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  • Re: Fleshed-out Job Concepts

    And now, I present onto you all (out of sheer boredom), a Job I made up after my forum namesake!



    Backstory:

    The Yellow Mages were an order created upon the Windurstian discovery of Magic as a precautionary measure, to ensure these powers would never end up turned against the Federation. The ability to "seal" the Magics of an enemy spellcaster and bend them to your own will proved vastly unpopular with the War Warlocks, who felt they'd be more on the giving end than the recieving one; the order eventually fell into antiquity, thier ways of sealing buried.

    Description:

    These fighter-mages utilize the magic of an opponent's spell, and bend it to thier own will using special "seals," but are also capable swordsmen when magic isn't readily accessible.



    Take note when I say "seals," I mean the Yellow Magic spells of changing magic itself to your advantage. The Yellow Magic spells have nothing to do with any of the "seal" Job Abilities, like "Divine Seal." They're only similar in that they are both applied to future Magic spells, but the similarities end there. While a White Mage would use a Divine Seal to enhance his White Magic spell, a Yellow Mage would use his "Arctic Seal" spell to force a White Magic spell to deal Ice Damage to his intended target. (Take note that a Seal Job Ability has priority over and will overwrite a Yellow Magic spell, thus keeping the spell intact and the Ability doesn't go to waste.)

    Yellow Magic spells require Magic to be in use in order to take effect, so while slapping a seal on a monster and hoping it tries to cast a spell (or, if the spell takes a long time to cast, slapping it on mid-spell) may be effective, these can also work off of the charged ambient magic of a Skill-Chain, effectively making them Magic-Burstable for an instant effect.

    Also, whenever you're "sealing" anything, you reasonably have to be right next to the target to effectively form the seal between you and them.



    Stats:

    HP - C+
    MP - B-
    STR - C
    DEX - C+
    VIT - B-
    AGI - D
    INT - D
    MND - B
    CHR - C

    Combat Skills:

    Sword - B+
    Dagger - B-
    Club - B-
    Symbol - B+
    Shield - D
    Parry - B
    Evasion - C-

    Magic Skills:

    Reversal Sealing (INT-based) - B-
    Neutralization Sealing (MND-based) - B+
    Flattery Sealing (CHR-based) - B-



    Equipment:
    Nearly every Sword, most Daggers, Clubs, and a few Wands. Can wear most flexible and hybrid armors, up to mail; can not wear plate. Can wear mage armor. Prefers a Symbol in the off-hand, but can hold the smaller Shields (mostly Round Shields, but some Bucklers, too), if the extra defense is needed.

    About Symbols and Magic: Yellow Magic is based upon the formation of Seals, be it magically cast or physically shaped. Symbols, while unable to use Yellow Magic on thier own, can provide a focus to enhance certain Yellow Magic in various ways. Symbols, like Shields, can be used to block attacks, and can even guard against offensive magic.

    Reversal Sealing forces an opponents spell to "backfire," per se, detonating the magic upon casting. These are thier "nukes." However, this offensive Yellow Magic is not often relied upon, as Yellow Mages prefer to force more productive things for them out of the Magic available.

    Neutralization Sealing is a Yellow Mage's friend. This changes any spell cast into a beneficial effect to the Mage's will, sometimes even leaving the enemy vulnerable in return. Nothing is more satisifying to a YLM than turning the tide of the battle by thwarting an enemy's dangerous spell and replacing it with HP for the Tank, or MP for the Mages. This is the only seal type that can be placed upon party members as a beneficial status effect: if the Yellow Mage wants to cast a spell beneficial for the party, but the only other wielder of Magic nearby is the Black Mage, the YLM can slap a Neutralization Sealing Spell on the Black Mage, and have the Black Magic cast a powerful nuke in return, to be transformed into an instant beneficial effect on the party.

    Flattery Sealing is a special type of seal that often works by tricking the opponent in to casting the spell needed to power the seal. While this may seem to give you something of a casualty loop, this Charisma-based Magic can, on the same note, be quite fickle. All the same, one of these could end up being the turning point of the battle, by forcing your opponent to power another seal effect that was placed in the battle earlier, and triggering its effect; for that reason, they are the most obvious choice to be "stacked" with other spells. All of the YLMs' weirdest spells, more often than not, fall into this catergoy.



