beast Lords pet does their best offensive ability and adds CHR x 3.5 damage of non elemental damage (if monster move is sleep related damage does not wake it up); Recast 10 minutes.


    http://img183.imageshack.us/img183/1706/bard4cp7.gif (Bard) Minstrel: Minstrels were the only brave enough souls to record the deeds and live to sing the tales of the heroes of legendary caliber with beings of immense strength. They sing songs and tell of epic tales that inspire all who hear them
    Spoiler: show

    Level 1:
    Job Trait - Performance = A minstrels song duration is 1.5x longer than normal.
    Level 2:
    Job Ability - Fortissimo = The Minstrel plays music so strongly it vibrates through your soul. Duration (song), recast 1 minutes.
    Level 3:
    Job Trait -Acapella = The Minstrel has learned to intrigue crowds by weaving a tale through perfection of their voice. Allows the Minstrel sing without instruments with a +10 bonus (singing) and stack 2 songs at the same time.
    Level 4:
    Job Ability - Symphonic Suite = The Minstrel enjoys singing tunes beautiful enough to bring tears to Altanna but has learned to play music instruments just as beautifully. Grants +20% to song accuracy with an instrument in hand; 5 minute recast duration 30 seconds.
    Level 5:
    Job Trait - Maestro = The Minstrel occasionally gets a +25% potency to all songs. (Stacks with Soulvoice)
    [B]Spell/B] - Moonlight Sonata – This beautifully written song was said to be composed by legend of music that was said to be deaf while writing it. Boosts all parameters by 15%; Duration 1 minute, Recast 10 minutes.


    http://img126.imageshack.us/img126/4060/ranger4pg2.gif (Ranger) Strider: A Strider is said to scout the lands in search of evil and deliver swift justice from a distance before they even realize they have fallen. Striders have had such influence in Vanadiel that one was said to be kinged in an ancient kingdom.
    Spoiler: show

    Level 1:
    Job Trait - Marksman = A Blackguard preys on the strong and frowns on the weak so they offer swift death. Reduces Sharpshoot and Barrage by 1 minute recast (4:00 minute).
    Level 2:
    Job Ability - Sandman Shot = The Scout has learned to disable their foes. Works like Shadowbind but with the spell effect of sleep. Duration 30 seconds, recast 5 minutes.
    Level 3:
    Job Trait -Bullseye = The Strider can shoot so accurately that they can hit a target in the dark. The Strider receives a 10% bonus to ranged attack and accuracy.
    Level 4:
    Job Ability - Robin Hood = The Strider is said to be able to swiftly shoot 3x ammunition with ease. Allows the Strider to shoot 3 shots with no delay (includes other job abilities). 10 minute recast Duration insant.
    Level 5:
    Job Trait - Woodland Stride = A Strider can move through the land with ease that would leave those tracking him; Allows the Strider to move with a +15% movement rate (Stacks with movement + gear).
    Job Ability - Heart Piercer – It is argued over a drunken night that a Strider can shoot with so much accuracy that they could pierce the heart from a long distance. (AGI)x4 damage of non elemental damage {closes light or dark skillchain}; Recast 10 minutes.


    http://img168.imageshack.us/img168/8674/samurai4do5.gif (Samurai) Kensei: (Get ready for Kenshin fanboy-ism lol) When a Samurai has attained such perfection through their blade they are said to ascend to the level of heavenly sword “Kensei”. The Daimyo would sleep well at night knowing that they had a Kensei in their guard as they have been said to be able to close the gate to the demon realm through their blade.
    Spoiler: show

    Level 1:
    Job Trait - Heavenly Blade = A Kensei has honed his blade skills (2 handed weapons) to the point where their soul has fused with the weapon. Reduces Meditate recast by 30 seconds and Hasso by 1 minute recast (reduction stacks with merits).
    Level 2:
    Job Ability - Battoujutsu = The Kensei shows their back to the opponent as a feint to deliver a critical strike. When anticipating an attack with Third Eye, the Kensei counter attacks for critical damage. Duration (while third eye is active), recast 5 minutes.
    Level 3:
    Job Trait -Iaijutsu = The Kensei has mastered the art of single strikes to end a battle . The Kensei receives a 10% bonus to accuracy and occasionally stuns the target (10%){x2 effect vs. Demons}.
    Level 4:
    Job Ability - Ryusuisen = The Kensei is said to take heavenly flight to strike from above with fury. When an opponent makes a strike against a Kensei, they deliver a falling strike that deals critical damage and reduces enmity by -5% per hit. 10 minute recast Duration 30 second.
    Level 5:
    Job Trait - Battousai = A Kensei hones their blade to perfection until they receive the title of ‘Battousai”or master; Allows the Kenseis attacks to ignore resistance and strike versus defense.
    Job Ability - Amakakeru-Ryuno-Hirameki – This hidden move is said to be passed down from master to student in a display so powerful that it kills the previous master… Or student if they fail. (STR+DEX+AGI)x2.5 damage of non elemental damage {closes light or dark skillchain}; Recast 10 minutes.


