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  1. #61
    BRP
    BRP is offline
    Banned.

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    Quote Originally Posted by Zilong View Post
    That'd mean deeper overhauling into the entire job ability/spell system, which are a lot fucking harder than tossing 1-2 job that just implement a system that could have been added to an existing set of jobs (ohisch)
    Not really. Just give more abilities that work like counterstance, dark/light arts, and so on abilities, and then more gear and stuff like that. Instead of improving a job's main focus like dealing damage or buffing, have them instead perform another role. In general most jobs have some sort of second or third direction they could go on, IE WARs tanking.

    Shortage on x party slot? Just play another job another way.

  2. #62
    29 in magical dog years
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    FFXIV Character
    Jackson Junior
    FFXIV Server
    Excalibur

    1. Job that throws stuff, throwing weapon skills, but maybe make the ammo's additional effect much more potent against certain families, i.e. use ammo A against Goblins, ammo B against Crawlers, etc.. Make the potency so high (and initial damage so low) it would be stupid to use anything but that ammo, and give each of the different kinds of ammo to each craft (like a "bone bomb" for bones that is Bonecraft 90ish, but reasonably cheap, "Torch" and is WW etc.). Massive delay/dmg for ammo designed for damage, low delay/dmg for status (poison, amnesia, stun, etc.) ammo, similar to guns/x-bows, but no tp penalty for switching out types of ammo. Barrage type ability but also 2hr is like barrage but doesn't have a limit of # of ammo tossed other than how much ammo you have equipped. Also can throw at multiple targets at once, but accuracy is lowered but delay is unchanged. Native Ranged Attack bonus, but no R.acc bonus. Maybe make any Wind's hidden en-spell dispel work on any god, but also enhance it (maybe by means of an augment on a piece of relic armor).

    2. If not above Thrower job, then give massive tweaks to old and relatively untouched jobs, like RDM NIN and SMN

    3. This thread has the longest average post I've seen in just about any thread in a while.

    Quote Originally Posted by quannum View Post
    which makes me think of something even more off-topic. have level cap zones for lv 80/90/100. i haven't thought of the logistics for doing that. i don't think jobs would be overpowered because the mobs would be designed for those levels and job combinations.

    the zones would be overcrowded unless you could gain the xp to get new levels anywhere. they could add a new mode under mode switch: experience points, merit points and uhhhh beyond points or something.
    I've wondered why this isn't possible. A lot of people worry about being level 80 in other areas, and how that will make some things too easy, but if you can do like a reverse level cap in new areas (or maybe modern day versions of WotG's new areas), it would be neat. Add a teleport to these new areas and you have situational new merit areas.

  3. #63
    Sea Torques
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    Bismarck

    Templar – WAR PLD DRK
    2hr: Magic Frenzy – Adds Endrain and Enaspir effect for 20 seconds, increases attack and accuracy by 20%, increases attack speed by 10%, damage taken is reduced by 30%.

    10ja: Defend (5mins) - Increases defense by 50% for 15 seconds.
    25ja: Bloodlust (30mins) - Sacrifices 50% of current HP (cannot be used under 75% of Max HP) to increase attack by 10% and reduce damage by 10% lasts 10 seconds. Effect immediately dissipates if player drops below 25% of Max HP.
    50ja: Rage (30mins) - Defense drops by 75%, all defensive and offensive buffs drop and cannot be reapplied while Rage is in effect (reraise is not affected), attack increases 75%. Lasts for 10 seconds and player is invincible for the first five seconds. Upon using Rage, decaying enmity is increased by 50%.
    60ja: Oath (15 mins) - Party defense is increased by 10%, attack speed is increased by 10%, accuracy is increased by 10%.

    None of the Templar job abilities stack with other offensive or defensive job abilities. Templar job abilities do not stack with each other.

    For instance, if a Warrior uses Warcry and a Templar uses Oath, Warcry will be dropped. Templar job abilities cannot be force dropped. Once activated, they will last for their full duration.




    Or is this too game breaking?

  4. #64
    Sea Torques
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    Bismarck

    Blademaster >
    75 SAM
    75 DNC
    75 THF

    2hr Cosmic Elucidation - Max TP goes from 300% to 600%. All physical damage taken is converted to TP. All weaponskills cost 150% TP. Lasts for 30 seconds.

