I merged your thread with the one I made a while back. See above for my ideas.
There already is a berserk job ability!
I merged your thread with the one I made a while back. See above for my ideas.
There already is a berserk job ability!
Proud to be the Unofficial Secret Illegal Enforcer of Eyes on Final Fantasy!
When I grow up, I want to go toBovineTrump University! - Ralph Wiggum
Still working on it n_n
Illusionist
Weapon: Staves, Rods.
Traits:
Corrupt Emulation Level 5, 30, 45, 60, 75 [Merit].
Damage Spark Delay = 480
Damage Spark Delay with Corrupt Emulation I [Illusionist Lv5] 400
Damage Spark Delay with Corrupt Emulation II [Illusionist Lv15] 380
Damage Spark Delay with Corrupt Emulation III [Illusionist Lv30] 360
Damage Spark Delay with Corrupt Emulation IV [Illusionist Lv45] 340
Damage Spark Delay with Corrupt Emulation V [Illusionist Lv60] 320
Damage Spark Delay with Corrupt Emulation VI [Illusionist Lv75] 300
Magic Corruption - 10 – Spells you cast will sometimes have half cost.
Max MP Boost - 15, 34, 54, 69. – Obviously a buff of MP.
Overwhelming Phantasm - 50, 70. – Overwhelming Phantasm happens at random times. But deals exceptional additional damage (same element as current Stream/s active) aside from elemental streaming.
Abilities:
Reckless Phantasm – 1 – Will begin streaming elemental damage over-time (element chosen is a random choice, element chosen will never be one the enemy is immune to or can absorb).
Cataclysm Illusion – 1 – Will begin streaming Earth damage over-time.
Torrent Illusion – 5 – Will begin streaming Water damage over-time.
Wind Burst Illusion – 9 – Will begin streaming Wind damage over-time.
Inferno Illusion – 13 – Will begin streaming Fire damage over-time.
Frost Bite Illusion – 17 – Will begin streaming Ice damage over-time.
Bullet Spire Illusion – 21 – Will begin streaming Lightning damage over-time.
Twilight Illusion – 29 – Will begin streaming either Light or Dark (By chance per stream release) damage over-time.
Celestial Wings Illusion – 33 – Will begin streaming Light damage over-time.
Grim Sorrow Illusion – 37 – Will begin streaming Dark damage over-time.
Diamond Hail Illusion - 41 - Will begin streaming Null-Elemental damage over-time.
Chaos Emulation - 49 - For a short duration you can activate up to three Illusions [Includes cooldown time]
Illusions of Hope - 53 - Gives the party a regen-like effect for a duration [Can use whilst streaming] [Includes cooldown time]
2 Hour ability [Amplify Phantasm]: For duration. Phantasm Streaming deals Magic Bursts each hit.
Last edited by Markus. D; 03-05-2007 at 05:02 AM.
Yeah I don't think Berserker would work really, Beastmaster has Berserkers AF and Warrior has it's abilities... So um, BST/WAR=BER? lol
I like the Geomancer idea and the Chemist idea, but I think if they introduce Chemist it should have elements of alchemists too. They shouldn't rename it alchemist, because alchemy is a guild, but it should have mix like job abilities, or just other abilities that are directly linked to your crafting skill.
For example, you could create weapons by combining different items from your inventory, using the job ability "mix" or maybe "synth" would be more relevant to FFXI. After making them with the ja, they're tossed at the target as an ability rather than an item...
Mmm, I think Geomancer would be a good introduction to the game. We are kinda running out of reliable healers really. The only downside is that it would be expensive and probably require crafting if my idea was implemented.
It's like a mage class that uses items instead of MP.
Heheh, they could equip any item in the ranged slot, and throw it like Amarant does :P
jkhkjg
If Mime was implemented well, it would be a beautiful thing. It would be the opposite of Beastmaster in that you would rely heavily on a party to bring out the best in you.
I'd be a MIM in a heartbeat.
A little bit old, but I couldn't refuse the chance to evaluate some of the new job ideas.
GEO would be a nice job to see in FFXI, but it is quite difficult to actually get it to work. GEOs can use the terrain to attack, but how exactly would it work? Would it be based on the general area or on the ground type the GEO is standing on? Would the weather change the effects of geomancy? Also, won't geomancy be terrible overall? People like to fight an enemy using elementals of their weakness. With the GEO job, chances are that you'll be using geomancy on enemies that are resistant to that element.
The special ability you've given to the CHM job are really cheap. With the ability to not only boost the power of items, but to also have them have a chance to not be consumed allows for CHMs to be able to heal the party easily (and somewhat cheaply) at higher levels. Considering the fact that items are faster than spells, and you've got a healer that really makes healing very quick, thus taking some balance away from the game (esp. w/ its 2-hour and Ethers).
Too cheap.
Your TMG is really limted when it comes to skills. I like what you did with Reflect and Hastega, but Return is a pretty crappy 2 hour; the main problem with it, being that it only works on the TMG, which really can't do much in the way of support. Though with WHM or RDM as a sub, Return could become much more useful (but a little bit overpowered as well). Also, how does Demi work? If it deals damage by percent, it would be way too overpowered, if not, then it becomes a non-elemental or dark damaging spell.
DRU seems like a combo between the BST and the BLU.
The PUP is a better version of your NEC, which you really didn't describe well.
I like this idea, but I need more details and the 2-Hour is way too overpowered. Basically, why would someone use this class instead of using a class specialized toward a specific type of art, especially one that has passive skills and abilities that are easily defined?
