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  • What would be cool to have as a new tank job?

    Yea, i'm actually not sure if there's this discussion out there already, but whatever, no i didnt bother using search, rather i thought i'd just abuse my mod powers to bypass it

    Aha.. jokes aside if you know about this discussion however, let me know, ill go bump it instead.

    Ok..

    In regards to tank jobs, we have plenty of choices actually, but some only work in some situations, rare situations.

    Warriors can tank all the way, but are usually overlooked, by the WAR themselves and other jobs, most of the time. Can tank better according to common opinion with NIN subbed, but i've seen MNK and PLD subs, like, a couple times.

    Samurais can tank somewhat, in lower levels, in a pinch. Needs WAR sub for provoke.

    Thieves... i can vouch for a friend of mine who demands to be the tank in merit parties as a THF/war, he's pretty sick. But thats probably one in a million.

    Red Mages have been tanking here and there, washed down Paladins with better defensive/healing magic, but lacking many tanking features that makes true tanks special, rellying on MP as their main enmity keeping and survival.

    Monks used to be one of the main tanks, suddenly they became DD, are we overlooking MNK's ability to tank because we can simply do nice damage with it? Or are the other options so much better that we were forced to this change? Prolly the latter. Prolly both.

    Blue Mages can tank quite well, me being a BLU, I have tanked in Valk, Qufim, and now in late 30's i've had to tank a couple times too in CN, but i've heard they can tank as effectively as a WAR would, with the slight edge of having MP for healing, buffing, and debuffing, but a down when it comes to natural defensive skills, though i think its still early to be making statements.

    Obviously some other classes can also tank here and there, in this and that situation, for a minute or 10, or perhaps on a certain mob, or a certain place, considering the number of sub combinations, jobs in your party, gear, merits, etc that could define your ability to tank.

    Can a WHM/war not tank with certain gear and merits? Maybe not in certain situations, but FFXI is full of situational events and everyday you hear of someone that achieved something out of the norm, like the RDM who soloed Genbu, or the WHM burn, or that DRG that soloed to 75.

    With all that said, my intention to bring up controversy is solely so that people can think about this with an open mind, because today our main tanks are not unique in any way, we have the meat shield who absorbs the hits and relies on the shield, and the evasion god that doesnt get hit.

    What else is there to be invented in terms of tanking?

    I was bored.

    The spiritual combat job:

    Soulmaster

    Evokes spirits, but not in the same way as a summoner, spirits are abilities, not pets, not MP consuming spells.

    You get spirits by fighting mobs in SOLO combat, like the Summoner aquires his Avatars by fighting them, so would a SLM. However these would not be BC fights, these would be Spiritual Confrontations, there are as many Spiritual Confrontation battles as there are races in the game.

    Apathy of the Hume
    Arrogance of the Elvaan
    Envy of the Mithra
    Rage of the Galka
    Cowardice of the Tarutaru

    To challenge Apathy of the Hume, you need to go to Bastok, talk to a certain NPC at a certain level, and begin your Spiritual Confrontation battle.

    To challenge Arrogance of the Elvaan, you need to go to San'Doria, talk to a certain NPC at a certain level, and begin your Spiritual Confrontation battle.

    To challenge Envy of the Mithra, you need to go to Kazham, talk to a certain NPC at a certain level, and begin your Spiritual Confrontation battle.

    To challenge Rage of the Galka, you need to go to Rabao, talk to a certain NPC at a certain level, and begin your Spiritual Confrontation battle.

    To challenge Cowardice of the Tarutaru, you need to go to Windurst, talk to a certain NPC at a certain level, and begin your Spiritual Confrontation battle.

    The Spiritual Confrontations are battles where you challenge your own spirit and master your fears and angers. The rewards are Spiritual Magic spells. There are 2 Spirit Spells per Spiritual Confrontation. An offensive and defensive.

    Apathy of the Hume

    Def. Spirit Spell: "Consume"

    Target: Party Member/Self

    For the duration of the spell, a percentage of the damage done to you becomes spiritual magic and is converted into MP.

    Suggested use: Use this to give a flow of MP to your healer, that can cure you repeatedly.

    Recast: 5 Minutes.

    Off. Spirit Spell: "Delay"


    Target: Enemy

    For the duration of the spell, any action taken by the enemy will take twice as long, regular attacks not affected, spells and abilities only.

    Suggested use: Certain deadly abilities and spells are almost impossible to interrupt, even with Slow spell. With this ability, the deadly Bomb Tosses and Goblin Rush, along with many others become less of a threat, all the more if you're partied with someone that can Stun.

    Recast: 5 Minutes.