    http://img168.imageshack.us/img168/8745/ninja3wj5.gif (Ninja) Kage: (Get ready for Naruto fanboy-ism… lol) It is said the most powerful ninja from a hidden village is given the title Kage. A Kages level of technique is legendary even among the highest ranking ninja and they are known to be able to single handedly defeat armies of soldiers
    Spoiler: show

    Level 1:
    Job Trait - Hokage Will = A Kage can battle enemies of levels that are unheard of and require mediation. Enhances Ninja Tool Expertise by 20% and grants a dual wield bonus of 10%.
    Level 2:
    Job Ability - Kage Bunshin = Allows this superior ninja warrior to gain the Utsusemi like effect with 5 shadows of protection. Duration instant, recast 3 minutes.
    Level 3:
    Job Trait -Yondaime Will = The Kensei has mastered the art of single strikes to end a battle . The Kage receives a 20% bonus to Subtle Blow and Dual Wield V (stacks with Hokage Will, merits, gear).
    Level 4:
    Job Ability - Rasengan = The Kage is said to be able to manipulate the elements to deal a blow that ignores defense. Deals Wind Elemental Damage and grants the Kage +20% enmity and +15% Haste. 5 minute recast Duration instant.
    Level 5:
    Job Trait - Uzumaki Will = The Kage has the will of fire and will not give up in any battle. Grants the Kage +15% attack and evasion bonus and allows Mijin Gakure to reduce the Kages HP to 25% (instead of death){All buffs remain}.
    Job Ability - Yellow Flash – It is said in the hidden texts from ancient ninjas that a Kage could attack multiple targets at once for devastation. Attacks all party/alliance monsters for (STR+DEX+AGI)x1.5 damage of non elemental damage and grants the Kage a 50% Haste and Evasion Bonus for 1 minute; Recast 10 minutes.


    continued...

  9. #109
    Puppetmaster
    Join Date
    Dec 2008
    Posts
    61
    BG Level
    2
    FFXI Server
    Ifrit

    http://img522.imageshack.us/img522/163/kainct4.gif (Dragoon) Wyrm Hunter: (homage to Kain) In ancient times when dragons were said to rule over Vanadiel and cause havoc, Bahamut lent the legendary dragoon Kain his power and allowed him to pass it on as a Wyrm Hunter.
    Spoiler: show

    Level 1:
    Job Trait - Wyrm Call = A Wyrm Hunters pact has allowed their wyvern pets to evolve into their true form. Reduces Call Wyvern ability by 5 minute and grants a 5% increase to all the wyverns stats (changes Wyvern animation).
    Level 2:
    Job Ability - Leap of the Clouds = This Jump technique was said to bring down more than a rouge dragon or two. Deals 2x your damage rating and reduces targets evasion by 50% for 1 minute. Duration 15 seconds (in air), recast 5 minutes.
    Level 3:
    Job Trait -Wyrm Killer = The Wyrm Hunter was born out of the desire to kill renegade dragons and has mastered the art. The Wyrm Hunter receives a +15% bonus to attack, accuracy and defense (x2 vs Dragons/Wyverns).
    Level 4:
    Job Ability - Wyrm Tongue = The Wyrm Hunter has depended on their trustworthy Wyrm to bring an end to the age of renegade dragons. Allows the Wyrm Killer’s Wyrm to have a 2x effect on the next breath attack. 5 minute recast Duration (breath attack) {also works for healing breath}.
    Level 5:
    Job Trait - Dragon Heart = The Wyrm was said to battle legendary beasts and occasionally fall in battle but rise again with the protection of Bahamut. On attacking Occasionally allows the Wyrm Hunter to receive the effect of Reraise (+50% rate vs. Dragons).
    Job Ability - Kain’s Jump – Kain himself was said to be able to fell Wyrms with one well placed jump, and this is said to be the legendary technique itself. Attacks all party/alliance monsters for (STR+MND+AGI)x2.5 (x 3.5 vs. Dragons) damage of non elemental damage and grants the Wyrm Hunter a 75% defense and magic defense bonus for 1 minute; Recast 10 minutes.


