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  • Re: Fleshed-out Job Concepts

    At any rate I played it well, but the fact it was growing into the bitch healer role made it even less appealing to me.
    QFT. Sorry I can't add anything meaningful and on topic atm but I'm in a rush.
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    • Re: Fleshed-out Job Concepts

      About Geomancer, I'd love to play that job. Although, something bothers me about it. It uses it's powers based on natural surroundings, but if I were in a icey area and use ice powers, wouldn't they be resistant to that?


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      • Re: Fleshed-out Job Concepts

        Well, geomancy was never one single effect. Usually there were a variety of attacks that would be chosen based on the area (some were buffs and cure spells too) and it wasn't always an elemental attack.
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        • Re: Fleshed-out Job Concepts

          Originally posted by Rain_Blade View Post
          About Geomancer, I'd love to play that job. Although, something bothers me about it. It uses it's powers based on natural surroundings, but if I were in a icey area and use ice powers, wouldn't they be resistant to that?
          That's one of the main reasons it could be weakend as a DD, but most see Geo as being a good potentia tank. The Mobs elemental resistance wouldn't matter as much if a Geo was using it's terrain as a defensive ability. Plus most ideas here allow a Geo to retain abilities based on other elements regardless of zone, but to a weaker degree.
          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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          • Re: Fleshed-out Job Concepts

            What they could do to keep balancing issue for MKT (and to prevent /NIN onry!) is have the Spellblade effect work only on the main hand and not on sub sword. If we do get MKT, then every single RDM in the game will complain how we stole their exclusive spells. The only time I see RDMs ever use their Enspells are in Valk/Qufim areas, since at that level they can pull that stuff off at such low levels.




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            Dymlos
            Bahamut server
            Lv 75 Ranger Lv 75 Samurai

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            • Re: Fleshed-out Job Concepts

              They use En- spells and a low delay, low damage dagger to solo things as well. It does a constant damage while giving the mob 0TP.


              Warrior TP Warrior WS

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              • Re: Fleshed-out Job Concepts

                That, or reducing the damage of it since it's divided among two weapons.

                I would still like to have the option of going /NIN on the job though. Like with most jobs, subbing NIN would be purely defensive though. Yes swinging with 2 spells a turn would rock, but you wouldn't be gaining any boosts to the per-swing (and this would also be stupid against NMs since you'd only accelerate how fast they accumulate magic resistance)
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                • Re: Fleshed-out Job Concepts

                  I didn't even think of that until you said it...

                  If the Spell Blades are going to act like normal spells and have a resistance built to them then the job, overall, will be pretty ineffective and even detrimental after a certain point.


                  Warrior TP Warrior WS

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                  • Re: Fleshed-out Job Concepts

                    Exactly, there are plenty of ways to make sure it doesn't replace BLM.

                    That said, I would like it to be in a similar role to BLM though; taking down high level mobs with magic, but over time rather than in singular large spikes. Though I suppose you could have a MSK come in and deal either some heavy early damage, or use them to finish off a weak high level mob with consistent swings of magic.

                    Either that or SE would have to adjust the rate at which resistance builds up, because this job could quickly end up killing it's own usefulness in a prolonged fight.
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                    • Re: Fleshed-out Job Concepts

                      Yea but that becomes a problem. If you're trying to use BLMs to MB or constant nukes, having someone using spells as a means for melee damage (well magic melee damge... sorta) is gonig to hurt more than it helps.

                      For instance, in the case of Aspid. Aspid will go into his shell, at which point he has a pretty large regen. If not dealt with quickly or consistently this could be the downfall of the attacking group. BLMs should nuke/MB him to get him out of his shell, melee damage stops. If a Mystic Knight were meleeing him while he was out of his shell, the resistances built up will hurt the BLMs who are trying to accomplish a very necessary task. If the regen is too strong and the BLMs can't counter it because they are getting resisted, then the Mystic Knight is hurting everyone.