    Arrogance of the Elvaan

    Def. Spirit Spell: "Succubus"


    Target: Enemy

    For the duration of the spell, a non-elemental Damage Over Time spell is in effect on the target, the duration is determined by your Spiritual Magic skill, the damage done to the enemy is transfered to you each tick.

    Suggested use: Useful in every situation, does not wake up mobs like normal DOTs.

    Recast: 10 Minutes.

    Off. Spirit Spell: "Demoralize"

    Target: Monster

    For the duration of the spell, your enemy will become Intimidated by your presence with a certain chance.

    Suggested use: The effect is allways 100%, like all the spirit spells, but obviously this doesnt mean it Procs 100% of the time, intimidation is still based off a chance, that is to say, while the spell is effect, the mob might only be intimidated a couple times, this is based off your Spiritual Magic skill.

    Recast: 10 Minutes.

    Envy of the Mithra

    Def. Spirit Spell: "Fierce"


    Target: Self

    For the duration of the spell, you get a percentage of Attack Bonus, Accuracy Bonus and a percentage of Haste.

    Suggested use: Reflecting the wild nature of the Mithra, this spell gives you a sort of Berserk effect, with no detrimental effects.

    Recast: 10 Minutes.

    Off. Spirit Spell: "Screamer"

    Target: Monster

    For the duration of the spell, your enemy cannot cast spells or use abilities. Chance to land Based off your Spiritual Magic Skill.

    Suggested use: Silence effect for spells and abilities.

    Recast: 10 Minutes.

    Rage of the Galka

    Def. Spirit Spell: "Shield"


    Target: Self

    For the duration of the spell, you get a percentage of Defense Bonus, Shield Bonus and a percentage of Damage Absorption.

    Suggested use: Reflecting the massive bodies of the Galka, this spell gives you a sort of Defender effect, with special effects added.

    Recast: 10 Minutes.

    Off. Spirit Spell: "Ram"

    Target: Monster

    Delivers a staggering charge against your enemy, canceling their next action and doing damage proportional to your defense and HP.

    Suggested use: Spirits Within and Shield Bash put together in one move, a mix of both, it does not stun however, it simply cancels the next action, be it whatever, can miss based on your accuracy.

    Recast: 5 Minutes.

    Cowardice of the Tarutaru

    Def. Spirit Spell: "Wall"


    Target: Party Members AOE

    For the duration of the spell, a special magic is in effect that nullifies everything, but only once, any detrimental action used on anyone affected will be rendered useless, save for multi-hit actions, only the first hit will be affected by the spell in this situation.

    Suggested use: Something you have the misfortune of not being able to avoid by any reason can be nullified by using this ability, for example, a deadly AOE that your BLM or DRK is unable to stun, you can prevent by using this.

    Recast: 15 Minutes.

    Off. Spirit Spell: "Magia"

    Target: Monster

    Sends a strong flow of magic towards the enemy, dealing non-elemental magic. Can be magic-bursted with any Skillchain, it is instant. Based off your MND, has the same range as Chi-Blast. The properties of the imbued magic will give you extra Enmity towards the monster that you used it on.

    Suggested use: This is your Chi-Blast variation with a twist. Not exceptional damage, but has a special hate-grabbing effect.

    Recast: 2 Minutes.

    ... phew.

    Two Hour:

    Spiritual Manifestation

    Send your spirit to calm the monster, delay between actions is tripled, with a small chance of failure to act, and a strong Gravity effect. You cannot move or act for the duration of the Effect, you can be attacked and killed however, but your spirit will not be dismissed even if you die, it's your spirit after all.

    Lasts 30 seconds, after which your spirit returns to you and you can act again, unless you died ofcourse.

    What are the aspects of this job?

    Not unlike BRD, COR and PUP, you can only have a certain limit of defensive abilities activated. They are 2 in total, and you can cancel them, upon canceling you can only re-activate it after it's recast timer is over. Offensive abilities are instant, and can't be "activated", thus you can use them normaly.

    Certain Defensive and Offensive abilities are dependant on your mob being alive, for example Succubus is a DOT Drain effect, if the mob dies, the effect is over and recast timer begins and you cannot re-use it again until timer is done.

    What weapon does the Soulmaster use and what is it like stat-wise?

    Let's get crazy here, Soulmasters would use Club and Staff mainly, as the only melee job that uses these weapon to deal damage as their MAIN weapon.

    You would normally see Club+Shield SLMs.

    Max skill in Club.
    B skill in staff.
    B skill in Shield.
    And C- skill in all other weapons.
    Decently noticeable Parry Skill.
    Above Average HP
    No MP
    Highest stat being MND->VIT->CHR->STR->DEX->AGI->INT

    MND Affects all your Spiritual Magic
    VIT is your defense and has a role in Defensive Spirit Spells
    CHR has a role in Offensive Spirit Spells

    What native abilities does SLM have?

