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Thread: Make Up A Job

  1. #1

    Default Make Up A Job

    Ok throughout the entire Final Fantasy Series It seems that people have certain jobs such as (cloud-Soldier, Cid-Dragoon etc.)
    so lets make up our own jobs kinda like the FFT way

    ok ill start

    Blasphamer? i dont know how to spell
    Skills: Dark Magic(dark,Blind,etc.), False Profet(gain strength and haste but only for 3 turns then you turn to stone)
    Equp:Whips and knives
    Req:Red mage LVL 3, Black Mage LVL 8, White Mage LVL 3
    Have fun and dont do drugs
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  2. #2
    Memento Mori Site Contributor Wolf Kanno's Avatar
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    *moved to FFT paradise*

    The one class I would love to see in something like the FFT series is the Riskbreaker class which is what Ashley Riot was in Vagrant Story.

    His command would be Break Arts which sacrifice HP depending on what weapon he has equipped.

    Counter would be Dark Art - which at the cost of 10% of MP, he would counter with a Non-Elemental magic attack which can activate from any attack. The nasty thing is the attack has a Drain effect meaning it restores the classes HP (hence the reason it has a MP cost)

    Support would be HP Boost 20% and Critical: Risk Art - when knocked to 10% or lower of health, character gets a 20% boost in Attack, Defense, Evasion, and Magic.

    Movement would be, MP to HP - where everywhere the person walks, 10% of his MP is sacrificed to restore 10% of his HP.

  3. #3
    Skyblade's Avatar
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    Quote Originally Posted by Biukin View Post
    Ok throughout the entire Final Fantasy Series It seems that people have certain jobs such as (cloud-Soldier, Cid-Dragoon etc.)
    so lets make up our own jobs kinda like the FFT way

    ok ill start

    Blasphamer? i dont know how to spell
    Skills: Dark Magic(dark,Blind,etc.), False Profet(gain strength and haste but only for 3 turns then you turn to stone)
    Equp:Whips and knives
    Req:Red mage LVL 3, Black Mage LVL 8, White Mage LVL 3
    Have fun and dont do drugs
    This is a nice idea, but I'm going to restructure it just a little.

    Class: Heretic
    A-Abilitiess: Blasphemy
    Reaction: Faithless

    The Blasphemy ability set focuses on dark and debilitating magics. Its primary damage dealers are Dark, Darkra, and Darkga. Most of its other spells are status oriented, and include the ability to effect enemies with Blind and Doom, and even the rare Zombie status (though this prevents the target by being damaged by the Heretic's Dark spells, and thus must be used intelligently). The most unique ability is the ability False Prophet, which imbues the Heretic with Haste, Magic^, No MP Cost (to make sure it's a buff worth getting at the cost of Doom), and Doom. Faithless is a powerful reaction ability that negates magical damage done to the Heretic, but also negates healing.

    For the prerequisites you gave, I don't recall FFT actually having a Red Mage class. For the FFTA style games, I'd go with 6 Black Mage abilities, only, and make it a Nu Mou and Hume race specific job.


    Wolfe, your class may only use MP for Reactions and Support, but it is still going to tear through MP like crazy at 10% per action.
    Last edited by Skyblade; 07-20-2010 at 08:08 AM.
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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    • Former Cid's Knight

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    The class has to burn through HP to use its abilites so the mp needs to be sacrificed to keep his HP up. The class, oddly enough, shows off my play-style that being one something based off a blitzkrieg philosophy. Basically hit them fast and hit them hard.

  5. #5

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    Quote Originally Posted by Skyblade View Post
    For the prerequisites you gave, I don't recall FFT actually having a Red Mage class. For the FFTA style games, I'd go with 6 Black Mage abilities, only, and make it a Nu Mou and Hume race specific job.
    I didnt mean just in FFT i ment the style of how you would set it up you know how its *NINJA* PRE-Archer Lvl3 Thief Lvl4 and Geomancer Lvl2 well that is what i ment but can have used any job in the series you knwo sorry if that was confusing :dona:
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  6. #6
    FFIX Choco Boy's Avatar
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    My idea wouldn't really fit into the *kid friendly* area, but since FFTA2 introduced the Seeq, I think I'm fine.

