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    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; 07-31-2010 at 12:25 AM.

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