Monday, July 25, 2011

Kaji's Thoughts: FINAL FANTASY XI Job Adjustment Manifesto Part 1 of 3: The Original Six

   With the upcoming introduction to the final level cap of 99 in FFXI, new job abilities and spells ideas have been brought out of the deep dark secret place that holds the FFXI Dev Team. Originally posted here, http://forum.square-enix.com/ffxi/threads/11485, the Dev Team's Commuinity Rep Gildrein gives plays a hint of what may be to come.
   Again, these are hints of what may come to pass:


WARRIOR: As Warriors have become great damage dealers, a need for brain over brawn comes out of the fold. The idea of giving Warriors the ability to change the type of damage they do could bring a new aspect to the job, creating an increasingly flexable damager dealer that can handle blunt, slashing, and piercing type attacks. Another idea is to give them an ability that makes the next attack a critical hit. Stacking that with a high damage WS, if possible, could make for some insane outside Abyssea damage.

MONK: A job that seems to of fallen from glory in the DD world, but seems to be returning as a decent tank for some mobs due to the max HP a monk can have. The future of a monk seems to be in the form of more defensive tactics and skills, as well as moves that will leave foes weaker to allies attacks. Adding a new effect to boost that will effect Chakra, and a new effect to Chi Blast that lowers enemies TP. Honestly? That TP better dive down, and maybe even give monk a reason to want to face an enemy face-to-face. I'll have to ask my MNK friends what they think.. wait, all my MNK friends became Dancers and Ninjas. >.>;

WHITEMAGE: The always needed job, White Mage remains the best benefit to any party. Being able to cure almost any ailment and any amount of HP, White Mages definitely bring the red cross onto the battlefield. Adding more defensive magic that allows allies to take less damage, and even creating a spell that helps removing charm. (Chara?) Why not? White Mages are needed more and more everyday, this job takes a certain type of person to play professionally. Perhaps it's time for Holy II, Regain (TP regen!), or even a game-breaking Reflect spell? Of course people will bitch about Reflect, but maybe have it as a single target spell that only works one time. Even with the added ability to cast an offensive spell on a party member with reflect, allowing the hate to be given to said party member?

BLACKMAGE: The reason I keep living is so I can continuously nuke down my enemies! Insane power at the tips of our fingers, BLMs are known for heavy nukes, a well timed stun, and the highest level of sleep there is. Abilities that will allow a casting a spell for 0 MP & one that will enhance the elemental power of the spell with added risk? I'll accept those happily. I knew one day the power of the BLM would get a little out of hand, damaging the BLM in the process. I'd also like my Blizzja, Thunja, Thunder V, and ME-TE-OR please. K, Thanks.

REDMAGE: The ultimate enhancer; RDMs play an strong roll when fighting alot of mobs at once or one very large and angry monster. The highest enhancing and enfeebling job, RDMs around the world just want a little more reflexing in their daily job. Adding an ability to have your next spell have zero casting time would be nice, as long as it's an automatic thing that occasionally happens. RDMs need more enhancing spells (Enfira maybe?) and some new enfeebling spells. (new massive dot spells like Zombie?)

THIEF: THFs are one of the fastest fighting jobs in the game, able to strike hard, control the party enmity, and even effect the drop rates of items. SE is wishing to add to Sneak & Trick Attack enhances as well as more options to control the enmity level in the group. Also, a skill that will help intimidate the enemy by how many members are in the group? Sounds like the move will be called "Riot" or something along those lines.

Stay tuned, I'll cover the Zilart Expansion Job's next.

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