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  • #16
    MORPHER

    As I see it the job's main stat would be CHR, which would determain the duration of the "Morph" status, amount of time one would maintain the appearance and powers of the mob that they are morphed into.

    For special attacks, what LadyPeorth said about the Blue Mage would apply to the MOR:
    Blue Mage...but using TP instead of MP...as Monster skills are technically TP attacks. Finally a job that you hafta sub SAM for lol.
    As to what you get out of morph and how you do it, its simple.

    RULE1: You can only morph into a mob that can be charmed by a BST.

    RULE2: You gain the ability to morph into a mob by defeating an Even Match version of the mob 5-10 times.

    RULE3: You can only morph into the basic version mob from each family. Your stats however would not suffer for this, even though a Coeurl from the Meriphataud Mountains is only Lv22-25, your level would be taken into account. It should be noted though that your stats do not change when you morph, but because of that the morpher gets average stat growth in every stat but CHR, so like a Hume, they can act as any monster good, but never great.

    RULE4: As a mob, other mobs will not bother you (unless the other mob's family "Intimidates" the monster family you are in, in that case they may attack), you're one of them. This means that you can travel undetected for as long as you're in your beast form. If you attack a mob however, they will then know what you are, and will treat you like any other PC.

    RULE5: You gain the Abilities, TP attacks, element bases, weaknesses, and detection abilities of the mob you morph into. Example, you turn into a crawler, you would then gain; detects by sound, detects by scent, based on earth, and weakness to Darkness, Ice, and Light. Note that the "detect by" abilities would work like "wide-scan".

    RULE6: 2Hr, AA, PT, "Soul Spells", and Skill Ratings

    2Hr: Link - Lv1 - Duration 1min - Recast 2Hr
    Any monster from the family of the mob you are at the time you activate the 2hr, that is within linking range will "link" with you and attack your target, even if the target is also from the same mob family.

    AA: Morph - Lv1 - D: N/A, based on CHR, - R: 2min
    Uses one of the Morph Form Souls you have earned.

    AA: UnMorph - Lv1 - D: N/A - R: 2min
    Cancels your morph.

    AA: Empty Circle - Lv5 - D: 3min - R: 10min
    Like all the other "Circle" abilities, I know they're not the greatest, but I like them.

    AA: Forage - Lv20 - D: N/A - R: 5min
    User finds simple foods on the ground. (Like the RNG Scavenger.)

    PP: Movement Speed Up I - Lv5
    Increases walking speed by 5%.

    PP: Empty Killer - Lv5
    Same as other "Killer" traits.

    PP: Morph Duration Up I - Lv10
    Increases the duration of the "Morph" status.

    PP: Movement Speed Up II - Lv15
    Increases walking speed by another 5%.

    PP: Morph Duration Up II - Lv25
    Increases the duration of the "Morph" status.

    PP: Movement Speed Up III - Lv30
    Increases walking speed by another 5%.

    PP: Morph Duration Up III - Lv40
    Increases the duration of the "Morph" status.

    PP: Movement Speed Up IV - Lv45
    Increases walking speed by another 5%.

    PP: Morph Duration Up IV - Lv60
    Increases the duration of the "Morph" status.

    Soul Spells
    Bat
    Bee
    Beetle
    Bird
    Coeurl
    Crab
    Crawler
    Dhalmel
    Fly
    Funguar
    Hecteyes
    Jelly
    Leech
    Lizard
    Mandragora
    Opo-opo
    Pugil
    Rabbit
    Raptor
    Sabotender (Cactuar)
    Sapling
    Scorpion
    Sea Monk
    Sheep
    Slime
    Spider
    Tiger
    Worm

    Skill Ratings
    ----------------
    Axe C-
    Hand-to-Hand D
    Staff A+ - I like staffs, their my favorite weapon in RL, so I thought a Staff Melee user would be fun.
    Throwing D

    Evasion C
    Guard C+
    Parrying C-

    Comment


    • #17
      I always liked the idea of a Chemist, its like how Ninja is the gil heavy job for the tanks, Ranger the gil heavy job for melee's. Chemist could balance it out being the gil heavy job for backline.

      To combine items, they could have a special command which allows you to experiment. You can have special "chemist only" items as well as regular items to instantly put together for various original effects.

      Or maybe you have three main options..