    http://img522.imageshack.us/img522/7771/rydia2ut6.gif (Summoner) Evoker: It was said that the hero of Windurst was a Summoner but in times before the Crystal War they said an Evoker had a power that once saved the world from total oblivion.
    Spoiler: show

    Level 1:
    Job Trait - Caller = Allows Summons to be called with a +10% bonus to all parameters.
    Level 2:
    Job Ability - Summon Eidolon = When summoning your summon receives a 15% bonus to magic defense, defense, and enmity. Recast 5 minutes, duration summon.
    Level 3:
    Job Trait -Yuna’s Call = The Evoker can summon with a -4 perpetuation cost to all summons/elementals .
    Level 4:
    Job Ability - Summon Esper = An Evoker is said to be able to call summons from their true home in the land of the Espers. Grants an additional +15% bonus to all parameters on the summon called. 10 minute recast, Duration summon.
    Level 5:
    Job Trait - Caller of Mist Grants the Evoker an additional 3 MP/tick refresh and allows the bloodpact delay to be reduced by 25%.
    Spell - Rydia’s Fury – This spell was said to be so powerful in the witch hunts that it was since banished from the Temple of Altana.; Summon (elemental) Damage (MND+ INT) x2 and aoe MP aspir for ½ damage for party members (only effect of aspir is aoe not spell). 350 MP cost Recast 10 minutes.


    P.S Edit - This was moved from my own post to avoid the flames from hell lol

  10. #110
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    broken?

    I put a lot of work into Astrologist, Chemist, and Runic Knight. I honestly believe they are not overpowered. Certainly not as broken as Dark Knight or Blue Mage currently are.
    Though I do propose a friendly challenge to anyone who can find a scenario in which my jobs would be broken, and maybe I'll make some adjustments.

  11. #111
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    Quote Originally Posted by Ziero View Post
    I was never a fan of "upgrades" because they'll frequently change the job into something different then what was originally leveled. And unless you know in advanced what those upgrades would entail it would piss me off to know a job i have lvled can only be upgraded into something I wouldn't lvl on it's own. Plus, FF has always been about Job change more then Job upgrade. If they want to "upgrade" the jobs, just give them more abilities and spells. No need to turn them into something completely different.
    Well originally the very first Final Fantasy was about job upgrades... I mean in the very first game ever the original idea was Fighter -> Warrior, Thief -> Ninja, Black Belt (Monk) -> Master, and then the 3 mages became the same color wizard. It was also handled through Bahamut and his quest so if they did it in FFXI it would be the ultimate homage to the very first Final Fantasy which is why I put in so much work into the "epic" jobs lol.

    Quote Originally Posted by Kenji View Post
    FFXI is more based on FF5 and FFT, then FF1.

    I have to agree, that I don't want to see job's upgrading into another job. We have plenty of variety, and a lot of jobs are sorely lacking a few things. I'd rather see job updates, and a few new jobs, than anything else. And let some jobs become more functional when used a sub (I'm looking at you /BRD).

    FFXI's variety comes from it's job/subjob combination, and to a lesser degree, merits. That is where FFXI is unique from any other MMO, and indeed, from previous FFs. Build on that. SE got it right when they introduced SCH and DNC, jobs that are good as both mains and subs.

    Also, while i like the job ideas of chemist, time mage, mystic knight, and Geomancer, they have too many abilities. Look at the current jobs; they have few abilities. Casters have even less, but they rely on their spell list. Be careful of adding too much. I really think SE got it correct here as well. They introduced SCH with few things, saw how the playerbase used and tested it, then added more. I'd rather get a job with few things, then buffed to add more. Rather than get a job with a ton of stuff that later proves to be OP, and thus everything is nerfed or removed.

    Remove at least half that stuff from each job. Anything that's not strictly needed for it's core role. Otherwise, if SE adds those in their current form, they'll be OP.
    The current jobs don't have a few abilities... In fact Blu Mage alone has enough abilities to be clearly considered broken lol... I mean what other job gets almost every buff and debuff in the game PLUS a spell that does damage with additional effect sleep? The only other job I can think of is Corsair which is also broken with Light Shot and that is pretty much Ranger/Bard hybrid...

