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Like the Questions and Suggestions forum, but without the visibility, this page contains idle speculative fictions regarding the past, present, and future of FFXI.

New Job Speculations

This section includes speculative dreams about how other FF-canon jobs might be adapted for FFXI. It is an adaptation of the standard job pages that includes notes about abilities in-place (so that I'm not linking to a bunch of stuff that doesn't really exist in-game).

Chemist (CHM)

Job Overview


The Chemist uses knowledge of lost alchemical arts to produce supernatural effects. It is modelled after the Chemist class in Final Fantasy Tactics. The Chemist would have access to robes and leather armor, daggers, staves, and guns; combat skill would include a B in Marksmanship but nothing spectacular. The job quest could begin at the Alchemists Guild in Al Zahbi.



Job Abilities

Level  Name  Notes
01 Alchemical Overdrive (2:00:00) For 30 seconds, all self-target single-use items used by the Chemist effect "all" of appropriate category within a radius of the target.
01 Throw Item (0:10) Chemist selects any self-target single-use item in inventory; that item may target any appropriate ally within throwing range.
10 Scavenge (5:00) Like the Ranger's version, except searches for Alchemy materials.
15 Bandage (3:00) Removes one harmful status effect from self, but lowers physical and magical defense for 60 seconds.
30 Phoenix Down (5:00) Chemist must have a Fire Crystal and Bird Feather in inventory; remove KO status from target PC.
35 Leech Shot (10:00) Next shot with a ranged weapon has a chance of extracting an alchemical material from the targeted foe.
40 Metabolize (10:00) Remove Medicated status from a single ally within short/melee range.
55 Synthesize (20:00) Chemist chooses any eligible self-target single-use item in inventory; that item may be used up to 10 times in the next 60 seconds.


Job Traits

Level  Name  Notes
01 Alchemic Expertise Self-target single-use items used by the Chemist have their numeric effects doubled.
30 Expert Scavenger Enhances the effect of Scavenge.
40 Alchemic Reflection The Chemist gains a temporary item slot containing a single-use item that produces the effect of the last spell or effect that targeted/included the Chemist. When that item is used, it disappears; the slot is filled when another spell or effect targets the Chemist.
75 Alchemy Bonus I Enhances Alchemy craft skill.
75 (Merit) Alchemy Bonus II Enhances Alchemy craft skill.

Gun Knight (GKN)

Job Overview


Triggered by a discussion of gunblades on the FFXIclopedia Forum, the concept of this job is based on a Paladin-like tank who would use a set of new greatswords that could also add bullet damage to melee attacks. The Gun Knight's weapon skills would include an A or A+ rating in greatsword, B+ rating in marksmanship, and A-/B+ Parrying Skill, but no shield skill; armor selection would mirror other heavy melee jobs (WAR, PLD, etc.) but would not include shields. The job quest would likely begin in Bastok and have something to do with the Musketeers.



Job Abilities

Level  Name  Notes
01 Tit for Tat (2:00:00) The Gun Knight's parrying success rate rises to 100% for 30 seconds. Additionally, when using a gunblade-type greatsword, each successful parry allows a chance to counterattack with equipped bullets. This ability would generate a large burst of enmity with all engaged targets.
15 Countershot (0:05:00) The next melee attack against the Gun Knight will be blocked and countered with a shot from an equipped gunblade-type greatsword. If a normal greatsword is equipped, or no bullets are equipped, the attack is simply parried instead.
30 Hold the Line (0:05:00) The Gun Knight gains a large evasion bonus, which decays over the next 30 seconds. This ability also generates a burst of enmity with any engaged targets.
35 Cover As the Paladin ability.
55 Covering Fire (0:05:00) For 30 seconds, each successful bullet attack with an equipped gunblade-type greatsword subtracts enmity from the closest ally and adds it to the Gun Knight instead.


Job Traits

Level  Name  Notes
05 Trigger-Happy I Reduces delay of bullets when used with gunblade-type greatswords by 50%. (Normal Marksmanship attack delay remains unchanged.)
10 Defense Bonus I as normal
25 Trigger-Happy II Enhances delay reduction to 75%.
30 Accuracy Bonus I as normal
45 Trigger-Happy III Enhances delay reduction to 87%.
50 Defense Bonus II as normal
65 Trigger-Happy IV Enhances delay reduction to 100%. The Gun Knight effectively ignores the bullet's delay time when using a gunblade-type greatsword.
75 Accuracy Bonus II as normal

Mediator (MED)

Job Overview


Unlike the Beastmaster, who uses his abilities against animals and beasts, the Mediator works to forge alliances with the beastmen and other humanoid races. Weapon choices would focus on hammers and guns; armor would be mostly leathers (as BST). This job quest could begin with some suitable mediator-like character in Jeuno or Aht Urhgan, or for an added challenge, it could be granted by someone in the Tavnazian Safehold.



Job Abilities

Level  Name  Notes
01  Allegiance As Familiar.
01  Mediate As Charm.
10  Gauge As the Beastmaster ability.
12  Payoff As Reward, except that it uses gil instead of pet food.
23  Call Ally I As Call Beast, except that it uses a Beastmen's Seal instead of a summoning jug. The type of beastman would be chosen from a list of those the Mediator has faced in the past, and would be limited to levels under 50.
30  Pacify As Tame.
60  Call Ally II As Call Beast, except that it uses a Kindred's Seal instead of a summoning jug. The type of beastman would be chosen from a list of those the Mediator has faced in the past, and would be limited only by the Mediator's level.
75 (Merit)  Harsh Rebuke As Feral Howl.


Job Traits

Level  Name  Notes
01 Wide Scan Same effectiveness as BST.
10 Beastman Lore I Increases success rate of job abilities used against Orcs, Quadav, and Yagudo.
20 Goblin Lore I Increases success rate of job abilities used against Goblins.
30 Beastman Lore II Increases success rate of job abilities used against Orcs, Quadav, and Yagudo.
40 Goblin Lore II Increases success rate of job abilities used against Goblins.
50 Beastman Lore II Increases success rate of job abilities used against Orcs, Quadav, and Yagudo.
50 Historical Lore Increases success rate of job abilities used against Shadows, Fomor, etc.
60 Goblin Lore III Increases success rate of job abilities used against Goblins, Moblins, and Bugbears.
70 Beastman Lore IV Increases success rate of job abilities used against Orcs, Quadav, and Yagudo, as well as Lamia, Mamool Ja, and Trolls.
75 (Merit)  Diplomacy Reduces the gil cost of Payoff, and adds a chance that the Call Ally abilities do not spend a seal when used.
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