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).
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.
(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.
(0:10) Chemist selects any self-target single-use item in inventory; that item may target any appropriate ally within throwing range.
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.
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.
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.
(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.
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.
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.
As Reward, except that it uses gil instead of pet food.
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.
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.