FFXIV job rework propositions

Dancer

Dancer’s playstyle could change depending on your dance partner. Rather than providing a DPS buff to your partner (or perhaps in addition to it):

  • You partner a melee DPS, you become a melee DPS; you do more damage, but you have positionals and have to stay within melee range.
  • Partner a magical DPS and you do more damage, but you get cast times and spend MP.
  • Partner a ranged physical DPS (including yourself, for the sake of solo overworld battles) to keep things the way they are now.
  • Partner a tank and you get a big buff to your defense and HP and shielding abilities.
  • Partner a healer and all your attacks basically become AOE Kardia, you get cast times and spend MP.

There would be some abilities that just straight-up change what they do depending on your stance. There would be one ability with a two-minute cooldown that, as a tank, would be an invuln, but as a healer would be a massive heal, and as a DPS would be a different flavor of huge-damage attack. As a ranged DPS maybe it could still be Technical Step; this could make multi-dancer parties viable, since one could be specced as something else during the other's Tech Step.

Dance Partner would wear off after some amount of time and you would have to re-apply it, but the person you partnered would receive a debuff that would prevent you from partnering them which varies depending on the size of your party. (If you’re alone or with one other person, this wouldn’t happen.)

You get the limit break of whoever you partnered. Except it wouldn’t be “Dancer Limit Break but [role]” — if you partnered a Gunbreaker, you would literally have Gunmetal Soul as your limit break. Kind of niche, but maybe you could partner a dead person to use their limit break. Or maybe that would be too broken? Maybe doing so basically gives you the equivalent of Walking Dead, where you’ll die in a few seconds unless you un-partner them or unless they’re rezzed.

…actually, that gives me an idea…

Monk

Okay, I don’t play Monk. But I did play Final Fantasy VI. So give Monk Soul Spiral. Basically a healer LB3, but at the cost of the caster dying.

That’s my only idea for Monk.

White Mage

Cure upgrades to Cure II. Freecure goes bye-bye.

Secret of the Lily unlocks at level 50 along with Afflatus Solace. When you have one or more lilies, Cure II changes to Afflatus Solace.

Afflatus Rapture unlocks at level 60. When you have one or more lilies, Medica changes to Afflatus Rapture.

Fluid Aura is back, at level 15, as a water-themed AOE. At level 45 it upgrades to Holy.

Aero III is back. Mutually exclusive with Aero/Dia’s DOT, of course, because we can’t have nice things.

Now that we have some hotbar space freed up, Divine Caress is no longer tied to Temperance.

Scholar

I don’t want Scholar to change too much. I like that it’s a little janky and I like that you have to actually think about what abilities to use. It could use a few small changes, though:

Return Miasma and Bane.

Let the Fairy Gauge be used on anything else. Like Fey Blessing? Why doesn’t Fey Blessing cost gauge???

Have Consolation overwrite Fey Blessing instead of Summon Seraph, or alternatively don’t lock out Fey Blessing while Seraph is out.

If you have your fairy glammed as a Carbuncle, Seraphism changes to a Carbuncle-themed look, and Seraph becomes Diamond Carbuncle.

Disciples of the Hand

First, allow crafting underwater, because it’s funny. Yes, this means making new animations for underwater crafting.

Second… I kind of want different locations to give different elemental buffs to reduce the crystal cost for crafting. Hell’s Lid can buff Fire, seaside (or underwater) can buff Water, Heritage Found can buff Lightning. Basically whatever kind of elemental sprites you can find nearby, that’s the element that gets buffed. I think this would be Fun and would encourage overworld play.