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View Full Version : Bravely Second: Job Discussion



Jhereg
09-13-2014, 03:48 PM
With the revelation of the Tomahawk job class on top of the 4 already announced returning jobs, I wanted to get some input on what other fans of the series are looking for in the sequel's jobs.

Thoughts on newly revealed jobs, jobs that should be brought back/left behind, job archetypes that you hope make it into the new game. Ranging from costume, to weapon aptitudes, to abilities. Those kinds of ideas.

I know a lot of people have already mentioned that they really enjoy the new Time Mage look. I personally hope they do away with the Spiritmaster job. I love the job, but I almost feel like I always have to have it in my party because it is so good.

Del Murder
09-13-2014, 05:54 PM
Yeah spiritmaster will need a nerf if they include it. Also the BP recovery ability from red Mage probably should go, or make it 1 BP instead of two.

A beastmaster or tamer or something to do with controlling monsters would be cool. And geomancer is usually fun.

Jhereg
09-14-2014, 03:39 PM
Beast tamer could be a lot of fun. I kind of envision it being kind of like the Conjurer, except you use your current beast you have.

I think a Berseker class could also be pretty cool. Abilities that boost defense and an attack ramp over time ability would be great for it.

Skyblade
09-16-2014, 07:16 AM
I think a Berseker class could also be pretty cool. Abilities that boost defense and an attack ramp over time ability would be great for it.

I've never really thought of Berserkers as +Defense guys. Berserking sort of implies all out attacks.

Fynn
09-16-2014, 07:32 AM
Something like a gambler would be cool. As for how they'd look - it's be awesome if they made them similar to FFTA2 Tricksters.

Jhereg
09-16-2014, 12:18 PM
I think a Berseker class could also be pretty cool. Abilities that boost defense and an attack ramp over time ability would be great for it.

I've never really thought of Berserkers as +Defense guys. Berserking sort of implies all out attacks.

I went with +Defense as a way of mitigating the classes inability to default or reduce the damage they take. After thinking about it though, you're right. Can't have great attack power and defense all in one.

Fynn
09-16-2014, 12:23 PM
I can imagine Berserkers working as a class you don't get complete control of because they're constantly berserker. The way I imagine them, they could be set to auto-attack, but you'd still get to choose whether to brave or default. It might be interesting, but then that would mean the only abilities the class could gain would be passive skills, which I don't think would work.

Jhereg
09-18-2014, 05:57 PM
The Wizard class was revealed at TGS today. From the description it sounds very interesting. (I can't seem to find any videos or screenshots of it in action, Que lástima.)

According to the descriptions I've read, you pick an element you want to use (fire, water, lightning), and then you choose a type of attack that you won't to use. The examples I read were 'Burst' and 'Mist'. Burst does damage to all enemies. Mist is more interesting. It afflicts enemies with an elemental dot. It's kind of like poison but with elemental affinities.

I'm very interested to see what else comes from this Wizard job.

(As a side note, the Swordmaster was also seen in the demo.)

Edit: Seems that Ranger will be returning, and a new support class that uses Moon Magic was also teased.