    While this is not a "Pet" job, you do have your spirit manifestation following you. Your spirit is allways with you, it cannot die. Spirit is displayed as an aura that resembles your figure and hovers while following you.

    The role your Spirit plays is simple, when you use a Spiritual Spell, your Spirit is the one that casts it, in actuality.

    What does that help with you ask? because your link to the spirit is inner, Silence, Stun, Paralyze, Slow, Petrify, Sleep, and other "numbing" effects have NO effect whatsoever when using your Spirit Spells! But all the other normal actions are still affected as normal however.

    You do not speak to cast a spirit spell, you do not move, you do not react physically, and you do not need physical intervention to cast spirit spells.

    What does the spirit do besides looking pretty and acting as a novelty addition?

    If you die, a popup box appears: Do you wish to be reraised? If you say yes, you get reraised, but your 2H gets used up, and you can only reraise after your 2h is up again.

    If you died during your original 2h, you cannot reraise like this. And obviously your 2h must be ready to use, otherwise this cant be done.













    Well this was a rather long post wasnt it ...

    Post your tank ideas please.
    Last edited by Balfree; 09-13-2006, 09:34 AM.
    signatures are for pussies mew mew mew, here's mine


  • #2
    Re: What would be cool to have as a new tank job?

    Arrogance of the Elvaan

    Def. Spirit Spell: "Succubus"

    Target: Enemy

    For the duration of the spell, a non-elemental Damage Over Time spell is in effect on the target, the duration is determined by your Spiritual Magic skill, the damage done to the enemy is transfered to you each tick.

    Suggested use: Useful in every situation, does not wake up mobs like normal DOTs.

    Recast: 10 Minutes.

    Off. Spirit Spell: "Demoralize"

    Target: Monster

    For the duration of the spell, your enemy will become Intimidated by your presence with a certain chance.

    Suggested use: The effect is allways 100%, like all the spirit spells, but obviously this doesnt mean it Procs 100% of the time, intimidation is still based off a chance, that is to say, while the spell is effect, the mob might only be intimidated a couple times, this is based off your Spiritual Magic skill.

    Recast: 10 Minutes.
    Your ideas offend me.

    Just kidding.

    Well, I'd honestly like to see maybe just one more new tank. Perhaps somthing like a mage tank. Oi, how do I put this in words? They maintain hate through casting spells rather than using abilites and damage.

    In fact, I think if they tweaked BLU up a bit it would make a perfect tank.
    "Oh, you ca'n't help that," said the Cat: "we're all mad here. I'm mad. You're Mad."
    "How do you know I'm mad?" said Alice.
    "You must be", said the Cat, "or you wouldn't have come here."

    Welcome to Alice in FFXI =P

    Comment


    • #3
      Re: What would be cool to have as a new tank job?

      Well I don't have a tank idea yet, but I do have a little constructive criticism. is there any particular reason you focused on the "weaknesses" of the races as part of the job? Because you mention things like Taru's Cowardice, Mithra's Envy and etc, but some of the abilities/spells don't seem to have anything to do with that. Like Magia for example. It's listed under Cowardice of the Taru, but it's an attack spell that grabs extra hate. Just seems odd to match cowardice and an enmity+ attack spell together. And Rage of the Galka has a defensive ability? When I think of rage I don't think of anything defensive about it. More like overwhelming anger. It just sort of seems odd and out of place for me. I would have liked to see the abilities reflect the individual race's weaknesses more, since the concept seems to rely on that. Ram for Galka and Demoralize for Elvaan both seem to actually fit what you're going for and match what I think about when you mention these race's weaknesses.

      Don't get me wrong, idea itself is great, and the abilities are well thought out and some of them seem kinda cool. It just seems like some things are mismatched.
      Last edited by nanatsu; 09-13-2006, 09:54 AM. Reason: Needed to add better explanation
      My Signature. Now with 50% more processed ham product than those other leading signatures.

      Which FF Character Are You?
      Originally posted by Balfree
      Why does every discussion have to be a little festivity of sorts, with purple doom rain and lunatic frogs singing the yodelay on top of mushrooms and little babies being eaten by crazy flying cows and green gas explosions on the horizon and screaming goats?

      Comment


      • #4
        Re: What would be cool to have as a new tank job?

        if you were fluke something new out into a tank...why not just make an FFXI version of the old "Onion Knight" job?(or better yet just play around with Geomancer XD)
        Shadowneko's FFXI Newbie Guide 2009
        (have fun MMO players ^^)
        Jon Davies AKA: Shadowneko of Midradsomr...soon to be transferred to Quetzalcoatl

        Comment


        • #5
          Re: What would be cool to have as a new tank job?