    10ja: Pillage (5mins) – Attack the enemy and steal items, gil or both. If the Mug attack lands the killing blow, Mug will be 100%. Mug is at reduced attack by n/255, where n = any integer 200 ~ 254.

    25ja: Symmetry (30mins) – All parried attacks counter attack and TP gained is increased by 50%. Chance to parry increases by 25%. Damage from counter attacks is increased by 50%. Enemy TP moves can be parried and counter attacked with Symmetry. The highest level weapon skill will be used for a mob TP counterattack. The player must have greater than 100% TP to counterattack in this fashion. If the player has less than 100% TP when a mob uses a TP move, the player will have 0% chance to counterattack that move. Lasts 20 seconds.

    50ja: Elude (15mins) – Decreases chance of receiving a critical hit by 25%, Decreases chance of dealing critical damage by 25%. Increases evasion by 25%. Decreases damage output by 25%. Ranged attacks have 80% chance to miss. Attack speed is decreased by 80%. Lasts 20 seconds.

    60ja: Mirror (60mins) – When a Mirrored player is positioned behind another player and engaged, the Mirrored player will strike only when the player in front of them strikes. If the player in front of them double attacks, triple attacks or is dual wielding, the Mirrored player will mimic their actions perfectly. Any hate accrued is immediately transferred to the player directly in front of the Mirrored player. Mirrored players will mimic some melee job abilities like Provoke, Warcry, Rampart, Dodge, Boost, etc… Mirrored players cannot mimic casting, or mage job abilities. Only two of the 2hr melee job abilities can be mirrored at a greatly reduced effect. A Mirrored player will mimic Hundred Fists but their damage output will be reduced to 5%. Mighty Strikes will be Mirrored but will only provide at 2% chance to critical hit to the Mirrored player.
    This effect lasts 45 seconds.

  5. #65
    New Spam Forum
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    Ragnarok

    I'm still disappointed that we didn't get Time Mage. Back before WotG came out, after Dancer had been revealed but before Scholar was, we were told that the other job would "reflect the theme of the expansion". I, along with a number of other people, thought that the theme of the expansion was "time travel" or just "time" and fully expected Time Mage. Silly us, we failed to realize that the "theme" of WotG was really "the dev team's fetishes" and that the new job was just an excuse to get a catgirl into glasses, kneesocks, and a miniskirt. But how could we know this, Lilisette hadn't been revealed yet.

    I'd like to see Chemist (to fill the item-based variation of the healer role) as well as Engineer (which would be like an item-based black mage, using bombs, poison gas, and the like). Morpher and Mimic would be neat too. Especially if Mimic had some FF6 Gogo-style customizeable command set (Gogo could freely set 3 command slots to any command any other member of your party had, basically imitating their job abilities; if you chose "Magic" as one of his commands, he'd copy the spells of the rest of the party.) Mimic's role would be rather variable depending on party composition; stick it in a Black Mage party and use it as another nuker, or you could duplicate the NIN/WAR (which prior to Utsusemi: Ni is really only half a tank) and bounce hate back and forth whenever shadows are down, or duplicate a /WHM "half healer" to get the necessary level of healing, or (most of the time) just have Mimic be another melee DD. Mimic could also get the colibri's Counter Magic ability as a job trait (which was a distinct ability in several other games such as FF9 and FFT).

    If we ever get a far east expansion, I would expect to see Onmyouji (aka "Oracle" or "Mystic") and maybe Yojimbou. Oracle in FFT was basically a debuffer, which we already have in the form of Red Mage, but bringing the job a little closer to its historical/mythological roots would help; onmyouji's manipulation of the yin and yang were said to be able to summon spirits known as shikigami (yes, the Shikigami Weapon that drops Yinyang Robe is a reference to this), and making the job based on expendable o-fuda would also make it more unique. So basically, an item-based pet/enfeebling job. Given that Puppetmaster was basically "monk plus pet" and had never been in any past Final Fantasy, I think "red mage plus pet" can't be denied a slot based on similarity. Yojimbou (bodyguard) could be a TP-based tank, much like how Dancer is a TP-based healer--sort of a cross between Paladin and Samurai.

  6. #66
    BEES OH GOD BEES
    Join Date
    Sep 2005
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    Bahamut
    WoW Realm
    Stormrage

    Onion Knight nomnomnom (abbr: OKT)
    req for starting job quest: have all 20 previous jobs unlocked and at at least lv20

    Able to set any abilities you've learned from your other jobs at 50%, or SJ strength (e.g. souleater drains 10% but only adds half to dmg) for points that increase as you level up, sortof like BLU.