    Job Abilities:

    Auric Harness - Level 1

    Duration: 1:00
    Recast: 2:00:00
    Effect: Temporarily allows you to use the spiritual energy of your opponent to instantly activate any Yellow Magic spells cast upon your target for the duration of the ability. May fail against certain types of targets. Will fail against inanimate objects.

    Flourish - Level 30
    Duration: 2:00 or until a Weapon Skill is performed (stacks with every hit from the Weapon Skill)
    Recast: 10:00
    Effect: Requires a One-Handed weapon to use. Increases damage output and slightly increases attack speed, but the bonuses gained from this effect don't affect Enemy TP gain. Dexterity based.

    Symbol Bash - Level 40
    Duration: Instant
    Recast: 5:00
    Effect: Requires a Symbol equipped to use. Delivers a small amount of damage. May inflict the Symbol's representative spell upon the target. If it does, has another (small) chance of triggering the spell's effect instantly.



    Job Traits:

    Shaped Strikes - Level 5

    Allows you to cast Yellow Magic while meleeing. If meleeing, however, the casting time is extended.

    Double Seal - Level 8
    Allows you a 100% chance of successfully stacking two seal effects on a target.

    (Note: if wielding a Symbol, the spell it represents is considered "free" and can be successfully stacked with other spells, regardless of Job Traits. Additionally, the Symbol's said spell can occasionally be insta-cast, although the recast time remains at normal.)

    (Seals may be stacked infinitely on a target, regardless: however, there's a chance you may mis-align seals, thus cancelling the all effects on the target. Double Seal at Level 8, and later Triple Seal at Level 64, eliminates the risk up to a certain amount fo seals, as well as using a spell that matches the equipped Symbol.)

    Resist Curse - Level 10
    Shortens the duration of "Curse" effects.

    Shaped Strikes II - Level 40
    Shortens Yellow Magic casting time while meleeing.

    Triple Seal - Level 64
    Allows you a 100% chance of successfully stacking three seal effects on a target. (Again, not including the spell matching an equipped Symbol.)

    Shaped Strikes III - Level 75
    Shortens Yellow Magic casting time while meleeing.



    How spells are learned: Spells are learned from the very Seals they represent. To learn the "Arctic Seal," for instance, you would use a "Seal of the Arctic." These are similar to scrolls.

    Sample Spell List:

    Restorative Seal - Light-Based Neutralization Spell - Converts what damage you would have taken from an enemy's offensive spell into Hit Points which are added to your total - Costs 4 MP - Level 1

    Binding Seal - Earth-Based Reversal Spell - Forces your enemy to stay in place within thier own spell - Costs 6 MP - Level 4

    Belief Seal - Dark-Based Flattery Spell - Convinces your non-magical enemy that they can cast magic, thus tricking them in to trigger any seal effects; due to the casualty loop that may be caused, it has a high chance of failing - Costs 10 MP - Level 10

    Blessing Seal - Wind-Based Neutralization Spell - Changes an offensive spell into a Barspell that coresponds to the offensive spell - Costs 35 MP - Level 40

    Arctic Seal - Ice-Based Reversal Spell - Changes the magical energy from your enemy into Ice Damage, dealing an amount of damage proportionate to the amount of MP spent - Costs 24 MP - Level 37

    Victorious Seal - Fire-Based Flattery Spell - Convinces your magical enemy that victory is just within its grasp, that it requires one more spell to obtain, causing them to trigger any seal effects; due to the casualty loop that may be caused, it has a chance of failing - Costs 38 MP - Level 35

    Runic Seal - Light-Based Neutralization Spell - Instantly transfers the MP from an attempted spell to its target, or the Yellow Mage, if the target was an enemy; can not be cast on an ally - Costs 100 MP - Level 68

    Mirror Seal - Water-Based Reversal Spell - Recieves the benefit of an enemy's spell; if the spell is offensive, the effect is inflicted upon the enemy - Costs 90 MP - Level 70

    Frustration Seal - Lightning-Based Flattery Spell - When an enemy casts a spell, it is instantly interupted by a sudden lack of concentration; the Yellow Mage gains an amount of enmity comparible to a Provoke; can't stack with other Yellow Magic spells - Costs 50 MP - Level 60



    Further notes: this is my first attempt at making one of these class sheet things, so any constructive critisism is appreciated.

    What I aimed for at the start is a sort of Anti-Magic Tank, as this Job obviously renders an enemy's magic worthless for the enemy, without resorting to something as simple as Silence (in fact, Silence should be flat-out avoided with a Yellow Mage in the party). However, I kind of ended up with a sort of support-job Mage without a reason to leave the front line.

