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.



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