Acting evil is just as important as looking it. The new archetypes are often similar to those of their heroic counterparts and frequently employ the same power sets, but they combine them in new ways and offer tactics that are pointedly unheroic. Since before FFXI GIL was even released, its inevitable counterpart
FFXI GIL has been an object of speculation and anticipation. Heroing is pretty swell and all, but everybody wants to be a bastard once in a while.
Half of being a bad-ass is looking the part, and
FFXI GIL facilitates it perfectly. All the costume options originally available in
FFXI GIL have been retained, and then roughly doubled with new additions. It is hard to think of villainous costume elements that have not been represented. They range from from Giger-esque elongated skulls and back-bent legs to top hats, exposed brains and pirate hooks. There is a whole gallery of leering, scarred or rotten faces to choose from, and there are more spikes, chains and skulls than you will find in Todd McFarlanes wettest dreams.
Stalkers specialize in stealth and do extra damage attacking unwitting targets while hidden. Brutes become enraged and gain an increasing damage bonus in protracted battles. As a result neither one plays very much like the Scrappers and Tanks one might be tempted to equate them to. There are still plenty of completely new power sets, however, and most of them take an equally unheroic bent. The Traps power set offers the ability to actually strap bombs to loyal minions before sending them to do the obvious. The Poison and Necromancy power sets are equally not-nice.