    Able to set job traits that you've learned from your other jobs at full strength, on a different set of points, just like the abilities.

    Neither the abilities or traits will reset upon job change. Same penalty as for BLU would occur when abilities are set.

    Able to use white/black magic, such as cure 1-4, raise, tier 1-4 nukes, (but nothing super fancy other than that) as long as you've learned said spells on a different job.

    2hr: Resets ability timers, access to all abilities available, instead of just those set, for 45seconds.

    HP would be at par with a SAM
    MP would be at par with a PLD

    Stats Depend on your job levels. (never go higher than your OKT's level)
    (having one of these at 75 gives a lv75 OKT 75 of the corresponding stat. Only the highest job counts. e.g. with a lv65WAR and 73DRK, a lv75 OKT would get 73STR.)
    DRK/WAR/SAM = STR
    DNC/THF/PUP = DEX
    MNK/PLD/DRG = VIT
    RNG/NIN/COR = AGI
    BLM/BLU/SCH = INT
    WHM/RDM/SMN = MND
    BRD/BST = CHR


    Sword skill A+
    Great Sword Skill A+
    Shield Skill A-
    Evasion Skill B+
    Parrying Skill C
    Elemental Magic Skill B
    Healing Magic Skill B
    Divine Magic Skill C+
    Enfeebling Magic Skill C+

    Mythic Weapon: Onion Sword(GSWD) -
    82DMG 488 Delay,
    Enhances Abilities. (to 75% strength instead of 50%)
    All attributes +10,
    "Climhazzard"
    Aftermath: Increases Acc./Atk.
    Occasionally attacks twice

    Mythic WS: Climhazzard -
    4 hit WS.
    fTP=1.0
    10%STR, 10%DEX, 10%VIT, 10%AGI, 10%INT, 10%MND, 10%CHR,
    Chance of Critical varies with TP.

    (I'd love this job >; )

  7. #67
    Salvage Bans
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    Jul 2007
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    Sylph

    Quote Originally Posted by TheStig View Post
    Soldier 1st Class
    hahaaaaaaa Yes!


    Quote Originally Posted by Datonare View Post
    This looks fun, I'll throw something out there <.<

    Meant to be a damage-dealing tank... steps on Warrior's toes a bit... a lot, but meh

    Viking

    Combat Skills:
    Axe A+
    Great Axe A-
    Parrying A-
    Great Sword B+
    Sword B
    Evasion B
    Shield B
    Polearm B-


    Job Traits:
    Attack Bonus - Lv.10
    Resist Paralyze - 20
    Counter - Lv.25
    Dual Wield - 30
    Double Attack - 35
    Resist Bind - 40
    Attack Bonus II - Lv.40
    Accuracy Bonus - Lv.50
    Dual Wield II - 75


    Job Ability:
    Northland Rage
    Lv.1
    Increases all attributes.*
    *Stats+10+(Level/4)
    *Attack+20%
    *Defense+20%
    *Accuracy+25
    *Delay-20%
    Duration = 30 sec.

    Provoke
    Lv.10
    Goads an enemy into attacking you.

    Cleave
    Lv.10
    Delivers an unavoidable attack.*
    *Damage is equal to that of a regular attack, Cleave can crit.
    *TP gained is that of a normal attack, mob also gains tp from the hit
    Recast: 2 minutes

    Overpower
    Lv.20
    Greatly increases chance to parry. Each successful parry grants an additional chance to parry
    that lasts for 30 seconds. This effect can stack up to 5 times. If a successful parry is had
    when this effect has been stacked up to 5 times, the duration will reset back to 60 seconds
    instead of 30.
    *Increases initial parry chance by 20%
    *Each successful parry chance is an additional +2%, up to a total of 30%
    Duration: 4 minutes
    Recast: 2 minutes

    Charge
    Lv.35
    Only useable when bound. User breaks free of the effects of bind and receives an attack boost.*
    *Attack+10%
    Duration: 1 minute
    Recast: 5 minutes

    Warcry
    Lv.40
    Increases attack to all party members in range.