    Job name:
    Torturer or Interrogator

    Primary Abilities:
    Torture or Interrogate - uses abilities that cause fear, disable, immobilize, blind, or silence. These abilities have an average damage output like the elementalist spells, but are melee only and have average mana costs. These are not based on weapon stats.

    Reactions:
    Deflect - if attacker is adjacent to the character, and there is another enemy adjacent to character, causes the blow to be deflected to hit other enemy. If no other enemy present, does not activate.
    Chastise - Counter attacks the attacker with a random status effect from the five abilities can cause. 100% hit chance? Not sure about this.

    Supports:
    Clarity of Mind - Prevents blind, silence, disable, immobilize, and fear.
    Secrets - Generates a 10% chance that abilities will cause another random status effect from the 4 remaining. 20% chance? Idk what to set it at, but 50% would be really over powered.

    Stats:
    Move - 4
    Jump - 3
    Eva - 0

    Level Progression Stats:
    HP - +13
    MP - +4
    Attack - +6
    Def - +4

    Types of Equipment:
    Weapons - Daggers, Whips, Thrown Weapons, and Twined Wires.
    Armor - Medium Armors
    Shield - No

    Races - Hume, Bangaa

  7. #7
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    Wow I could go all day with this. Red Mage, Gambler, Paladin, but I'll go ahead and aim at gambler.

    Class : Gambler

    Weapon type : Gambler tools (toys, such as dice and cards)

    Prerequisite Classes : Thief lv 8, time mage lv 2, squire level 4

    Base stats : move 2, jump 3, speed 6, evade 6

    Basic Skill set : Attack Reels, Element Reels, Status Reels, Bonus Reels, Roll Dice, Roulette.

    Support - equip toys

    Support - JP x3

    Reaction - Magic Guard (this class can not be hit with magic, even cure)

    Movement - Move +CT (if you move your gambler after attacking you get a x10 on how many spaces you moved. So if you move three spaces you get 30 CT. It makes the gambler faster)

    I feel I have to edit my post and explain a few things.

    First, the attack reel is single targeted with a maximum hit of 9 hits. 3 reels with [miss] [1 attack] [2 attack] and [3 attack].

    The elemental reels is also single targeted and more advanced as each of the three reels holds 8 elements, fire, ice, thunder, water, earth, wind, light, dark. It works like wakka's did in final fantasy X. Elemental reels are also single targeted with a single elemental fused blow.

    The bonus reels are not focused on anything. Each time you use it you have a chance of gaining special bonuses after battle. The Reels are, [double items] [double money] [triple money] or miss. The thing about this is that you have to match them all up. Meaning three of a kind or nothing at all.

    Roll dice is like cait siths limit break in FFVII. You get a select number of dice depending on your level 9 being the highest at level 90+. It rolls them and multiplies the amount by 2. Meaning you will only get a max of 108 damage from them at being level 90+. They are a sure go though as they have no wait time.

    Also there is roulette. Much like final fantasy VII's enemy skill. Once being used it selects randomly through everyone on field and killing the one the marker lands on.

    Hope this clarifies any questions.
    Last edited by Saber; 07-21-2010 at 02:31 PM.
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  8. #8
    Skyblade's Avatar
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    Job: Duelist
    Race: *Unique job, specific to Gilgamesh*
    A-Ability Set: Legend Sword
    Support: Multi-Wield (can equip up to three different weapons, including two handed weapons, at one time. Only one of his weapons can be stolen or broken per battle)
    Reaction: Riposte (Counters attack with a flurry of blows, striking all surrounding targets)
    Equipment: Swords, Greatswords, Broadswords, Knightswords, Spears, All Armor/Headgear (except female specific).