      Mix: Which is to mix something right there on the spot.
      Auto Mix: select an already pre existing combination instantly.

      Or Synthesize stackso f special Alchemist only items (99 ofcourse) out of two or more items before hand, and use them like items in a special command.

      Yeah it'd be very expensive, but not unmanagable if done right. You can't say that wouldn't be a different experience..

      Give them B or even A in gun use and your set.

      Another tank would be nice too, but it'd have to do it in its own unique way which is harder to think up than one may first think..

      Maybe..
      Magic Swordsman or Elemental Swordsman.

      You use special spells which go with your swordplay to keep the enemy at bay by increased parrying effects, and on the spot casting of elementally based spells on your sword which defend strongly against an element, but weaken yourself to another. Like the polar opposite to Ninja elemental debuff's among other things.

      So far the Warrior is the "rough it and give some back tank", the PAladin is the "Sword and Shield high defense/low offense" tank, the Ninja is the risky"sabotage, dodge, and strike back constantly" tank or the "staller" tank. This type of swordfighter would be a combination of stalling tactics and defense raising. Think of a pure duelist. You have special spells which increase your defense towards an element (if a monster is of Fire element, even its regular attacks will count as that) for a number of attacks until it gradually weakens and you'll have to recast it when ready. Or a job ability to raise your parrying level (Duelist would have S or A+ parrying ofcourse, and would use it far more often) Have special "trap spells", in which the enemy strikes the tank, and the tank counters with an effect such as paralysis or stun to buy you even more time. Basically the idea is that instead of fluidly dodging all attacks, or taking it best as you can you keep the enemy at bay constantly through various abilities and magics, while constantly inflicting elemental, as well as enfeeble based damage on the enemy.

      A true staller, It would certainly be very different. Weakness ofcourse is unlike Ninja, they can't keep Utsusemi and high Evasion going for an extremely long time, so they're defenses arn't limitless, and they wouldn't take hits as well as a Paladin or Warrior.

      It'd all be in the abilities and how you overlap them all. Kind of like staging poses for a fencer to do in succession. Another possible weakness is that they're damage would be maybe higher, maybe lower than a Paladin's, not as high as a Warrior o Ninja. Its hard to explain, but thats one idea..

      The basic idea is making a mage that would be the sturdiest in the game physically (But still not as sturdy as the other tank types, but sturdier than most of the melee's. ) And all those experiments with Red Mages using magic to defend themselves and tank. Take away the functions of your basic mage and pump up the magics and job abilities which allow the mage to stall the monster with magic defenses and retaliations and you have this idea. Basically a tanking Red Mage made into a full fledged job thats supposed to do that.

      Its defense vs AOE and Ga spells would be its ace in the hole compared to others. It'd probably be quite strong. Against many of those attacks that Pally's, Nin's, and War's hate.


      ^. You have now seen everything..

      Name: Kiyotaru.
      Ethinticity: Windurstian.
      Home: Norg
      Main job: Ninja/Warrior (Current level's 50-60)
      Server:Ragnarok.

      Linkshells: Come and go.

      Comment


      • #18
        I'd call that a blue mage, look at kimarhi, he's a blue mage.. he's a tank, and hes a damage dealer, maybe a blue mage didnt need to rely on monster's abilities to learn them, blue magic would just be avaliable as another form of magic, go look at the line up of spells from quina's special ability or kimarhi's overdrives or FF7's yellow materias, and make those spells blue magic and just put them on the game already!

        Give the job proficiency with staves and swords and axes and youre set!

        Str++
        Dex+
        Int++
        Mnd+
        Chr+
        Vit++

        There you go~~!
        signatures are for pussies mew mew mew, here's mine

        Comment


        • #19
          Holy Swordsman

          When it comes to smiting things, plds just dont cut it.

          Comment


          • #20
            No one likes ALTER user...

            Comment


            • #21
              The only problem I see with Sarumusha's morpher idea is the Sabotender. While it would indeed be a tough ordeal to get...it'd be the only morph you'd ever use in a PT. 1000 straight uncut damage to the enemy would be ungodly. Of course, fighting 5-10 EM sabotenders may sound difficult...but whom do they need to con EM to? The highest in the party or just you? Still I love the idea and it looks like it'd be a fun job.

