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Explain the range on those elemental abilities a little more, they didn't make a lot of sense to me.
Like Holy Explosion or Earth Slash. I tried to emulate the messed up format the game presents it in.
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Hunter is a class from FFTA and FFTA2.
I was highly guessing there would be some overlap :D
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Yeah, this is basically exactly the Seeq Ranger class from FFTA2, except with a greater variety of traps included, and some rather interesting, if overpowered, Reaction abilities. And without Mirror Items. I like some of the trap ideas, but really, giving the ability to detonate all traps on the map, and AOE traps... That leads to some crazy power there.
Whoops, typo. The detonate all traps only happens on when the Tracker is K.O.ed.
The steel needle one is also kind of a double edged sword, as it clutters up the combat area for your units too.
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The name Arcanist is already taken, but otherwise, an interesting experiment. Still, if the Blue Mage's Night spell shows us anything, it's that things that have a chance of hitting all enemies and all allies wind up hitting allies way, way more. The supports are actually nice ideas. Constant buffs to adjacent units works well for a support unit.
That's just poor algorithms :D
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The Move Ability is clever, but there is one problem: MA is useless without a damaging spell. Granted, you can use it on another job once mastered, or give a new subset to it, so it's not as bad as Ezel's Hermetic job (special unit in FFTA, unable to jobchange, incredibly, insanely high magic attack, and zero attack spells), but it is still out of place.
MA would probably be the determining factor for the success rate or power of the buff.
Also look at all the Calculator's abilities, completely useless on that class but good to equip to another.