    Gilgamesh's Duelist job uses the Legend Sword ability to inflict multiple attacks with all his weapons. Most of his abilities often gain additional effects as more weapons are equipped.


    Element Strike, for example, hits with Holy Damage, then Dark Damage, with two weapons equipped, and with three it does a third hit that does Magic Damage.

    Status Strike deals damage with each weapon and inflicts Poison, Blind, and Silence on the target.

    Taunting Strike deals damage with the first weapon normally, the second weapon damages and inflicts Berserk on the target, while the third damages and inflicts Charm.

    Excalibur deals one damage for each of the first two hits, then massive damage with the third weapon's final strike.

    Claim Weapon lets him steal the weapon from an opponent who has fallen in battle, provided he can use that weapon type, and has space to equip another weapon.

    Imbue applies the Haste, Shell, and Protect buffs to Gilgamesh.

    Fly Enkidu strikes all enemies in an area with Gilgamesh's companion, dealing extra physical damage, but not including his weapons Atk in the damage calculation.



    Gilgamesh is designed as a boss you'll fight a couple times. His abilities do get weakened if you steal or break one of his weapons (especially Excalibur), so that will help. He has two strategies open to him. He can inflict statuses to wear you down (Berserk is a painful one, since it opens you up to his powerful counterattacks), or just dish out heavy damage with his damaging strikes. Fly Enkidu gives him a long range attack with a large area of effect, so playing keep away won't keep you totally safe. And be careful not to leave characters dead if you do remove one of his weapons, because he'll claim one of theirs if he can.
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  9. #9

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    wow this is going great and i really liked the whole make up the boss job good thinking love the gambler and the Torturer or Interrogator good stuff lets see if we can get anymore

    Green Mage-(Female)
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  10. #10
    Slothstronaut Recognized Member Slothy's Avatar
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    Class: Centurion

    Weapon type: Short swords, spears, shields, light armour

    Base stats: Not sure about stats, but I'm thinking a decent attack and defense with a mid range movement. They get a +2 movement range when moving on flat ground, paths, roads, that sort of thing.

    Skills:
    - Defend which doubles the chance of blocking an attack from the front and counter attack the enemy if adjacent to them
    - Throw javelin - overlaps a bit with Ninja's I suppose, but they'd be able to throw stocked Javelin's up to three squares away. Maybe Javelin's could be an equippable item that only they can throw but can't be re-equipped mid battle (max of two equipped at a time).

    Support:
    - Phalanx - increases the odds of blocking a frontal attack by 20% when adjacent to another Centurion not using Defend and a slightly smaller chance when using Defend.
    - Double time - When an enemy is within 3 squares, the Centurion uses half as much of whatever the time gauge is called in the game (can't believe I'm blanking on that) when ending their movement adjacent to the enemy.
    - Strength of the Legion - Successful melee attacks deal 10% more damage for each friendly Centurion adjacent to the attacking Centurion

    Basically the idea behind Centurions is to make them a lot stronger when working together but vulnerable from behind, and to magical attacks as well. They'd also be a bit of a risky proposition in combat since using them to their fullest potential obviously requires fewer of other classes making them difficult to support adequately.

    This was kind of fun. I've never looked to military history to try and develop a class or unit for a game before (which is a pretty big oversight on my part in retrospect). Most of the time I look for strategy gaps or potential weaknesses to be exploited and fill them in fun and interesting ways. I think this class would be pretty fun to use in a Tactics game though.

  11. #11

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    job:

    ability: eat everyone

  12. #12
    Feel the Bern Administrator Del Murder's Avatar
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    ^ Best job ever.

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  13. #13
    Recognized Member VeloZer0's Avatar
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    Ok, here we go. I haven't played any TA or TA2 so if any of these are too close you can bite me.