Mimic is a 2-Hour ability and the only ability the MIM has. It seems like a smart idea since the MIM would gain the abilities of those it controls, but what happens if the MIM wants to change targets? It would take them 2-hours for the MIMs to utilize the only skill they have and possibly stay with a skill set they don't like or have the need for.
I can't really evaluate this class because I don't know what streaming is...
The things I could not do yesterday, I shall not fear to attempt today, for I shall never give up on tomorrow. - Alexia Lynn Elesius (Wild ARMs Crossfire)
This job learns unique abilities depending on what your stat distribution is like at certain levels, it acts mainly as a job specifically suited for being a subjob, for the job you desire.I like this idea, but I need more details and the 2-Hour is way too overpowered. Basically, why would someone use this class instead of using a class specialized toward a specific type of art, especially one that has passive skills and abilities that are easily defined?
I don't think the 2hr is overpowered when you consider the jobs limititations.
MIM can permanently learn any move if they use that move a certain number of times, learning the move takes away a certain amount of points so you can't overpower yourself. I said that already :P That way you can start to become less dependant on other peoples movesests, also, it would have some other unique job abilities that I thought of.Mimic is a 2-Hour ability and the only ability the MIM has. It seems like a smart idea since the MIM would gain the abilities of those it controls, but what happens if the MIM wants to change targets? It would take them 2-hours for the MIMs to utilize the only skill they have and possibly stay with a skill set they don't like or have the need for.
Example:
Manamic- Your max MP become exactly the same as the targets for a set period of time.
Staminamic- Your max HP becomes the same as the targets for a set period of time.
jkhkjg
A Druid would be awesome..
Their two hour to be to summon a random creature that is native to the area you are located in.
I wouldn't like the idea of a MIM actually learning others' abilities. I see a MIM as a character that could use the same ability that a fellow party member just used.
The main ability would obviously be mimic. Recast time ~2:00? Mimes an action by a selected party member within a 15 second window.
Say you're in a party: WAR, THF, RDM, WHM, BLM, MIM.
All other jobs take on normal roles. As MIM, you hit Mimic and a 15 second timer starts in the game. Inside the window made by the timer, the game tracks all abilities by party members. You have 15 seconds to select a character in your party or the ability is voided. By selecting a character, you immediately begin the last action the character triggered and on the same target assuming the target is in range and all that good stuff.
WHM last cast curaga on himself. The mime then casts curaga on the WHM. WAR last used Raging Axe weapon skill. The mime then uses Raging Axe on the same mob if in range. THF last used Steal. Mime uses Steal on the same mob if in range. BLM last used... you get the idea.
Needless to say, it would probably be most used for WS and powerful spells but there would be a ton of possibilities. I don't think any self-targeting abilities should work, though (Sneak Attack, Berserk, etc.). 2 Hours should definitely not be included in the mimicable abilities, either. It would be complicated but it would keep you on your toes.
Based on new FFV:A classes :
Gladiator--A master of weaponry, but dumb as a brick.
Role: High DD melee
Weapons: Any (possible exclusions need apply)
Many skills would me similar to WAR. No Provoke.
Critical Strike: Cooldown 2 mins.
Critical strike has a 50% chance to deal quadruple damage to an enemy, but a 50% chance to confuse the user if it misses (net 25% chance of confusion).
2 Hour: Finishing Strike--The Gladiator uses an extremely powerful series of melee attacks each with a chance to put the target to sleep.
Oracle:
Skills:
Read Ahead:
The Oracle makes a list pop up that is viewable to all party members of any abilities that the targeted mob is preparing to use.
Premonition:
The Oracle prays for an attack. The longer the prayer, the more likely it is to succeed.
2 Hour: Tarot--The Oracle pulls a random Tarot card which causes very beneficial effects to the party, or very negative effects to the monster(s).
Also: Gambler:
Weapons: Dice--roll for semi-random damage calculated based on the power of the dice and the number rolled.
Skills:
Pick a card:
The gambler pulls a card out of the deck, higher cards do higher damage, face cards have chances for status effects.
Gil Toss:
The Gambler throws gil at the opponent.
2 Hour:
Slots--Slots have a huge assortment of randomness, ranging from Joker Doom (kills user and mob) to Lucky 7's.
Sigless
Gambler and Mimic they have in FFXI ;o it's called Corsair and Blue mage.
Too big.
Blue Mages are nothing like mimics in the way we've described them.
But I guess gamblers are similar to Corsairs.
jkhkjg
No, Blue mage doesn't learn job abilities or spells and mimic them in -any- way >_______>
Too big.
I quit FFXI before COR and PUP and BLU were introduced .
Sigless
I didn't write all the ideas in my head, just a few. I mean if I was to write out everything, it would include stats, alot more Spells, Weapons Skills available for Time Mage use, Weapons, the list goes on. I just wanted to convey the concept really. I do agree if this was to be included in the game a lot more Spells/Abilities would need to be added.Your TMG is really limted when it comes to skills.
Maybe so, but it could do wonders in the way of gaining back exp from death. Combined with /WHM you could Return back after Death and Raise the party after Lv50. Who needs support when you can do awesome stuff like that?Return is a pretty crappy 2 hour; the main problem with it, being that it only works on the TMG, which really can't do much in the way of support.
Certain enemies are immune to Demi, generally bosses with vast amounts of HP.Also, how does Demi work? If it deals damage by percent, it would be way too overpowered.