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If you could add any two jobs

Posted: 3rd December 2006 18:53

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If you could add any two new jobs to FF1, What would they be?

Like take any job from any FF game with a class/job system that you'd like in FF1.

Just remember to include what game you took it from, what abilities they would have, and why did you choose these two jobs/classes.

meh you can post more than once (like with two jobs you'd add) if you want

Edit
I made the post easier to read (or atleast I think it's easier to read.)


This post has been edited by Pun-Master Akey on 3rd December 2006 23:55

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Posted: 3rd December 2006 19:19

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Blue Mage and Lancer. Would be the best/most classic addtions, IMO.

The Blue Mage would have the learning ability innately, blue magic and could eventually learn the control ability so that he could get healing magic from monsters. He would also have Red Mages' flexibility with weapons and armor.

The Lancer ofcourse would have jump and later be able to learn ReRaise.

Blue Mage and Lancer are my two favorite FF jobs. With the Blue Mage, his abilities, growth/destiny are in the hands of the player depending on how much he/she cares to pursue abilities.

And Lancers are just grand.

This post has been edited by GooseKnight on 3rd December 2006 19:23

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Posted: 3rd December 2006 19:23

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I'd go with Blue Mage and The Assassin (from Tactics Advance)

The Blue Mage would obtain learning automatically, control would come along with scan at the class change, and perhaps scan would be able to see if a monster has an attack learnable by the blue mage.

Assassin would have his or her corner ability, which consist of high damaging/ instant death spells that have high mp cost this was very helpful in short fights but... not so good in long fights, and they could equip bows or katanas


Edit
Hey Gooseknight what about the Lancer/Dragoons (think they're the same thing) ability to breath fire/ice/lightning from FFTA?


This post has been edited by Pun-Master Akey on 3rd December 2006 23:52

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Posted: 3rd December 2006 21:12

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Dragoon (FFIX): Jump. After Class Change would be able to attack by hurling spears from the air before falling.

Conjurer/Summoner(FFIII): Before CC - two minor spells per summon. After CC - one major spell per summon.

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Posted: 3rd December 2006 22:17
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I'd have Time Mage and Summoner from FF5. "Quick" is one of the best spells out there.
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Posted: 3rd December 2006 22:21

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Earth Mage -> Geomancer - They could use a terrain-based attack similar to the FF III, V, and Tactics Geomancer, with two attacks per terrain type. After the class change, I'm thinking a third, more kickass attack could be added to the arsenal for each terrain type and they'd also learn the first four levels of White Magic. Their equipset could be similar to that of the Red Mage/Wizard

Conjurer -> Summoner - I'm thinking they could use the Black Mage/Wizard equipset, but have higher natural HP and Defense. There would only be six summons - Chocobo (found early on in a shop), Lich, Maliris, Kraken, Tiamat, and Bahamut. The four fiends are obtained after defeating each of them, and Bahamut is obtained if you visit the big guy after you've obtained the previous five summons. I like SMad's idea for using FF III-style summons - two decent spells per summon prior to a class change, and one awesome spell per summon after the class change. Also, why not give the Summoner the first four levels of White Magic, too?

This post has been edited by laszlow on 3rd December 2006 22:41

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Posted: 3rd December 2006 22:38

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Archer-> Ranger; both classes can use back Row. Archer: ability AIM, an attack that cannot miss. Equips daggers and bows. Ranger: ability Sshot, attack 4 times for half damage, can equip daggers, swords, and bows.

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Posted: 3rd December 2006 22:41

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Blue Mage and Dragoon...

Blue Mage from whatever FF game, and mainly because they can copy monster and enemy abilities.

Dragoon from FFIV because they kick ass, and they have the Jump ability, along with there awesome helmets and armor.

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Posted: 3rd December 2006 23:58

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What about The Elementalist from FFT Advanced?,Their Elementalshift spell would be quite handy, they could ave the armor set of like black mages and could equip the same weapons as a red mage. Maybe at the CC the elementalist's spells would be boosted depending on where you're fighting.

Heh 3 White mages and an Elementalist, changes every enemies weakness to holy tongue.gif

This post has been edited by Pun-Master Akey on 4th December 2006 03:07

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Posted: 6th December 2006 21:21

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The most often I seem to hear is "a thief that doesn't suck and can steal"
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Posted: 7th December 2006 04:25

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Time Mage and Oracle

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Posted: 7th December 2006 04:53

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Quote (Billdolfski @ 6th December 2006 21:21)
The most often I seem to hear is "a thief that doesn't suck and can steal"

If you've played the Dawn of Souls version of FFI for GBA, the Thief has been considerably buffed up and is probably on par with the Warrior or Monk for the first half of the game.

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Posted: 9th December 2006 01:57

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Dragoon (FFTA) and Assassin (FFTA). The fire/ice/thunder breath would be real cool and some of the assassin moves would rule, like Last Breath and Nightmare.

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Posted: 13th December 2006 18:11

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Paladin and Summoner. Summoner could work as described above, with six summons available throughout the game. Why bother with a Paladin when there's already a Knight that learns White Magic? Because a Knight can't Cover, my favorite ability of all. I'm not sure how I'd balance a Paladin vs. a Knight...a little less weapon selection in favor of more white magic, perhaps, but all the armor a Knight can wear since the theme is protection.

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Posted: 13th December 2006 18:22

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Rogue

Hybrid class somewhere between the Ninja and the Red Wizard. Two weapon equips, but only katanas or daggers, can use low level black magic spells, can cast image on himself, has unusually high agility, you get the idea.

Paladin

Mix of the White Wizard and the Knight. Can only use hammers and maces, all armor, and low to mid level white magic spells.

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Posted: 14th December 2006 16:13

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Dark Knight (FFX-2) and Summoner (FFV)... but since the FFI crew doesn't have the abilities anyway (thieves are suppose to steal), I guess it wouldn't really matter.

This post has been edited by Krisp on 14th December 2006 16:13
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Posted: 14th December 2006 22:26

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I think that's the main reason the initial FFI classes work: they don't have any real specific abilities. There are two main types of characters, frontline fighters and magic users. Of course, Red Mage/Wizard, Knight, and Ninjas are exceptions.

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Posted: 20th December 2006 23:01

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They'd have to be very different and cleary distinguished because there would only be eight classes.
But not the Blue Mage because he would be totally useless. I mean what would he learn the enemies only cast magic spells and flash a few times when they attack.

I'd say...
Summoner & Gunner/Archer
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Posted: 22nd December 2006 17:10

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Blue Mage and Summoner.

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