          Originally posted by Shadowneko View Post
          if you were fluke something new out into a tank...why not just make an FFXI version of the old "Onion Knight" job?
          Because the onion equipment including the armor(which i believe they took out after beta?) is level 1. But truthfully I was thinking the same thing....
          Last edited by Drive; 09-13-2006, 11:00 AM.

          Comment


          • #6
            Re: What would be cool to have as a new tank job?

            Originally posted by nanatsu View Post
            Well I don't have a tank idea yet, but I do have a little constructive criticism. is there any particular reason you focused on the "weaknesses" of the races as part of the job? Because you mention things like Taru's Cowardice, Mithra's Envy and etc, but some of the abilities/spells don't seem to have anything to do with that. Like Magia for example. It's listed under Cowardice of the Taru, but it's an attack spell that grabs extra hate. Just seems odd to match cowardice and an enmity+ attack spell together. And Rage of the Galka has a defensive ability? When I think of rage I don't think of anything defensive about it. More like overwhelming anger. It just sort of seems odd and out of place for me. I would have liked to see the abilities reflect the individual race's weaknesses more, since the concept seems to rely on that. Ram for Galka and Demoralize for Elvaan both seem to actually fit what you're going for and match what I think about when you mention these race's weaknesses.
            Don't get me wrong, idea itself is great, and the abilities are well thought out and some of them seem kinda cool. It just seems like some things are mismatched.
            The names are kind of the generic SE descriptions for the negative aspects of the souls of each race ie: ZM14. I agree with you how it doesn't mesh though. I would say leave the abilities and tweak the 'categories'


            Wii code: 6851 9579 6989 9039

            Comment


            • #7
              Re: What would be cool to have as a new tank job?

              Something I always thought would make a great tank is a job people have been wanting for a long time. That being Geomancer. It would use the powers of the six circular elements (barring Light and Dark) in a defensive fashion based on the zones they are in. They would also gain abilities and items to increase the effectiveness or outright change the elemental attributes of the elements that affect them.

              Geomancer

              Job Traits:
              lvl 10 - Gaia Wall: Random defensive elemental buff
              Basically this will be the back bone of their tanking ability, the way they mitigate Dmg. What this does is, based on the two natual elements found in the zone, will create a random one time defensive buff. For example if you're in an area with fire and earth ele this trait has a chance to either create a random Stoneskin effect or a random Blaze spikes effect. The effects can not stack so you can't have a stoneskin/blaze spikes effect in one hit, but they can stack with external buffs like titan's stoneskinga. Also each affect would have a different natual proc rate, so you'll see some effects more then others.

              The elemental effects would be:
              Fire = Blaze spike like effect with high Dmg and High proc rate. Dmg increased by Str
              Earth = A Stoneskin like effect that nullifies a set amount of Dmg with a low proc rate. Dmg absorbed increased by skill/Vit
              Wind = Blink like effect that can absorb single hits and magics as well, with a low proc rate. Proc rate increased by Agi
              Water = Percentage Dmg and interrupt reduction with high proc rate. Dmg/Interrupt percent based on Mnd
              Lightning = Chance to temporarily stun an enemy, has a medium proc rate. Stun effect increased by Dex
              Ice = Dmg reflection ability that will return a percent dmg back to the mob, works on some spells. Has a medium proc rate and is enhanced by Int.

              lvl 15 - Elemental Resistance Bonus: Increases elemental resistance
              Kinda like perma Bar-spells

              lvl 30/50/70 - Elemental II/III/IV: Increases all elemental enhancements and skills
              This would increase both the proc rate and effect of all Gaia wall effects, ele resistance and any offensive JA effects a Geo uses. The higher the level the more it's enhanced.

              Job Abilities
              lvl 15 Enrage:Increases enimity on all actions taken [5 minute recast/3 minute duration]
              En-voke, so they can hold hate better.

              lvl 30 Elemental Shield: Forces a random elemental enhancement [3 minute recast/varying duration]
              This ability lets you instantly cast a longer lasting version of one of the 'Wall' type buffs. Duration of each buff depends on Skill and any stats you have on when you cast the ability. Though random, you can increase the chances of a specific buff if there's enough ele influence in the way of weather/zone/equiped stats.

              lvl 45 Elemental Burst: An instant random elemental attack [3 minute recast]
              Much like the shield, this can be influenced to use a certain element by the same attributes.

              lvl 60 Prism Shift: Randomly changes the elemental attributes that are in effect [5 minute recast/20 minute duration]
              This ability will let you change weather affects that influence you and you alone. For example if you're in a wind/water zone and you use this ability you would no longer gain the wind/water effects. Instead you would randomly get two new elemental attribute effects such as earth/fire or thunder/ice or any combination of the four remaining elements.