    I also kept subjob-ability in mind when I made this: both melee classes and mage classes, and especially hybrid classes can benefit from subbing Yellow Mage.

    As you saw with my Flattery Spells, I kind of put in a pathetic excuse to have Charisma with this class, but what was even more pathetic were the seals that forced a monster in to casting magic, thus setting off the sort of "traps" the Yellow Mage set. Originally, those kinds of spells were just going to be grouped with Neutralization and Reversal, but I figured since these acted with an opponent's magic in a sort of different way than all of the other spells, I obviously set them in another Magic Skill, with slightly different rules.

    Showing from my Anti-Mage Tank motives is the "Runic Seal" I've put there. I've seen everybody say how they're wanting Runic in the game, and how it should be given to Paladin, or maybe another class . . . what I'm hoping is while another class can have Runic as a Job Ability, Yellow Mage can be given a "Runic Seal" as a spell.

    Well, there you have it: the last piece of the Color-Fighter-Mage triad, as well as my forum namesake. I am so glad I finally made a job to go with my username. Again, I'd appreciate constructive critisism on this attempt.
    Last edited by Yellow Mage; 08-05-2007, 09:22 AM. Reason: Microsoft Word can suck, sometimes . . .
    Originally posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    Originally posted by Armando
    Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
    Originally posted by Taskmage
    GOD IS MIFFED AT AMERICA

    REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

    GOD IS AMBIVALENT ABOUT FURRIES

    THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
    Originally posted by Taskmage
    However much I am actually smart, I got that way by confronting how stupid I am.
    Matthew 16:15

    Comment


    • Re: Fleshed-out Job Concepts

      I remember someone saying somewhere that terrain recognition would be hard to code into the game in regards to Geomancer. Its actually already in the game to degree.

      If you're in sea and fighting a Yovra (aka UFOs) if you're standing in the "water", they have HP regen while you do so, but not while pulled to land. I think Phuabos are also like this.

      Comment


      • Re: Fleshed-out Job Concepts

        Interesting notion YM, but all that stuff about seals etc... why not call it "Rune Master" or something along those lines?


        Yellow Magic is based upon the physical formation of Seals, be it magically cast or physically formed.

        Hello Naruto/Full Metal Alchmest ^_^
        Last edited by Malacite; 08-05-2007, 10:19 AM.
        sigpic


        "BLAH BLAH BLAH TIDAL WAVE!!!"

        Comment


        • Re: Fleshed-out Job Concepts

          Well, why I didn't use a name like "Rune Master" is because, as I said at the end, I made the name of the class first, and sort of built a unique method of Magic around it. So, no matter what I would have done with it, it would have been called "Yellow Mage." If somebody worked well enough behind the concept, though, I see no reason that a "Rune Master" couldn't work along side a "Yellow Mage."

          Also, FMA rocked, and you know it. ^_^
          Originally posted by Armando
          No one at Square Enix has heard of Occam's Razor.
          Originally posted by Armando
          Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
          Originally posted by Taskmage
          GOD IS MIFFED AT AMERICA

          REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

          GOD IS AMBIVALENT ABOUT FURRIES

          THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
          Originally posted by Taskmage
          However much I am actually smart, I got that way by confronting how stupid I am.
          Matthew 16:15

          Comment


          • Re: Fleshed-out Job Concepts

            Oddly enough, I find myself liking the concept a lot. Even the flattery part (in fact, it makes the build). Unfortunately, I don't expect S-E to really name something Yellow Magic so you can sue them or something. But I don't care if they implemented it your way and called it Berserker. Name means nothing (see: my forum name), only what it can do.
            "And if he left off dreaming about you, where do you suppose you'd be?"

            Comment


            • Re: Fleshed-out Job Concepts

              Originally posted by Omgwtfbbqkitten View Post
              If you're in sea and fighting a Yovra (aka UFOs) if you're standing in the "water", they have HP regen while you do so, but not while pulled to land. I think Phuabos are also like this.
              Phuabos lose one of their TP attacks when they are on land. I don't remember the name of it though.


