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




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