              Spells
              5 - Twister: Deals light Wind damage to one target and gradual HP reduction
              8 - Resist Thunder: Lowers Thunder resist of target
              12 - Charge: Deals light Thunder damage and lowers critical hit rate of target
              15 - Resist Fire: Lowers Fire resist of target
              19 - Chill: Deals light ice Damage and lowers the target's evasion
              23 - Resist Earth: Lowers Earth resist of target
              27 - Downpour: Deals light Water damage and interrupts spell casting
              31 - Resist Ice: Lowers Ice resist of target
              35 - Blaze: Deals light Fire damage and lowers str of target
              38 - Resist Water: Lowers water resist of target
              41 - Rubble: Deals light Earth Damage and immobilizes target
              45 - Resist Wind: Lowers Wind resist of target
              51 - Hurricane: Wind dmg w/ stronger HP down
              54 - Electrocute: Thunder dmg w/ stronger crit down
              57 - Avalanche: Ice dmg, stronger eva down
              60 - Torrent: Water Dmg, more spell inturrupts
              64 - Inferno: Fire Dmg, bigger Str down
              69 - Fissure: Earth Dmg, stronger bind

              These spells would be used similar to a nin's spells in that they are more to hold hate and enhance tanking then to Deal Dmg. Each spell would be greatly affected, both positively and negatively moreso then current spells, by the elemental effects of the zone and any enhancements, including the JT 'Elemental'. The first tier would have minor MP costs and cast times, but the higher ones would have higher costs in accordance to their scale. Similar to the elel debuffs of Blm, these would not fully stack and you could only have two effects at most active at a time.
              Skills and Gear
              A+ Geomancy Skill which affects their buffs/attacks and spells
              A+ Staff with access to mage and melee staves
              B Gaxe with access to great axe and Voulge types
              C+ Axes with access to Tabars and battleaxe types
              C- Sword with access to Scimitars and shortswords
              D+ Clubs with access to DD clubs

              With a B+ Gaxe a geo could easily be similar to a war tank in the early lvls. As it got higher and it's traits, abilities and spells got stronger, it would be able to switch to staves, most likely the earth staff to enhance tanking. It would be able to equip gear similar to a Bst, including the Haubergeon and Byrnie, though Hauberk and Adaburk would be excluded. This would give them a decent Mp/Def/DD set of gear to choose from and use for different situations. Meaning it could easily bust out a Gaxe, even in the later lvls, if it's needed to DD something.

              In addition to all that, a special JSE ammo type item would be introduced. These items, or 'Bells' would each have different elemental proporties and would act to enhance/enable different elemental attribute. For example if your in an Ice/Thunder area and you equip an earth bell, you'll be able to get the Earth affects as well as the Ice/Thunder effects. Or if your in a Fire area and you equip the fire bell, it would enhance the proc rate an potency of the Fire effects, both offensively and defensively. This way a Geo still has it's terrain based history, but players are still able to get the spells and effects they want.
              Last edited by Ziero; 09-14-2006, 07:59 PM. Reason: Added spells
              "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

              Comment


              • #8
                Re: What would be cool to have as a new tank job?

                I was going to say Geomancer too.

                Granted, they would have to make it about as different from its old form as COR is to Gambler. And now that the newest 3 jobs are already covering their own ground, it would be easier for Geomancer to be a tank. I mean, if you brought up Geo before the ToAU jobs were announced, people would go ape-shti about what role it would play.

                Another thing that I think would help Geo be a believable tank, they would need to drop the whole "elemental" fighter thing, and make them just pick up earth themed buffs and crap. I'm not going into it all, but you can imagine.


                Edit: Left my screen up to long. Ziero got it going before i got back to my office.
                Last edited by Hantz; 09-13-2006, 12:06 PM. Reason: Look above me.

                Comment


                • #9
                  Re: What would be cool to have as a new tank job?

                  Originally posted by Hantz View Post
                  Another thing that I think would help Geo be a believable tank, they would need to drop the whole "elemental" fighter thing, and make them just pick up earth themed buffs and crap. I'm not going into it all, but you can imagine.
                  .
                  I remember somewhere on a geomancer thread in alla that someone mentioned crystals. crystals and elements and have the geomancer draw from that. Personally I wanted geomancer's to be buffers but like you said the new jobs(corsair) covered that already so the tank is looking more interesting.

                  Comment


                  • #10
                    Re: What would be cool to have as a new tank job?

                    Originally posted by Drive View Post
                    I remember somewhere on a geomancer thread in alla that someone mentioned crystals.
                    I was in on that build, splitting a crystal to get a 99 stack of elemental tools. Man, I got into that crap.