              Warrior TP Warrior WS

              Comment


              • Re: Fleshed-out Job Concepts

                Originally posted by Lmnop View Post
                sue
                I would never dream of such a thing! In fact, I'd be all the more flattered, if anything.
                Originally posted by Armando
                No one at Square Enix has heard of Occam's Razor.
                Originally posted by Armando
                Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
                Originally posted by Taskmage
                GOD IS MIFFED AT AMERICA

                REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

                GOD IS AMBIVALENT ABOUT FURRIES

                THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
                Originally posted by Taskmage
                However much I am actually smart, I got that way by confronting how stupid I am.
                Matthew 16:15

                Comment


                • Re: Fleshed-out Job Concepts

                  scent mobs have deaggro'd from crossing water for five years, kids.

                  Terrain exists.
                  "And if he left off dreaming about you, where do you suppose you'd be?"

                  Comment


                  • Re: Fleshed-out Job Concepts

                    Originally posted by Lmnop View Post
                    scent mobs have deaggro'd from crossing water for five years, kids.

                    Terrain exists.
                    Yes it has.

                    Comment


                    • Re: Fleshed-out Job Concepts

                      Terrain is also a *very* limiting factor. The vast majority of indoor dungeon floors in this game are made of stone or rock, with some sand or water. As such you'll end up using the same attacks/skills over and over again. Weather is much more varied through out the game, already influences attacks, skills and stats directly and can have multiple effects at once anywhere in a zone. Perhaps if it was a mix of Terrain and Weather that gave a Geo it's abilities, but Terrain on it's own is very limiting in it's variety.

                      Edit: Also, almost finished with a write up of Mystic Knight, based on a mix of FFT-esque Holysword attacks and Malacites Spellblade/Anti-magic concepts. It should be done a bit later today and I'll post it in this topic.
                      "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                      Comment


                      • Re: Fleshed-out Job Concepts

                        Mystic Knight
                        Last edited by Ziero; 08-07-2007, 09:29 AM.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                        Comment


                        • Re: Fleshed-out Job Concepts

                          Far too many JA's in my opinion. I liked the ideas you had come up with for some of them, but having them gain all those JAs as well as Spellblades is a lot.

                          Edit: You also said all the spellblades give them Fire :p


                          Warrior TP Warrior WS

                          Comment


                          • Re: Fleshed-out Job Concepts

                            Originally posted by Tokitoki View Post
                            Far too many JA's in my opinion. I liked the ideas you had come up with for some of them, but having them gain all those JAs as well as Spellblades is a lot.
                            Edit: You also said all the spellblades give them Fire :p
                            Well, they only have Four JAs, it's just each JA leads to a menu of abilities similar to Smns Bloodpacts. So they would choose Mighty Sword, use one ability from the list, then have to wait for the timer to reset to use another.

                            And the fire thing was a complete oversight on my part. To save time I only wrote one full description for each spell and meant to change the element it named. Totally forgot to change that, but fixed it now XD
                            "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                            Comment


                            • Re: Fleshed-out Job Concepts

                              Awesome ideas Zero ^^b I never considered the FFT Sword Arts, and I had completely forgotten about Shock and how freaking brutal that ability was back in FF6/9


                              One thing I noticed that you did differently though was the spellblade selection; you took out the tier 4 nukes. I can't say I approve of that since the job previously had access to them along with lv 6 magic. (Flare/Holy/Aspir sword) Now they could be done as merits I suppose, but I loathe the very concept of merit spells.

                              Over all great job I have to say ^^ I hate to admit it but I must tip my hat to you sir. One thing still strikes me as odd though; You gave the job access to Great sword and Great Katana as opposed to dagger.

                              Since spellblade works off of weapon damage, wouldn't giving the job access to those kinds of weapons be pushing the envelope? Sure they have higher delay, but that might not matter when you have 80+ base damage and cast something like Thunder 3/4 on your weapon >. >b

                              Also, I think this goes without saying, but aside from *possibly* Ridill (based on how hard it is to get the damn thing) I don't think the job should be able to equip any multi-hit weapons.

                              Again, awesome ideas bro ^^b
                              sigpic


                              "BLAH BLAH BLAH TIDAL WAVE!!!"

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                              • Re: Fleshed-out Job Concepts

                                Yes I realize BPs work the same way, but at the same time those are the SMN's spells, they dont get BPs AND extra spells along with it.

                                Edit:And not only that, but you have 3 different types of these abilities (Mighty, Magic, and Mystic) which leaves the Mystic Knight with the ability to do three different kinds of attacks, in addition to the Spellblade. SMN can only do 1 attack and 1 buff every min (not counting the BP- timers.)


                                Warrior TP Warrior WS

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