    Rune Knight
    Before the religion of Ajora swept the land and brought about the orders of Dark, Holy, Divine and Shrine knights for the purpose of fighting other humans there existed an order of knights focusing their skills on elemental sword techniques for the end of protecting humans from monsters.
    Equips: Same junk all other knights equip
    Abilities: Elemental Sword Skill
    Fire Wave
    Range: 4 (Directions)
    Elemental Fire Attack
    Ice Storm
    Range: 4 (Directions)
    Elemental Ice Attack
    Thunder Bolt
    Range: 4 (Directions)
    Elemental Thunder Attack
    Earthquake
    Range: Self Target: 2
    Earth Elemental Attack
    Tornado
    Range: 4 Target: 1
    Air Elemental Attack

    Counter Skills
    Adaptation
    Increases defense based on difference between attacker and defenders equipped weapon. (Ie good against monsters/monks, useless against knights/ninjas)

    Support Ability
    Inner Peace *Innate*
    Will stay K.O.ed indefinately, never turning into a crystal
    Fire Elemental Attack
    Makes weapon attacks ice elemental
    Ice Elemental Attack
    Makes weapon attacks fire elemental (in the spirit of the original translation)
    Thunder Elemental Attack
    Makes weapon attacks thunder elemental

    Move Ability
    Preparation
    Move through all terrain with no impediment next turn if you end the current turn on movement impeding terrain

    ---

    Hunter
    I thought bow users were really underutilized so I made another class. Turns out I had enough abilities for two
    Equips: Archer stuff
    Abilities: Hunt
    Warp Shot
    Arrow bypasses all obstacles on the way to the target. Regular damage
    Skewer Shot
    Arrow damages ALL units on the way to and behind the target. Bonus damage
    Head Shot
    Chance at dealing 100% of the targets HP, or missing
    Trick Shot
    One shot splits into 5 dealing damage to 5 panels in an + shape. All 5 arrows have to make it to the target area independently. (Ie some can be impeded by terrain while others make it through)


    Counter Skills
    Retreat
    When targeted by any attack with a range of 1 you get +1 move on your next turn. It stacks and can be triggered by allies
    Retain Charge
    When hit by a magic attack your next shot is imbued with that spell dealing bonus damage or adding the status effect. You still take regular damage/status from the spell you were hit with

    Support Ability
    Ranged Poach *Innate*
    Enemies are poached when killed by ranged weapons
    Long Draw *Innate*
    Increases bow damage
    Long Shot
    Increase range of all abilities by 1. (Doesn't affect abilities with a range of 1)


    Move Ability
    High Ground
    Increase move by 2 if targeted panel is higher than current panel

    ---

    Tracker
    Other half of the abilities I thought of for archers. Adds some ability of defense to the rush attack style of FFT combat.
    Equips: Archer stuffs
    Abilities: Trap (traps can only be deployed on adjacent squares or the square you are currently standing on. ANY unit will set them off if they stop on them, and the innate ability causes them to detonate if they are traversed at all)
    Steel Needle
    Same map trap you know and love, just with more damage
    Sleeping Gas
    Same map trap you know and love, just with a chance of resisting it
    Game Trap
    Chance to instantly poach a monster enemy. Lower total current HP=higher % chance. (i.e. it is easier to poach strong animals than weak ones)
    Magnet Trap
    Reduces move by 1 for every metal item equipped. If you are standing on it and you have a move of 0 you can only move 1 square. If you set it off in mid travel chances are it will stop you in your tracks, and you have it affect your next turn.
    Explosive Trap
    Damage trap. Damages all units next to it as well.
    Detonate
    Attacks a trap to cause it to detonate and extend it's area of effect by a range of 1.

    Counter Skills
    Ambush
    Drop 3 Steel Needle traps in a row (one on you and two beside) when taking HP damage)
    Last Act
    Detonate all traps on the map when K.O.ed
    Slewfoot
    Causes slow on any unit targeting you with an attack. Range: 1

    Support Ability
    Tripwire *innate*
    Traps are detonated by being stopped on OR traversed across.
    Detect Traps
    You can see all of your traps and any enemy traps within a range of 4. (If you equip traps on another class you can't see them without this ability)

    Move Ability
    Ignore Traps
    No brainer for a class like this.