                    Comment


                    • #11
                      Re: What would be cool to have as a new tank job?

                      I thought I'd give a shot at Geomancer as focusing on only earth type abilities and spells like Hantz suggested. I prefer a more traditional take on the Geomancer job, but I decided to try it this way instead just for kicks.

                      Geomancer

                      Job Traits

                      Lv 5. Plant Killer

                      Lv 10. Earthen Armor - Automatic Physical Damage reduction rather than the normal Physical Defense traits. Additional physical damage reduction for each following upgrade. Probably no more than 2% reduction each upgrade.

                      Lv 20. Resist Petrify

                      Lv 25. Stone Spirit - Will occasionally completely resist a magical spell.

                      Lv 30. Clear Mind

                      Lv 40. Resist Petrify II

                      Lv 45. Earthen Armor II

                      Lv 60. Earthen Armor III


                      Job Abilities

                      Lv1. Earth's Blessing - Stoneskin, Phalanx, and Regen for all party members within area of effect. 2 hr recast.

                      Lv 5. Mountain Stance - Increases defense by 30% but prevents movement. 3 minute recast, 3 minute duration. Will overwrite Defender.

                      Lv 15. Local Quake - Causes a rupture in the ground that causes light damage and can intimidate the target. 5 minute recast.

                      Lv 25. Crashing Boulder - Tosses a mass of earth at the target, causing damage, knock back effect, and adds the enmity of a provoke. 2 minute recast

                      Lv 35. Earth's Rage - Directly increases enmity. 3 minute duration. 5 minute recast.

                      Spells - Geomancy

                      Wild Ivy - Low Earth elemental damage + bind
                      Geokinesis - Tosses a mass of earth at a single target for earth elemental damage + lowers target's defense. Geokinesis has a stronger base damage than the Stone series of spells.
                      Geokinesis II
                      Geokinesis III
                      Impale - Earth elemental dmg + def down
                      Forest Aura - Draws energy from the earth for AoE earth elemental based cure. Earth resistance lessens its strength. More Vit = improved cure.
                      Mountain Aura - halves all damage for 10 seconds.
                      Stone Aura - stoneskin effect based on vit
                      Fissure - petrifies target

                      Skills and Gear

                      A+ Geomancy skill
                      A+ Club
                      A- Stave
                      C- Axe
                      E Dagger
                      D Evasion
                      D Parry

                      I'd like to see some better clubs and staves implemented, with some that are Geo only. As far as armor goes, Geo wouldn't have access to the heavy armors that PLD can wear, but it can wear the lighter armor. Geo JSE would provide def and mp bonuses.
                      My Signature. Now with 50% more processed ham product than those other leading signatures.

                      Which FF Character Are You?
                      Originally posted by Balfree
                      Why does every discussion have to be a little festivity of sorts, with purple doom rain and lunatic frogs singing the yodelay on top of mushrooms and little babies being eaten by crazy flying cows and green gas explosions on the horizon and screaming goats?

                      Comment


                      • #12
                        Re: What would be cool to have as a new tank job?

                        Well Geo's always seemed more of a rugged, 'mountain man/woman' type class to me and buffers were always the frail ones. But as a tank they would be right on the front lines using that 'mountain man/woman' like quality they always seemed to possess. And seeing as making them a 'rugged DD' would create problems with their original concepts, again being a tank seems perfect for them. Or at least IMO.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                        Comment


                        • #13
                          Re: What would be cool to have as a new tank job?