    Accumulation
    Lv.45
    Increases chance to critically hit. Each successful critical hit grants an additional chance
    to critically hit for 30 seconds. This effect can stack up to 5 times. If a successful critical
    hit is had when this effect has stacked up to 5 times, the duration will reset back to 60 seconds
    instead of 30.
    *Initial crit chance is +5%
    *Each successful crit chance is +1%, up to a maximum of 10% total
    Duration: 4 minutes
    Recast: 2 minutes

    Bloodlust
    Lv.50
    Increases attack and accuracy but greatly increases damage taken. Healing spells will also only
    have 75% of their efficiency.*
    *Attack+15%
    *Accuracy+20
    *Damage Taken+20%

    Resilience
    Lv.55
    Grants an effect of Regen and increases all resistances by 30.*
    *Regen is 2hp/tic (120 hp restored over the 3 minutes)
    Duration: 3 minutes
    Recast: 5 minutes

    Stalwart
    Lv.60
    Grants a small resistance to all status ailments to party members within area of effect.
    Duration: 1 minute
    Recast: 5 minutes

    Northland Defense
    Lv.70
    Grants a resistance to the ice element but lowers resistance to fire element.*
    *If hit by an attack of an ice element, occassionally you will get a regen bonus of 6hp/tic
    for 1 minute. (anything from ice spikes, to paralyze)
    *If hit by an attack of a fire element, occassionally will receive a DoT penalty of 6hp/tic
    for 1 minute. (anything from blaze spikes, to burn)
    and i hope this comes true

    please santa?

  8. #68
    Absolute Messenger of Promathia
    Join Date
    Jan 2008
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    FFXIV Character
    Blaise Destin
    FFXIV Server
    Sargatanas
    FFXI Server
    Asura

    Quote Originally Posted by Sonomaa View Post

    * Dancer > Drawing a blank

    Prancer of course

  9. #69
    RIDE ARMOR
    Join Date
    Feb 2008
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    20
    BG Level
    1

    Quote Originally Posted by Damane View Post
    Dragoon + Samurai >>> Shogun
    New Ability: Command Wyvern: Lets you customize your Wyvern into a healing, offensiv or hybrid wyvern (since there are no SJ for heroic jobs). Healing Wyvern will use Healing Breaths at cost of 20 TP of the Masters TP at 75% of Masters/PT members Health. Hybrid wyvern will use Healign Breath at 50% of Masters/PT members HP.
    +olde merits
    Gains access to ranged WS.
    Heroic Jobs sound awesome! But...I dont want to be a Shogun D:
    Anybody have an idea for a more DRG oriented Dragon Rider job? Too tired to think of anything myself at the moment lol ><

  10. #70
    New Spam Forum
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    Quote Originally Posted by Khelek View Post
    Mythic Weapon: Onion Sword
    http://images2.wikia.nocookie.net/ff...OnionSword.PNG

    I'd ask for my alexandrite back

    (neat job idea, though )

  11. #71
    CoP Dynamis
    Join Date
    Jun 2007
    Posts
    287
    BG Level
    4

    engineer
    club: A-
    staff: A+
    throwing: B+
    shield: C+

    2h: ??? something to increase tool potency.

    JA's: at various levels get many job abilities which allow the use of various "tools" - kind of like ninja magic but JA based instead. potentially with charges like COR's Quick Draw. the different tools can do different things, from inflict status ailments, cure, cure status ailments, or even do damage (elemental, physical, whatever). they could even have certain tools do things that cant be done by other means today (like inflict amnesia on a mob, remove weakened status)

    i envision the engineer as being a damage dealer with either dualwield clubs or a staff (something no one really uses seriously right now, and consequently these weapon categories could get some serious expansion). the throwing skill would also be useful to throw certain cheap expendable ammo (giving a third damage). all the standard DD subjobs would be useful (war, sam, dnc for lowman/soloing, even DRG when using a staff). could probably even tank if some of those tools gave a lot of hate.

  12. #72
    D. Ring
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    Sep 2008
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    Sylph

    is it me or would people like to see a job that is race only?