    ---

    Arcanist
    In retrospect this just makes it even more disadvantageous to have a mixed physical magical party and was probably a bad idea.
    Equips: Mage stuff
    Abilities: Align (attempts to apply alignment to all units on the map. Kind of like astrology)
    Align Physical
    Increase effect of physical skills
    Displace Physical
    Decrease effect of physical skills
    Align Magic
    Increase effect of magic skills
    Displace Magic
    Decrease effect of magic skills
    Align Ice
    Makes units weak to Ice
    Align Fire
    Makes units weak to Fire
    Align Thunder
    Makes units weak to Thunder

    Counter Skills
    Phase Out
    Enemy has effect of next move used reduced by 50%

    Support Ability
    Magic Field *innate*
    Increase effectiveness of magic abilities for adjacent allies
    Physical Field *innate*
    Increase effectiveness of physical abilities for adjacent allies
    Steady State
    Makes unit immune to Alignment spells

    Move Ability
    Hermit
    Increase MA for every panel not moved in your turn. (Yes thats right, a reward for NOT moving. Only good idea in this whole class)
    Last edited by VeloZer0; 07-30-2010 at 11:25 PM.

  14. #14
    Skyblade's Avatar
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    Quote Originally Posted by VeloZer0 View Post
    Ok, here we go. I haven't played any TA or TA2 so if any of these are too close you can bite me.

    Rune Knight
    Before the religion of Ajora swept the land and brought about the orders of Dark, Holy, Divine and Shrine knights for the purpose of fighting other humans there existed an order of knights focusing their skills on elemental sword techniques for the end of protecting humans from monsters.
    Equips: Same junk all other knights equip
    Abilities: Elemental Sword Skill
    Fire Wave
    Range: 4 (Directions)
    Elemental Fire Attack
    Ice Storm
    Range: 4 (Directions)
    Elemental Ice Attack
    Thunder Bolt
    Range: 4 (Directions)
    Elemental Thunder Attack
    Earthquake
    Range: Self Target: 2
    Earth Elemental Attack
    Tornado
    Range: 4 Target: 1
    Air Elemental Attack

    Counter Skills
    Adaptation
    Increases defense based on difference between attacker and defenders equipped weapon. (Ie good against monsters/monks, useless against knights/ninjas)

    Support Ability
    Inner Peace *Innate*
    Will stay K.O.ed indefinately, never turning into a crystal
    Fire Elemental Attack
    Makes weapon attacks ice elemental
    Ice Elemental Attack
    Makes weapon attacks fire elemental (in the spirit of the original translation)
    Thunder Elemental Attack
    Makes weapon attacks thunder elemental

    Move Ability
    Preparation
    Move through all terrain with no impediment next turn if you end the current turn on movement impeding terrain

    ---
    Explain the range on those elemental abilities a little more, they didn't make a lot of sense to me.

    Hunter
    I thought bow users were really underutilized so I made another class. Turns out I had enough abilities for two
    Equips: Archer stuff
    Abilities: Hunt
    Warp Shot
    Arrow bypasses all obstacles on the way to the target. Regular damage
    Skewer Shot
    Arrow damages ALL units on the way to and behind the target. Bonus damage
    Head Shot
    Chance at dealing 100% of the targets HP, or missing
    Trick Shot
    One shot splits into 5 dealing damage to 5 panels in an + shape. All 5 arrows have to make it to the target area independently. (Ie some can be impeded by terrain while others make it through)


    Counter Skills
    Retreat
    When targeted by any attack with a range of 1 you get +1 move on your next turn. It stacks and can be triggered by allies
    Retain Charge
    When hit by a magic attack your next shot is imbued with that spell dealing bonus damage or adding the status effect. You still take regular damage/status from the spell you were hit with