                          For Geomancer, why not let them set the element, like blue setting spells. That way a tank geomancer could use earth, a DD use fire, ice or lit, a healer use water, and a debuffer use wind, or similar. You could get all roles in one! Like blue, as they level they can use more elements, but not conflicting ones. This would max at 3 - fire, thunder, wind vs. water, ice, earth. Thinking of adding light and dark, light as healer, dark as DD.
                          With this in mind..
                          [CODE]Geomancer: Warrior mage who draws power from the elements.
                          .
                          -= Statistics =-
                          .
                          STR D
                          DEX C
                          VIT B
                          AGI E
                          INT B-
                          MND B+
                          CHR F
                          HP B+
                          MP C
                          .
                          Notes: needs adjustment, keep low to compensate for set element stat boosts.. is it a
                          melee/mage or a mage/melee? I can't make up my mind..
                          .
                          -= Magic =-
                          Divine E
                          Healing D
                          Enhancing B-
                          Enfeebling C
                          Elemental A+
                          Dark E
                          .
                          -= Weapons =-
                          .
                          Staff A- :All types
                          Axe B+ :All types
                          GAxe B- :BST usable
                          Club C :All types
                          Dagger E :RDM usable
                          Bow E :RDM usable
                          .
                          -= Global traits & abilities =-
                          Set elements: Equip 1 element at lvl 1, 2 at lvl 40, 3 at lvl 60, (4 at lvl 75)
                          Effects of equipping include element resistance, boosts to associated stats,
                          access to traits and spells.
                          Level 1: Acquire: A bonus from elements present in the zone, effect is like the boost from
                          the corresponding days.
                          Level 5: Attunement: Passive: Doubles the effect of day and weather bonuses/penalties.
                          Level 15: Ward: Passive: Boosts resistance to the days element.
                          Level 45: Energize: Duration: 1 min/Cast: 3 sec/Recast: 10 min - Effect as wielding an
                          elemental staff of the days element.
                          Level 60: Synchronize: Enhances Energize to wielding a HQ elemental staff of the days
                          element.
                          .
                          Notes: too dependant on the day, not the zone.
                          .
                          -= Set Traits & Abilities =-
                          Trait: Trait: Trait: Ability:
                          lvl 1 lvl 20 lvl 40 lvl 60
                          Fire - Resist Virus Attack Bonus I Attack Bonus II Double Attack
                          Wind - Resist Silence Acc. Bonus I Acc. Bonus II Flee
                          Lightning-Resist Stun Magic Attack I Magic Attack II Counterstance
                          Ice - Resist Paralyze Magic Def. I Magic def. II Aggressor
                          Earth - Resist Petrify Defense Bonus I Def. Bonus II Sentinel
                          Water - Resist Slow Auto Regen Auto Refresh Convert
                          (Light) - Resist Charm Clear Mind I Clear Mind II Divine Seal
                          (Dark) - Resist Sleep Eva. Bonus I Eva. Bonus II Elemental Seal
                          .
                          Notes: Change resists to weak abilities (provoke, boost etc?)
                          .
                          -= Uninspiring spell list (nothing new) =-
                          .
                          (buff I) (nuke I) (buff II) (nuke II) (debuff I - needs
                          work)
                          Spells: lvl 1 lvl 10 lvl 20 lvl 30 lvl 35
                          Fire - Enfire Fire Blaze Spikes Fire II Blind
                          Wind - Enaero Aero Blink Aero II Gravity
                          Lightning-Enthunder Thunder Shock Spikes Thunder II Bind
                          Ice - Enblizzard Blizzard Ice Spikes Blizzard II Paralyze
                          Earth - Enstone Stone Stoneskin Stone II Silence
                          Water - Enwater Water Aquaveil Water II Dispel?
                          (Light) - Dia Cure Phalanx Cure II Erase
                          (Dark) - Bio Drain Escape Sleep Stun
                          .
                          (debuff II) (nuke III) (buff III) (nuke IV)
                          Spells: lvl 40 lvl 50 lvl 60 lvl 70
                          Fire - Burn Fire III ABS-INT Fire IV
                          Wind - Choke Aero III ABS-AGI Aero IV
                          Lightning-Shock Thunder III ABS-MND Thunder IV
                          Ice - Frost Blizzard III ABS-DEX Blizzard IV
                          Earth - Rasp Stone III ABS-VIT Stone IV
                          Water - Drown Water III ABS-STR Water IV
                          (Light) - Dia II Cure III ABS-CHR Cure IV
                          (Dark) - Bio II Aspir ABS-TP Sleep II
                          .
                          Notes: Other possibilities include barspells, agas (nukeaga, curaga, sleepga), ninja ele-debuffs, avatar spells, new spells.
                          .
                          -= 2 hour =-
                          Elemental Alignment - Duration: 30 seconds - All given effects for elements set come into
                          play.
                          .
                          Fire - +50% critical hit chance
                          Wind - Halves weapon delay
                          Lightning-Restores MP (Aoe)
                          Ice - 50% magical damage reduction
                          Earth - 50% physical damage reduction
                          Water - Restores HP (Aoe)
                          (Light) - Potent Flash effect
                          (Dark) - Potent Stun effect
                          .
                          Notes: needs a better name, perhaps shorter duration.[/CODE]
                          I added very few new abilities and no new spells to this, the 2hrs are based on weakened versions of other 2hours.. altogether not very imaginative, plenty of room for improvement.

