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Thread: Make Up A Job

  1. #16

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    wow this is insane good ideas erbody keep it up
    "Stay Your Hand The Girls Life Is Now Mine"


  2. #17

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    JUST THOUGHT OF A GOOD ONE

    Egyptian:
    Sandstorm: 6 vert 4 radius, gives blind and poison
    Whip Barrage: 2 blocks hits the enemy or ally 6 times but it does 1/3 actual power
    Summon Set,Ra, etc. same as a summoner but they are rare summons can only be used a total number of times until you are a master

    Armour, Light Armour
    Weapons, Whips, Poles, Books, Sword, Knife, Polearms, Axe, Mace
    Requirements: Knight Mastered, Lancer Mastered, Oracle Mastered
    Males and Females
    "Stay Your Hand The Girls Life Is Now Mine"


  3. #18
    Skyblade's Avatar
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    Name: Aeromancer
    Race: Gria
    Equipment: Robes, Hats, Hair Accessories, Poles
    Requirements: 4 Geomancy A-Abilities

    A-Abilities: Aeromancy

    Aero: Light Wind damage to units in a small area.
    Aerora: Wind damage to units is a small area.
    Aeroga: Heavy Wind damage to units in a small area.
    Hurricaine: Water damage to units in a large area. Does not hit center square of area, inflicts Slow during Rain.
    Tornado: Wind damage to a single unit. Damage increases during Windy Weather.
    Slicing Wind: Wind damage to units in a line leading away from caster. Disables targets during Fair Weather.
    Biting Wind: Ice damage to units in a small area. Immobilizes targets during Snowstorms.
    Breeze: Uses wind to redirect Mist, restoring MP in a small area.
    Storm Front: Shifts weather randomly (cannot shift weather to or from Mist conditions).


    Support Abilities

    Tailwind: Increases range of spells and attacks by 1.
    Weathervane: Gives different effects depending on current weather.
    -Fair: Attacks and spells may Addle targets
    -Wind: Increases Magic and Attack
    -Rain: Increases rate of MP restoration
    -Snow: Attacks and spells may inflict Blind or Slow on targets
    -Mist: Auto-haste and increased Critical hit rate



    The Gria's Geomancer introduced a class highly dependent on weather. The Aeromancer, being based on atmospheric manipulation, is more sensitive still. The Aero spells are similar to the Black Mage counterparts of other elements. Hurricaine has a huge AOE, but doesn't do as much damage as Aeroga, and is water elemental. Tornado does good Wind damage, and receives higher damage in Windy weather (increased further by the Magic buff if the caster has Weathervane). Slicing Wind has a huge range, but only works in a straight line. The ability to disable during the most common weather condition is a plus though. Biting Wind gives a third elemental attack, preventing the Aeromancer from being crippled by enemy resistances, and can Immobilize targets during Snowstorms. Breeze and Storm Front are pretty self-explanatory supporting A-Abilities.

    Tailwind increases range of spells and attacks. Melee attacks now have a range of 2. Bow attacks have an even larger range, as do spells. Useful, but probably a bit overshadowed by the other support ability.
    Weathervane gives additional buffs to the Aeromancer depending on the current conditions. Powerful, but unreliable, due to the random shifting of weather conditions as you move around the world map, and the inability to shift them to a particular one reliably.
    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.

  4. #19

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    Well, this character is an advancement to the Final Fantasy Tactics Advance Moogle job Animist. It could also be a Beastmaster advancement.
    Name here~
    Nature Friend
    Move:4
    Jump: 2
    Evade: 30 Above Average Stats: Speed Res
    Average: Defense Weapon Attack
    Below: Magic Attack
    Equip-Head: Hats and lighter wear
    Armor: Some robes and light armor
    Weapons: Stuffed Animals
    Access.:Basically everything.
    A-Ability:Friendship
    Reaction(s): Covered
    Support: Medic Nulls Three different status ailments during each engagement
    Combo-Nature/ Friendly Combo.
    A-ABility examples: Any monster that the owner has can be called to fight for them, aren't controlled, they are good. And take aid, which forces the monster to take damage for the character, which is the Reaction ability Covered.

  5. #20

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    There's plenty to imagine. But I'll pick one already in use. I'm not sure if this is for advanced or tactics?

    Witch: Female
    Ability: Craft
    Can equip what an oracle and a wizard could. Requirement: Level 8 Oracle and Wizard
    Move: 3
    Jump: 4
    Normal on stats with buffs on magic attacks and defenses.
    Weapons would add the condemn effect and/or turn into frog at best. Whatever basic items Wizards and Oracles could use at worst.

    An attack preview: Nervebender : SP 50 : Range 5 Character: Moderate damage and add on't attack.
    Another power: Stunner : SP 17 : Range 5 Panel Effect 1: Minor damage and add on't act.
    Another: Witchflame: SP 20 : Range 5 Effect 2: Good damage and cancel regen, reraise on targets.

    Reaction: Counter Effect: When attacked by magic ailments counter with same. 300 JP

    Defense: MagicEvadeUP 200 JP

    Move: Fly 400 JP, Float 300 JP, Badwalk 200 JP - Walk on fire, lava, marsh, and poison marsh.
    http://www.youtube.com/Greatermaxim

    Terra..................Fight
    LV99...................Morph
    HP9999................All Magic
    MP999.................Item

    Vigor 45................R-Hand: Illumina
    Speed 90..............L-Hand: Genji Shield
    Stamina 40...........Helmet: Oath Veil
    Magic Pwr 110......Armor: Minerva
    Bat Pwr 255
    Defense 216.........Relic: Ribbon
    Evade 75
    Magic D 184.........Relic: Economizer
    Magic B 87

  6. #21
    Recognized Member erikramza's Avatar
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    • Former Cid's Knight

    :monster:

    The most useless class.

    Class: Junkie
    Skillset: Indulgence
    -Weed: Heals a small amount of hp. Increases effects of potions for three turns. Casts slow. May cause unit to sleep after a potion is used. (Affects all adjacent units.)
    -Meth: Casts haste. Unit is immune to status effects for five turns. Unless it is used again before those five turns are up, unit will take damage equal to 20% of max hp; and unit will be put to sleep, and poisoned. (Affects all adjacent units.)
    -Heroin: Casts wall and recovers all hp. Slows unit. May increase attack by between 1 and 3 (See Accumulate in Squires abilities). Same negative effects as meth if not used again within five turns.(self targeting)
    -Pcp: Units attack and speed double for three turns. Lose control of unit (Berserk). Unit is confused.(self targeting)
    -Cocaine: Increase all mediator talk abilities. Casts haste. May berserk unit. (Same negative effects as meths 5 turn rule.)(self or one adjacent unit)

    Reaction ability: Paranoid Flinch. Increases evasion, but take more damage from melee attacks that do hit.
    Movement ability: Cop Watch. See all traps up to three tiles away. If unit acts without moving, gain +2 tiles of movement on next turn.

    Some of it doesn't make sense. I did the best I could given the games rules.

  7. #22
    Recognized Member VeloZer0's Avatar
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    Seeing as this thread seems to have run it's course of serious jobs I fully endorse this new direction. I'll try to think up a few.
    >>Am willing to change opinions based on data<<

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