    See I don't have a problem with new jobs at all, my problem is if they are gonna do new jobs make NEW functions instead of just mixing jobs and calling it a day... Another nod goes to Puppet Master or shall I say Monk/Beast Master and then the new jobs are the same shit... Dancer (Thief/Bard/WHM) and Scholar (most broken mage under Red Mage that can do all the same shit the other mages can do PLUS weather) which is pretty much all the mages/Geomancer.

    Don't get me wrong I have fun playing these new jobs and whatever a game is a game but if you want to get technical the last 5 new jobs are just rehashes and mixes of existing jobs... So why not just enhance the existing job and make them better than they already are?

    Quote Originally Posted by Ultimagi View Post
    I put a lot of work into Astrologist, Chemist, and Runic Knight. I honestly believe they are not overpowered. Certainly not as broken as Dark Knight or Blue Mage currently are.
    Though I do propose a friendly challenge to anyone who can find a scenario in which my jobs would be broken, and maybe I'll make some adjustments.
    You know I didn't read your Runic Knight but I did read Chemist and Astrologist and they aren't broken at all... Now my jobs (Viking, Geomancer, and Templar) would be considered broken but only until they were released... Seriously when I read Blu Mage spells before I was like "how the fuck can one job get so many things?" but the balance was they don't get that much MP to do all their shit with and are limited with the number of spells they can select... My jobs were a bit more broken than BLU but atleast they were specific jobs and not super broad open jobs like BLU and COR that can be used for just about anything and everything.

    If I had to say that ONE thing was broken at all would be some of the items that you can make, but then I'd argue that you STILL have to waste massive amount of money on items (and materials if you craft) and it would be justified that way...

  12. #112
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    Quick summary of jobs

    Final Fantasy III
    Onion Knight (Too simple)
    Viking
    Mystic Knight
    Geomancer
    Sage (Obviously overpowered)

    Final Fantasy V
    Berserker (Too similar to Warrior)
    Chemist
    Mimic

    Final Fantasy VI
    Edgar (Gadgeteer)
    Gau (Too similar to Blue Mage)
    Relm (Too similar to Beastmaster)

    Final Fantasy Tactics
    Time Mage (Too similar to Red Mage)
    Oracle (Too simple)
    Mediator (Too similar to Beastmaster)
    Calculator

    Final Fantasy Tactics Advanced
    Illusionist
    Gladiator
    Morpher
    Juggler
    Gadgeteer

    Gladiator is basically a Mystic Knight, and Illusionist is very similar to Geomancer. So classes from previous Final Fantasy games that could possibly work in Final Fantasy XI are:
    Viking
    Mystic Knight
    Geomancer
    Chemist
    Mimic
    Calculator
    Morpher
    Juggler
    Gadgeteer

    Some of the other ideas people have posted look really good, like Heretic and Theorist. But so far no job that has been added was not in a previous Final Fantasy (yes, Reeve counts as a Puppetmaster), so I don't think Square-Enix will stray from this pattern.

    I don't own a DS so if anyone could list the new jobs added to Final Fantasy Tactics Advanced 2, that would be great.

  13. #113
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    Quote Originally Posted by Corruption View Post
    See I don't have a problem with new jobs at all, my problem is if they are gonna do new jobs make NEW functions instead of just mixing jobs and calling it a day... Another nod goes to Puppet Master or shall I say Monk/Beast Master and then the new jobs are the same shit... Dancer (Thief/Bard/WHM) and Scholar (most broken mage under Red Mage that can do all the same shit the other mages can do PLUS weather) which is pretty much all the mages/Geomancer.

    Don't get me wrong I have fun playing these new jobs and whatever a game is a game but if you want to get technical the last 5 new jobs are just rehashes and mixes of existing jobs... So why not just enhance the existing job and make them better than they already are?
    The problem is that there are only so many roles a job can fill in this game. You can either DD, Tank, or support. As such, all jobs have to have ways to accomplish at least one of those three options. What SE has been doing since, well, RotZ jobs, is mixing and making hybrid classes that can do a bit of two or three of those roles. Sure Whm, Sch and Rdm can all main heal a party, but they all do it with different abilities. Yes a War and a Sam beat the snot out of things, but they go about beating those things up in different fashions (both figuratively and literally). So it's not about making a job that does something new...because that can't be done. It's about making jobs that does something old, just in a new way.

    You can't make a job with a new "function" because there are only so many "functions" availible in this game. You just have to make a job that can achieve that funtion in a new, unique and balanced manner.