              Today's Job suggestion will be:

              Divine Knight
              Stat division:
              STR: 2
              DEX: 5
              VIT: 3
              AGI: 2
              MND: 3
              INT: 3
              CHR: 1

              Weapon proficencies:
              Sword - B
              Great Sword - A+
              Staff - C
              Club - B+
              Great Axe - A-
              Polearm - B+

              Armor options:
              Heavy armors are available

              Magic proficencies:
              Sword Magic - A+
              Enhancing - B
              Enfeeble - B-
              Elemental - D
              Healing - D

              Description:
              A divine knight is meant to fall into a semi-support position. The Great Sword is great for most skillchains and plus I really enjoying weilding giant swords (no it isn't a Cloud complex...believe me, I tried chocking it up to that but it didn't work). The divine knight uses the magical abilities that T.G.Cid used in FFT. Divine Knight gets the En-spells of RDM, and a few special spells all their own. Overal...the Divine knight is meant to play a support/enfeebler type while still applying some melee force. Essentially...it's the melee side of RDM that is lost when they become a refresh slave.

              Magic:
              Level 5 - Split Punch (Sword Magic, enhances next attack with holy power, giving the chance to paralyze enemy)
              Level 9 - Shellbust Stab (Sword Magic, enhances next attack to lower enemy armor)
              Level 15 - Blastar Punch (Sword Magic, enhances next attack to lower enemy evasion)
              Level 18 - EnThunder
              Level 22 - EnStone
              Level 24 - Dark Sword (Sword Magic, causes next attack to steal life equal to damage, but attack swing is at 50% strength)
              Level 26 - EnAreo
              Level 29 - EnBlizzard
              Level 29 - Crush Punch (Sword Magic, causes next attack to have a chance to Poison an enemy, Poison counts as its own effect and stacks with Poison, Bio/Dia, and Elemental Enfeebles)
              Level 33 - Enfire
              Level 35 - Night Sword (Sword Magic, causes next attack to steal MP equal to damage, but attack swing is at 25% strength)
              Level 36 - Enwater
              Level 38 - Lightning Stab (Sword Magic, causes next attack to have a chance to silence the enemy)
              Level 44 - Stasis Sword (Sword Magic, causes next attack to have a chance to stun the enemy)
              Level 46 - Icewolf Bite (Sword Magic, causes next attack to lower enemy's accuracy)
              Level 50 - Hellcry Punch (Sword Magic, causes next attack to lower enemy's attack strength)
              Level 50 - Holy Explosion (Sword Magic, causes next attack to deal holy damage, and may cast Dia III on the target)

              Job Abilities:
              2hr - Divine Sword(enhances the sword to have divine properties, guarenteeing every strike will land for 30 seconds)
              Level 5 - Sword Strike(a low damage attack that has a low chance to weaken enemy's resistance to Sword Magic)Casting Time: Instant, Cooldown: 1 minute
              Level 10 - Divine Might (guarentees next attack will hit, does not guarentee vs shadows generated) Time: Instant, Cooldown: 3 minutes
              Level 20 - Shielding Circle (grants party resistance to status down magic aka Magic that lowers a certain stat [STR,DEX,AGI, etc.])
              Level 30 - Holy Infusion (guarentees the next Sword Magic's strike will hit [if it has a chance to happen, it will happen] and doubles the effect of those that happen anyway.) Time: Instant, Cooldown: 4 minutes.
              Level 45 - Insignia of Altanna (boosts accuracy and attack strength)Duration: 1 minute, cooldown: 7 minutes.

              Job Traits:
              Level 10 - Resist status (gives slightly higher resistance to stat reducing magics)
              Level 15 - Defense up
              Level 20 - Attack up
              Level 30 - Accuracy up
              Level 35 - Resist status II
              Level 45 - Sword Slash (gives a chance that a free Sword Strike will be used when attacking)
              Level 55 - Resist status III
              Level 60 - Divinity (opponent may take holy damage when striking the Divine Knight)
              Level 70 - Resist Status IV
              Level 70 - Sword Slash II
              Level 75 - Divinity II

              Advanced Job Quest:
              Requires level 30. You are asked by the patrons of the church in Jeuno to seek a lost sword that had gone missing long ago. Hidden in Beadeux is the blade hilt, which is inside a procelin jug.
              Hidden in Davoi is the blade end, carried by a NM that pops when you trade a silver beastcoin to its pop point
              Hidden in Castle Oztroja, in the dungeon, is the holy sigil for the sword.
              Upon returning, you must wait 1 in game day. You well then be given the sword and have the ability to switch to Divine Knight Job. The sword is Rare/EX, has 16 damage and 456 delay. Level 1 requirement, it is also classified as a great sword.