                          Comment


                          • #14
                            Originally posted by nanatsu View Post
                            Well I don't have a tank idea yet, but I do have a little constructive criticism. is there any particular reason you focused on the "weaknesses" of the races as part of the job? Because you mention things like Taru's Cowardice, Mithra's Envy and etc, but some of the abilities/spells don't seem to have anything to do with that. Like Magia for example. It's listed under Cowardice of the Taru, but it's an attack spell that grabs extra hate. Just seems odd to match cowardice and an enmity+ attack spell together. And Rage of the Galka has a defensive ability? When I think of rage I don't think of anything defensive about it. More like overwhelming anger. It just sort of seems odd and out of place for me. I would have liked to see the abilities reflect the individual race's weaknesses more, since the concept seems to rely on that. Ram for Galka and Demoralize for Elvaan both seem to actually fit what you're going for and match what I think about when you mention these race's weaknesses.

                            Don't get me wrong, idea itself is great, and the abilities are well thought out and some of them seem kinda cool. It just seems like some things are mismatched.
                            Yea i didnt quite think about matching the abilities with the race, but some were put there with the intention of actually countering or reflecting the race's flaws. Mithras have a wild nature, they got something that reflects that somewhat, and galkas are massive, they got something that also reflects that, elvaans are considered the most egocentric races even in the game story so they got something only they benefit from, humes on the other hand didnt get anything specific to their race, they are apathetic, that did come into my mind when thinking of less "specialized" abilities, where as they Consume, and Delay, it doesnt fall into any special category, just like their own race is balanced out, tarus.. yea, they got something totally oposite of their cowardice, because somewhere there i thought it'd be nice to have something to prove they arent that a cowardly race. Though i admit i coulda shuffled the abilities around a bit to get that "matching" feeling, though that wasnt something i thought of at first.

                            I just thought the idea of using spiritual magic was something we never really seen in FFXI, using your spiritual self to do battle and stuff, and thinking out of the box is what i was trying to do the most.

                            ps. sorry if this post is somewhat unreadable, im kind of in a rush ... x_x

                            just wanna throw this out here aswell:

                            We asked for BLU, and a pirate job, you saw countless threads for each, it got to a point where people were getting fed up with all the blue mage and pirate stuff. This leads me to believe that if they still plan on making more expansions, if we elaborate our ideas, we might just get what we're asking for. So go ahead and speculate to your heart's content.
                            Last edited by Balfree; 09-14-2006, 01:35 AM.
                            signatures are for pussies mew mew mew, here's mine

                            Comment


                            • #15
                              Re: What would be cool to have as a new tank job?

                              Approaching this from the other side:

                              From a game design idea rather than a story idea. It looks like you've come up with idea then given abilitys to fit. NOthing wrong with this but what about approaching it from the Other side. These some not bad tank abilities.

                              But there are plenty of jobs which can mitigate damage in some way, and grab hate. Thing is they are better at something else. Why don't we see more RDM tanks? because they are busy enfeebing and refreshing. Thats the way they are most efficiently used.

                              Your ideas could (and i'm not saying for certain they would) fall in to the same trap.

                              What do the lead tank jobs have in common? THey have to be tanking to make the most of their abilities.
                              PLD needs to take damage, to use it's uber def. To best use a PLD it needs to be hit.
                              SAme with NIN it's uber eva and ability to totally negate hits would be underused if it weren't a tank.

                              SO You need to make a job that not only can hold hate, and somehow negate damage, but one that needs to be hit to function at it's best.

                              My idea (lacks flavour but has mechanics, the job identity could be added later) would be to have a job which feeds back damage. The more it gets hit the more it puts out.

                              Possible abilities:

                              The spikes spells. (or variants on them possibly second teirs of them)

                              Reflect. (In some form)

                              A kind of anti-subtle-blow for themselves. When they get hit they gain more TP/hit than normal. Or could also be described as a store TP for being hit rather than hitting.

                              An ability that allows you to start saveing a portion of damage taken, (it's still inflicted on you but the amount is couunted) then another allowing you to fire it back at the mob (could be based on a multiplier to get a reasonable ratio of damage doen to taken, so as not to be completely ineffectual or overpowering).
                              This is interesting because it gives incentives to have a lower DEF, take more damage, so you can kick out more damage, garnering more hate, so your mage can cure you more.

                              MP capture, not quite sure how it would work, but perhaps an ability that allowed you to gain the MP of a offensive spell cast on you, and then either save it for yourself (if this would be an MP job) or bounce it off to another party member.
                              I quite like the idea of giving this job no spells, but an MP pool maybe similar to DRK, allowing it to absorb MP of spells cast on it, then having another spell which allows you to then give this MP to another player (i.e. your healer). This would work well as the needs to take more damage it's going to need more healing, it puts more pressure on the healer. While at the same time taking more damage allows the job to put out more damage and gain more hate, so your caster can afford to cast more cures.




                              Just another idea thrown out really, but the gist of it is a job which needs to take damage, to put out damage to keep hate.
                              Kylestie was defeated by Curiosity.

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