    Taru knight (since we don't get moogle's playable ;-; )

    Demoniser (Galka's: would be some sort of SMN/DRK cross breed but wouldn't be the current avatars we have)

    Jugglers (Mithra's thf/nin but have throwing ws's and A+ dagger skill)

    Templars (Elvaans MNK/WHM/PLD good def mp healing power + brute fighting spirit)

    Scraper (Hume be some kind of pup/cor but you'd be more of a front line buffer ever 10 lvs you'd get some kind of AoE buff so at lv.5 you'd get a good Def+ buff (maybe +30) so by lv 75 you'd have a good AoE Haste or Reraise buff)

    if you guys like the idea of these jobs i'll do a back story for them and JA's for each of them but it would be one job quest you'd do and each race would get a different role out of it

  13. #73
    Fishing Guru
    Join Date
    Jan 2007
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    7

    Time Mage so I can go back 3 years and never start playing this game.

  14. #74
    Cerberus
    Join Date
    Sep 2007
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    4
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    Ragnarok

    Chemist
    New ranged weapons: Pistols (low delay low damage guns, ex: Lvl 75: delay 200, Dmg 30)
    Job Abilities
    Lvl 1: Recall: Raises all fallen party members within range with a 1 minute weakness but drops chemist to 5 minute weakened status
    Lvl 5: Mix: components sort of like ninja tools. for Example: Component 1 = regen + 2, component 2 = refresh + 2, when mixed gives target party member both effects, or say DA + 2% and Attack + 2%. All components have a lvl range on them and you can mix two of the same components to double the effect. AF could allow +1 bonuses to the effects of components. Can only hold 2 buff mixes per party member at a time. Other components could include Cures, raises, poisons, and MP recovery. Recast 15 seconds.
    Lvl 15: Arm Aim: -5% attack speed for 1 minute. Recast 5 minutes, AF enhances
    Lvl 25: Leg Aim: -25% movement speed for 3 minutes, has a small chance of binding a target for 1 minute. Recast 5 minutes.
    Lvl 35: Splash: Allows the use of one component on all party members in range.
    Lvl 50: Seal Evil: Terrorizes opponent for 15 seconds. recast 10 minutes.
    Job Traits
    Lvl 5: Throw Item 1: Can use mix up to distance 10.0, can also uses normal meds on party members, including temp items
    Lvl 10: Resist Poison
    Lvl 25: Accuracy Bonus
    Lvl 40: Throw Item 2: Can use mix up to a distance of 15.0
    Lvl 65: Throw Item 3: Can use mix up to a distance of 20.0

    Merits:
    Splash: Allows Mix to randomly effect everyone with 5.0 of the target to gain the benefits of one of the components. Additional merits increase this range by 2.0.
    Potency: Increases the total effect of a mix by 1, which component is random. 2nd merit does each by 1 all the way up to 2 each with 4 merits.
    Auto-Potion: Chemist randomly uses 1 mix component on himself when damaged. Further merits increase the chance of this use.
    Snipe: Increases the effect of Leg Aim/Arm Aim/Seal Evil by 1%, 5 seconds per merit.
    Weapons:
    Marksmanship B+
    Dagger A-
    Staff B-
    Staff C
    Club A-
    Evasion B
    Parry C

    Edit: And for shits and grins, Chemist AF

    http://c4.ac-images.myspacecdn.com/i...546213e02f.png

  15. #75
    Cerberus
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    Jul 2008
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    Bahamut

    I made a -huge- write up for Berserker and sent it to SE.
    +A G.Sword, attack bonuses, two-handed delay reduction, etc, etc. Not going to bore everyone by writing it all out.

    Chemist and Berserker are the only classes I want, but it just won't happen.

  16. #76
    BG's worst Rangers fan
    Fleury 2; Lundqvist 0
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
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    23,755
    BG Level
    10
    FFXIV Character
    Bad Karma
    FFXIV Server
    Hyperion
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Kel'Thuzad

    Quote Originally Posted by Phla View Post
    Bishop
    Yes Please

  17. #77
    Salvage Bans
    Join Date
    Jul 2006
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    873
    BG Level
    5

    Didn't Bishop have break in FFT:A?

  18. #78
    Sandworm Swallows
    Join Date
    Jul 2008
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    7,147
    BG Level
    8

    I'm really hoping for Viking - it ties in with the storyline somehow (they've been mentioned), and we need a new tank job really badly.

  19. #79
    ٩๏̯͡๏)۶

    Join Date
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    Asura
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    Barthilas

    Bee mage

  20. #80
    The Once and Future Wamoura
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    Aug 2005
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    18,133
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    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
    Bahamut
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    Quel'Thalas

    Evoker, it'd be like SMN but not suck

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