  14. #114
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    Quote Originally Posted by Aristio View Post
    From Alla

    Spoiler: show

    Soldier

    HP Equivalent: PLD
    MP: 0
    Great Sword: A-
    Great Axe: B-
    Pole arm: B-
    Evasion: C
    Parrying: A-
    Weapon Skill Restrictions: Cannot use Raging Rush, Full Break, Skewer, or Wheeling Thrust
    Armor Selections: Medium & Heavy


    Job Abilities:

    Level 01: [JA]Subdue [Duration: 30 Seconds, Recast: 2 Hours]
    (All enemies attacking you are intimidated on every combat action)
    Level 10: [JA]Challenge [Duration: Instant, Recast 30 Seconds]
    (Goads and enemy into attacking you)
    Level 25: [JA]Confront [Duration: 30 Seconds, Recast 1 Minute]
    (Gain Enmity and Enhances Killer effects, effect wears off gradually)
    Level 40: [JA]Defiance [Duration: 30 Seconds, Recast: 2 Minutes]
    (Grants Decoy status){Battle Targets attack only you, regardless of enmity}
    Level 55: [JA]Rally [Duration: 2 Minutes, Recast: 10 Minutes]
    (Grants Beastman Killer to party members within range. Additionally, all party members can intimidate Beastmen regardless if they are being attacked)


    Job Traits:

    Level 05: [JT]Beastman Killer I (Intimidates Orcs, Quadav, & Yagudo)
    Level 10: [JT]Resist Damage I (-10% Damage Taken)
    Level 20: [JT]Beastman Killer II (Initimidates Goblins & Gigas)
    Level 30: [JT]Resist Damage II (-15% Damage Taken)
    Level 35: [JT]Beastman Killer III (Intimidates Antica, Sahagin, & Tonberries)
    Level 50: [JT]Beastman Killer IV (Intimidates Qiqirn & Poroggos)
    Level 50: [JT]Resist Damage III (-20% Damage Taken)
    Level 65: [JT]Beastman Killer V (Intimidates Lamiae, Mamool Ja, & Trolls)
    Level 70: [JT]Resist Damage IV (-25% Damage Taken)
    Is it just me, or would that be a freaking amazing subjob? >_>

  15. #115
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    Quote Originally Posted by Ziero View Post
    The problem is that there are only so many roles a job can fill in this game. You can either DD, Tank, or support. As such, all jobs have to have ways to accomplish at least one of those three options. What SE has been doing since, well, RotZ jobs, is mixing and making hybrid classes that can do a bit of two or three of those roles. Sure Whm, Sch and Rdm can all main heal a party, but they all do it with different abilities. Yes a War and a Sam beat the snot out of things, but they go about beating those things up in different fashions (both figuratively and literally). So it's not about making a job that does something new...because that can't be done. It's about making jobs that does something old, just in a new way.

    You can't make a job with a new "function" because there are only so many "functions" availible in this game. You just have to make a job that can achieve that funtion in a new, unique and balanced manner.
    Well I see you're argument and I actually understood the point better in my version of the post, but I still stick to my guns. I do think you can add new things for existing jobs, like for example the Monks Kick Attack thing... I was really happy when they added that because I was always saying how Monk is cool but they got no love as far as upgrades... I still want to know if anyone has tested my theory of Monk/Warrior tanking using an Earth Staff and doing Kick Attacks (with all Kick Attack + gear)... Oh wait its called Footwork I think right?

    Anyway I would really like to see things done to breath new life into the game because unfortunately like a lot of people have said on these forums, and statistics show, WoW has like 12 m + users and the FFXI user base is waning... I'm sorry but there is NO way I'm gonna play WoW cause I think the gameplay sucks.

    Even still this idea is all theoretical and probably won't happen but I'd be happy if they did!

  16. #116
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    Quote Originally Posted by Corruption View Post
    I still want to know if anyone has tested my theory of Monk/Warrior tanking using an Earth Staff and doing Kick Attacks (with all Kick Attack + gear)... Oh wait its called Footwork I think right?
    Sadly, Footwork requires hand-to-hand weapon for it to work. Would've been interesting to play that otherwise.

  17. #117
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    Mime!


    User was infracted for this post.

  18. #118
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    Quote Originally Posted by Win View Post
    Mime!
    Loss, necro

  19. #119
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    Quote Originally Posted by Win View Post
    Mime!
    Fuck you, you fucking piece of shit, I read this whole thread thinking to myself "Why is all this shit so familiar?" and it's because you necrobumped it.

    Fuckin waste of time

  20. #120
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    I think Win is 4 posts from banned....

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