              AF1:
              Given by the church. You are asked to return to the three areas where you received your first blade, and retrieve another for an NPC. Upon returning, you are told that the NPC is gravely ill and must be tended to. There is a NM in Carpenter's Landing that has the rare/ex item you need to cure him. After vanquishing it, head back to Jeuno to receive your reward.
              Holy Edge. Level 41, D60, Delay 450, +2 attack, +1 accuracy, +2 MND.

              Armor Quest 1:
              Given by the church. You are asked to give the church a compliment of weapons from various shadow type enemies. 5 in total, two of which may be AHed (The Cruel Spear and Cruel Scythe). The others are Rare/EX dropped by NMs in Beaucdine Glacier, Xarcabard, and Pso'Xja. Trade all 5 to the church to receive your armor.
              Blessed Helmet - lvl 52, +10 MP, +2 MND, enhances Resist Status and Shielding Circle

              Armor Quest 2 aka the Dark Spark complex:
              Coffer in Davoi. you know the Dark Spark deal...
              Blessed Gauntlets - lvl 54, +5 HP, +2 MP, +1 STR, +2 DEX, Enhances Sword Strike

              Armor Quest 3 aka Coffers a poppin:
              Coffer in Castle Zhal Baileys
              Blessed Grieves - lvl 56, +10 HP, +2 INT, +4 Accuracy, Enhances Insignia of Altanna

              Armor Quest 4 aka Key hunting fun:
              Coffer in Boyahda Tree
              Blessed Curissas - lvl 58, +15HP, +3 VIT, +2 attack, Enhances Sword Slash

              Armor Quest 5:
              The church has once again given you a mission. Find all the emissaries that give the Teleport quests and recieve key items from them all. With all in hand, head to the Hall of the Gods. Place the items on the slab and wait 3 in game days. Come back to pick up your item and head to each church to show it to them. Finally, re-enter the church in Jeuno to start a BCNM fight vs 1 shadow. Return the key item from the shadow to finish the quest.
              Blessed Mail - lvl 60, +20 HP, +1 vit, +1 dex, +1 evasion, Enhances Divinity and Sword Magic (causes additional effects to hit slightly more often)
              All spells obtained!
              Homam Gear: 2/5

              Comment


              • #22
                wow that's really thought out, i like it generaly
                signatures are for pussies mew mew mew, here's mine

                Comment


                • #23
                  In all honesty though, I wish they would balance out the jobs properly before adding new ones. Theres a huge problem come end-game and the majority of missions when a lot of melee classes are useless. I would hate to be a DRK or DRG where come end-game, I have to sub /NIN and equip a sword to be a SPWT whore in order to be any useful.
                  You can probably get through the whole game with just a NIN, RNG, BLM, RDM, and SMN.

                  Comment


                  • #24
                    Replace the BLM with a 2nd RNG, maybe through in a thief for good trick attacking measure, and just have the RDM and SMN burst.
                    All spells obtained!
                    Homam Gear: 2/5

                    Comment


                    • #25
                      We need more evil jobs, perhaps even evil races.
                      From other games, I could mention:

                      * Necromancer

                      * Shamans

                      * Druid (yah, druids are occult magic wielders, not the fancy sexy stuff you see in Everquest)

                      * Dark priest

                      As for abilities, there are still options that have been unseen in FFXI. Jobs with do significant damage over time (DoT spells, ref. shamans, necromancers, druids), animal mastery, undead mastery, illusionists.. There are tons of good examples in other games "out there" that could add even more variety to FFXI.

                      But, before all that, I would love to see:

                      1) Multiple chat windows (esp. combat damage / Spells / chat separated)

                      2) remove the ridiculous CTRL requirement for one of the macro bars, and leave the other (i.e: 1-0 for macro set 1, and ALT 1-0 for the second..

