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  • New job abilities/traits discussion

    Inbetween classes so have to be quick.

    I wanted to write up a question in the Ask SE questions about adding new job traits/abilities around the lvl 35ish range possibly, or maybe later. These abilities/traits would be AoE in effect, much like Warcry is, the abilities should have about the same amount of hate generation as Warcry as well IMO but that's open for debate. The purpose is just mainly for fun, and since everyone wants a support job in their parties, and so few support jobs out there, it's hard to find one, this will hopefully ease the lack of not having a bard/corsair/smn in your party.

    Some ideas I had:

    Monk:

    Make Chakra AoE and maybe have it boost HP/MP regeneration while resting for a little while afterwards as well as restore some MP.

    And why not make it so that the Martial Arts traits affect all weapons and not just H2H? Then I'd think that mnk would become a very viable subjob for many of the DD jobs out there.

    Samurai:

    Add a new job trait, dunno what you could call it, but basically it works so that every time the Samurai uses Meditate it gives all members in a reasonable AoE range 1/3rd of the Samurai's tp gain, or 33% tp. I was wondering if it should work so that when a Samurai uses Meikyo Shiesho it gives all members within range 100% tp (300% tp instantly, so 1/3 = 100) Either way that opens up some very interesting possiblities for a samurai. Meditate is on a 3 minute timer, so I can't really see this getting abused much in samurai burn parties. For /sam players who use Meditate it would only give 20% tp, which isn't that much IMO.

    Dragoon:

    Several ideas. One is of course an AoE regen, either similar to regen I or II (hey, I'm a Freya fanboy, what can I say?)

    The other is using our wyvern's holy crest in some beneficial/protective way. Maybe it could be +def, (or AoE regen ) or something else, I need to put more thought into that one.



    OH! IDEA!

    All jobs with killer abilities get a new ability that only kicks in when the killer ability is used. So like for drg, when Ancient Circle is used (and active) you can use another ability for an added effect. Much like how Seigan boosts Third Eye.

    Annnddd I really need to run off to my next class now, run away!

    EDIT:

    Totally forgot to add that I want people's feedback and ideas, since I think that only people who have really played their job extensively would have better understanding of what that job needs (hence you don't see me making many comments on what drk needs and etc)

    And I'm off again!

    >.> what, no little run away smilely/face?


    You have the right to remain silent, anything you say can and will be misqouted and then used against you.

    I don't have a big ego, it just has a large mouth.

  • #2
    Re: New job abilities/traits discussion

    RDM
    Enspells II, Spikes II, Refresh II and/or Refreshga FTW!

    BRD
    Ballad III, Rapido Mazurka, 2 AoE songs + 1 single target song on party members/self

    WAR
    Double Attack II, Warcry II, all weapons with a skill B- and B to B+

    PLD
    "Fearless" trait (Ignores lvl difference when calculating damage taken on mobs up to 7 lvls higher and counts them as Even Match), Flash II, Defense Bonus trait change (so it enhances VIT and DEF gear's effect converting extra DEF/VIT from gear to a Phalanx-like effect).

    Black Mage
    Conserve MP II, Spikes II, Clear Mind VI (Instead of raising MP recovered while healing it cuts the time for the first +MP tick by half).

    Summoner
    Clear Mind VI, Conserve MP, new Blodpacts (offensive and deffensive) and/or Healing skill (D-E rank), Magic Attack bonus from /RDM and /BLM having an impact on Avatar's acc, m.acc att and m.att.

    THF
    Hide enhancement (so it sheds all Emnity as long as the mob isn't facing the THF, allowing them to use Sneak attack even after being in the hate list), Triple Attack II.

    BST
    Jugs EM always, xp cut from charmed pets reduced to 20%, Release not making foes unclaimed unless another player has more emnity on them than the BST.

    WHM
    Holy II, Cure Bonus trait (it heals a fixed % more HP without getting any emnity from that extra HP healed, % also applies to Regen).

    COR
    Hexashot ability (fires a 6 card elemental shot with twice the effect consumes 1 card of each), new beastmen rolls (Merit?) Tonberry roll, Yagudo roll, etc.

    PUP
    More control over puppet's actions, new ability to combine the PUP's and puppet's strength into one single act (or Dance attack). Which could have different effects (always DMG+aditional effect) on the enemy according to the type of act.





    And that's about it, of course these are just a bunch of ideas I just wrote as I thought about them, so I don't have any idea about details.

    The jobs I didn't write about was because I couldn't think of anything about them.
    sigpic
    "In this world, the one who has the most fun is the winner!" C.B.
    Prishe's Knight 2004-Forever.

    その目だれの目。

    Comment


    • #3
      Re: New job abilities/traits discussion

      I will imagine little legs on the bottom of a smiley for you Vyuru. Good idea for a thread though. Especially considering the contributions by Raydeus. Then again, I almost always agree with his contributions. I'm funny like that.

      Honestly though, I just don't think about the game enough to make any suggestions of my own.

      Comment


      • #4
        Re: New job abilities/traits discussion

        Originally posted by Vyuru View Post
        >.> what, no little run away smilely/face?
        best I could do on short notice



        Wii code: 6851 9579 6989 9039

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        • #5
          Re: New job abilities/traits discussion

          That's actually better than running away.

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          • #6
            Re: New job abilities/traits discussion

            Got that off of one of my old forums. I love that one.


            Wii code: 6851 9579 6989 9039

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            • #7
              Re: New job abilities/traits discussion

              Every time someone says Refresh II, Refreshga or Ballad III, Altana kills a rarhab.

              Comment


              • #8
                Re: New job abilities/traits discussion

                Rarab.

                Comment


                • #9
                  Re: New job abilities/traits discussion

                  DRKs get Dread Spikes and Drain II this update. If Square-Enix expanded upon this method of thinking, where would it take us?

                  PLD should get Penance Spikes, which would syphon a small portion of the mob's MP every time it hits the player. Similar to Dread Spikes, the recast time should be moderately large compared to its duration. Between Auto Refresh, Chivalry, Sanction, and the Parade Gorget, this should finally kill the belief that PLDs are MP sponges.

                  BLM should get Aspir II, which would steal MP from a monster with the potential to raise their own maximum MP. A big MP pool is generally less impressive than a big HP pool, but at the start of a chain after a big rest, it's essentially pulling a small pot of MP out of nowhere, which nobody is going to complain about.

                  WHM should get Sanctuary and Osmose, Light-based Divine Magic spells capable of stealing HP and MP, respectively, from a monster. As is, WHM currently has no native MP conservation abilities save for fairly-weak Clear Mind traits. BLM has Conserve MP. SMN has Auto Refresh. RDM has Convert. BLU has nearly all of those (except Convert, naturally).

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