                      Warrior TP Warrior WS

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                      • Re: Fleshed-out Job Concepts

                        Again it's all situational. SE could give spellblade a low enough base damage that they won't outshine BLMs, while at the same making it so spellblade doesn't build up resistance.

                        That way you could get consistent magic damage dealt without screwing over the BLMs.
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                        • Re: Fleshed-out Job Concepts

                          since every other post in the Mystic Knight thread is directing conversation over here... should I point out that all Mystic Knight conversation should be re-redirected back to that thread...?
                          "And if he left off dreaming about you, where do you suppose you'd be?"

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                          • Re: Fleshed-out Job Concepts

                            wouldn't be a bad idea.
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                            • Re: Fleshed-out Job Concepts

                              Everything should have been kept here in the first palce, so no?


                              Warrior TP Warrior WS

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                              • Re: Fleshed-out Job Concepts

                                TIME MAGE

                                I like the idea of time mage as it can add another alternative to the very scarce WHM for advanced healing and porting. I think Time Mage main abilities will be based on time and space concepts, if they release it, which I think they will.

                                Time Mage job abilities

                                Clairvoyance/Scan: Reveal information about enemies. (max and current hp, weaknesses and strengths)

                                Fold time: Increase the potency of DoT x2 or so.
                                Condense time: Instead of fold time perhaps DoT could be increased by a fraction.

                                Telepathy/Precognition: Causes a targeted ally, or self to not get hit by next attack.

                                Time Mage job traits

                                Clear mind/II: They’ll need it

                                Magic defense: This too

                                Near death experience: I think it would be fitting to give a time mage a trait where occasionally a killing blow leaves them with just a few hp left instead of dead, just a fraction of the time.

                                Insight/II/III: Increases damage of instant time damage spells.

                                Spells

                                Instant damage spells

                                Telekinesis/II/III: Mind based attack spell, casts fast like Holy, and should be the first of this type of spell my hypothetical time mage would get.

                                These elemental related instant damage spells could give a nod to geomancy given the proper tweaks. The best idea I can come up with is to a Tier 3 version that would behave like a non aga version of the tier II that would follow up with the spawning of a friendly elemental that lasts a given time free of magic besides the initial cost of the spell. The idea of these spells is that they are fairly strong, but a little less strong then blm highest nukes in relation to lvl. This class to me should be more of a bind kiter and not a sleepnuker, where red mage retains the ability to do both with less potency then either respectively. Many of these spells could include other status enfeebles like blm elemental enfeebs, or like something new.

                                Fire element: Engulf/Exploda/Incendiary
                                Earth: Break/Breaka/Crush
                                Water: Splash/Showers/Tsunami
                                Wind: Gale/Gale Force/Gale Blast
                                Ice: Chill/Crystal Rain/Avalache
                                Thunder: Strike/Storm/Bolt

                                DoT

                                Dia/II - Bio/II (No tier 3 since red mage must tier 2 merit for them) JA factors can make better use of tier I/II perhaps.

                                Degen/II/III: The opposite of regen for enemy targets.

                                Defresh/II: The opposite of refresh for enemy targets.

                                Buffing spells

                                Regain: Ally target or self regains TP similar to refresh but for TP

                                Flight: Increases movement Speed of target ally or self.

                                Haste: Of course

                                Besight: Ally ignores defense and gets increased critical chance for 1 hit.

                                Debuff

                                Besides the DoT possibilities

                                Slow/II

                                Gravity

                                Weapons

                                Staff and wands mainly

                                2 hour

                                This one I am having trouble with and I’m running low on time. Perhaps...

                                Stop: Completely stops and enemy in its tracks regardless of damage that it takes after it is affected or any other factors for 15 seconds.

                                Time charge: Icreases the affect of time magic for 1 minute.

                                Time mute: Gives enemy targets (Slow-Gravity)

                                I think there is a good chance for time mage given the high demand and low supply of main healers. There are so many possibilities for the Oracle type class there are lots of ways they can make it work. I would like to see elemental pets that react to weather or do to an area what elementals do. Again I’m running out of time this is my fleshed out hypothetical time mage. I hope you like.
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