                      --
                      Kutch, the white mage
                      Stratsky, the Thief
                      Dust, the Red Mage
                      Leviathan server

                      Comment


                      • #26
                        I'd like to see job capabilites expanded, perhaps. I used to bitch and moan about RDM not having greatsword(and even moreso after BLMs got some scythes), but now I wanna see my RDM peoples get gun capabilities. I mean, we get the bow, arrow, and darts, but not even a COUPLE guns? It's not fair >_<

                        The Red Mage ought to be the perennial Sword Mage, hell, even Gun Mage... but we SO got shafted in this respect, perhaps so as not to tread into WAR, DRK, SAM, RNG, and after a fashion, SMN territory.
                        The current En-spells are great, don't get me wrong, where's the capability to add status effects to your weapon? And what about "en-status" or "en-element" on a ranged weapon(I understand that once RDM used to have marksmanship weapons, but they were taken)? More than that, how much would a party benefit if the RDM could cast enspells on others, boosting the the DD's the Tank's, even the Ranger's damage? As I said earlier, this is treading on Summoner territory, but you can't get a Summoner all the time, and you can get enspells from avatars slightly less. The ability to en-status or en-spell not just your weapon, but you ranged weapon and the wepons of your teammates... that would be priceless.


                        (Okay, ranting done for now )

                        It's not jobs, but I'd like to see more choices of race and allegiance. It would have been cool to have the option of being a beastman of some sort, or some other more humanoid races created in opposition to the forces of light. Also the option of coming from a different staring location, like Rabao, Norg, Selbina, Maura, or Kazham. Perhaps then you'd have no allegiance, but the fun would be in deciding

                        More character customization options would have been nice, more variances in facial and body types, perhaps the option to make your charcter a halfbreed, where the selection of father's and mother's races would vary your starting stats.

                        BLMs already do occult magic... they, along with DRK, are the "evil" magic job.
                        I would like to see Blue Mage, taking enemy skills would whomp ass. I suppose given it's narrowness of concept, it might make a better job trait or ability, something I see the RDM or BST having.

                        Chemist is another one that whomps ass. It's like having a nuker, but without magic reliance. True this job may end up being expensive, but aren't RNG and NIN as well?

                        I always thought of a Chocobo Knight as something of a Dragoon who uses a chocobo, something like going on a quest to get your own personal chocobo(imagine never having to pay for a chocobo ride from Jeuno or the Crags again). Perhaps launching mounted assaults from the back of a chocobo, and utilizing chocobo-specific stat boosts and summon-like attacks. However, while this COULD make a viable job, it sems like a Dragoon clone to me. Perhaps instead making it a special status given to you character, regardless or the job they are using?

                        To the same tune, a Berserker seems like a souped-up Monk to me, perhaps giving it traits to better take damage--that damage increasing the Berserker's own attack power--could make it a coveted DD/limited tank. Or two mix it up, decrease the tempo of the Berserker's attacks, increase their power, and increase the amount of damage a Berserker can take. This way, it becomes a tank that accrues TP for devastating skills much in the same way a Samurai does, though perhaps at a slower rate.

                        Blue Mage is a very appealing idea, I see it operating in much the same way as Beastmaster, but I think it would have to rely much more on parties. I just don't think it would be very viable to take an attack and survive it(or get raised) in order to learn a skill, as we have seen in other FF games. I think maybe something more to the effect of absorbing or devouring an enemy in some manner would be better, but might come with and EXP penalty that makes the Blue Mage a more solo-oriented character.

                        A Holy Swordsman is basically a Paladin, but the Paladin puts less emphasis on smiting and more on surviving being smited. Maybe giving Paladins more light-elemental, damage heavy skills might tip the scales to that idea, without making it into some super DD/Tank combo. Perhaps decrease the rate at which the PLD might use these attacks and increase the damage done per attack, to the same sort effect I described above for Berserker.



                        Eh, it's always nice to dream...
                        Last edited by BurningPanther; 07-29-2005, 06:41 AM.

                        Comment


                        • #27
                          Re: New Jobs You Would Like to See

                          I always thought of a Chocobo Knight as something of a Dragoon who uses a chocobo, something like going on a quest to get your own personal chocobo(imagine never having to pay for a chocobo ride from Jeuno or the Crags again). Perhaps launching mounted assaults from the back of a chocobo, and utilizing chocobo-specific stat boosts and summon-like attacks. However, while this COULD make a viable job, it sems like a Dragoon clone to me. Perhaps instead making it a special status given to you character, regardless or the job they are using?