    Support Ability
    Ranged Poach *Innate*
    Enemies are poached when killed by ranged weapons
    Long Draw *Innate*
    Increases bow damage
    Long Shot
    Increase range of all abilities by 1. (Doesn't affect abilities with a range of 1)


    Move Ability
    High Ground
    Increase move by 2 if targeted panel is higher than current panel

    ---
    Hunter is a class from FFTA and FFTA2. Basically a heavier archer more focused on direct damage than debilitating enemies (which Archers did with their various Aim abilities). Also, in TA and TA2, abilities, even weapon abilities, automatically negate terrain obstacles. Only normal attacks can be blocked by terrain. Some nice ideas in this one, though.

    Tracker
    Other half of the abilities I thought of for archers. Adds some ability of defense to the rush attack style of FFT combat.
    Equips: Archer stuffs
    Abilities: Trap (traps can only be deployed on adjacent squares or the square you are currently standing on. ANY unit will set them off if they stop on them, and the innate ability causes them to detonate if they are traversed at all)
    Steel Needle
    Same map trap you know and love, just with more damage
    Sleeping Gas
    Same map trap you know and love, just with a chance of resisting it
    Game Trap
    Chance to instantly poach a monster enemy. Lower total current HP=higher % chance. (i.e. it is easier to poach strong animals than weak ones)
    Magnet Trap
    Reduces move by 1 for every metal item equipped. If you are standing on it and you have a move of 0 you can only move 1 square. If you set it off in mid travel chances are it will stop you in your tracks, and you have it affect your next turn.
    Explosive Trap
    Damage trap. Damages all units next to it as well.
    Detonate
    Attacks a trap to cause it to detonate and extend it's area of effect by a range of 1.

    Counter Skills
    Ambush
    Drop 3 Steel Needle traps in a row (one on you and two beside) when taking HP damage)
    Last Act
    Detonate all traps on the map.
    Slewfoot
    Causes slow on any unit targeting you with an attack. Range: 1

    Support Ability
    Tripwire *innate*
    Traps are detonated by being stopped on OR traversed across.
    Detect Traps
    You can see all of your traps and any enemy traps within a range of 4. (If you equip traps on another class you can't see them without this ability)

    Move Ability
    Ignore Traps
    No brainer for a class like this.

    ---
    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.

    Arcanist
    In retrospect this just makes it even more disadvantageous to have a mixed physical magical party and was probably a bad idea.
    Equips: Mage stuff
    Abilities: Align (attempts to apply alignment to all units on the map. Kind of like astrology)
    Align Physical
    Increase effect of physical skills
    Displace Physical
    Decrease effect of physical skills
    Align Magic
    Increase effect of magic skills
    Displace Magic
    Decrease effect of magic skills
    Align Ice
    Makes units weak to Ice
    Align Fire
    Makes units weak to Fire
    Align Thunder
    Makes units weak to Thunder

    Counter Skills
    Phase Out
    Enemy has effect of next move used reduced by 50%

    Support Ability
    Magic Field *innate*
    Increase effectiveness of magic abilities for adjacent allies
    Physical Field *innate*
    Increase effectiveness of physical abilities for adjacent allies
    Steady State
    Makes unit immune to Alignment spells

    Move Ability
    Hermit
    Increase MA for every panel not moved in your turn. (Yes thats right, a reward for NOT moving. Only good idea in this whole class)
    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.

    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.
    My friend Delzethin is currently running a GoFundMe account to pay for some extended medical troubles he's had. He's had chronic issues and lifetime troubles that have really crippled his career opportunities, and he's trying to get enough funding to get back to a stable medical situation. If you like his content, please support his GoFundMe, or even just contribute to his Patreon.

    He can really use a hand with this, and any support you can offer is appreciated.

  15. #15
    Recognized Member VeloZer0's Avatar
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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.

    Hunter is a class from FFTA and FFTA2.
    I was highly guessing there would be some overlap

    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.

    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

    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.

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