                          To the same tune, a Berserker seems like a souped-up Monk to me, perhaps giving it traits to better take damage--that damage increasing the Berserker's own attack power--could make it a coveted DD/limited tank. Or two mix it up, decrease the tempo of the Berserker's attacks, increase their power, and increase the amount of damage a Berserker can take. This way, it becomes a tank that accrues TP for devastating skills much in the same way a Samurai does, though perhaps at a slower rate.

                          Blue Mage is a very appealing idea, I see it operating in much the same way as Beastmaster, but I think it would have to rely much more on parties. I just don't think it would be very viable to take an attack and survive it(or get raised) in order to learn a skill, as we have seen in other FF games. I think maybe something more to the effect of absorbing or devouring an enemy in some manner would be better, but might come with and EXP penalty that makes the Blue Mage a more solo-oriented character.

                          A Holy Swordsman is basically a Paladin, but the Paladin puts less emphasis on smiting and more on surviving being smited. Maybe giving Paladins more light-elemental, damage heavy skills might tip the scales to that idea, without making it into some super DD/Tank combo. Perhaps decrease the rate at which the PLD might use these attacks and increase the damage done per attack, to the same sort effect I described above for Berserker.

                          The Red Mage ought to be the perennial Sword Mage, hell, even Gun Mage... but we SO got shafted in this respect, perhaps so as not to tread into WAR, DRK, SAM, RNG, and after a fashion, SMN territory.
                          The current En-spells are great, don't get me wrong, where's the capability to add status effects to your weapon? And what about "en-status" or "en-element" on a ranged weapon(I understand that once RDM used to have marksmanship weapons, but they were taken)? More than that, how much would a party benefit if the RDM could cast enspells on others, boosting the the DD's the Tank's, even the Ranger's damage? As I said earlier, this is treading on Summoner territory, but you can't get a Summoner all the time, and you can get enspells from avatars slightly less. The ability to en-status or en-spell not just your weapon, but you ranged weapon and the wepons of your teammates... that would be priceless.

                          EDIT: THIS IS A DOUBLE POST. IF A MOD COULD DELETE THIS, I'D APPRECIATE IT.
                          Last edited by BurningPanther; 07-29-2005, 06:43 AM. Reason: It's a double post. I'd like a mod to delete it please.

                          Comment


                          • #28
                            Re: New Jobs You Would Like to See

                            No one wants Geomancers :confused:


                            Anything and Everything...It's Got To Be Fluff!!!

                            Blog of A Monk with no Goals or Ambitions...

                            Liruc (Main) MNK/WAR | Jizzum WHM (Mule/Plaything)

                            Comment


                            • #29
                              Re: New Jobs You Would Like to See

                              I can't believe no one mentioned Mime! This is possibly one of the coolest jobs out there! It might be hard to make it work but I believe it could.

                              First off the quest to get it should be very tough, just like in any other Final Fantasy game.

                              There should be no attack, item, magic, etc. Only option would be Mimic

                              There can be job traits but I'm not sure what.

                              The Mime's stats can be weak to make up for their awesome power.

                              Mimic can have a cool down time so it's not abused.

                              A 2-hour ability could be something like no cool down time for Mimics for 30 seconds.

                              Well, that's what I think. Any suggesstions or comments are welcome.

                              About other ideas:

                              Chemist - I like it but it would be expensive.
                              Blue Mage - Classic. Needs to be magic or skills unlike the other classes though.
                              Geomancer - Cool but when partying in the dunes that would be a lot of sand storms...
                              Chocobo Knight - Great idea but would need disadvantages to be fair.
                              Another tank would also be very welcome.

                              Thanks for reading!
                              You kill one man, your a murderer
                              Kill many and your a conquerer
                              Kill them all... your a God.

                              Comment


                              • #30
                                Re: New Jobs You Would Like to See

                                Hm...I think something along the lines of gambler, like Setzer from FF6 would work, with a random amount of gil, a random spell or wep. skill (one youve already learned) would break out, or one from your party members. And always the possiability of killing all of the monsters and party members...

                                Geomancer: We need one. (as long as it was also a tank...)
                                Mimic: Love the idea
                                Blue Mage: Also love the idea (but dont monsters typically use spells that mages can do?)
                                Chemist: Very expensive, but the idea of creating lots of different potions would be cool.
                                The day Ronald McDonald is good at DDR, is the day this world ends.

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