I made a thread about the JOB not the animator. Hope most dont think im multi posting..
i definitely like Ether and Sainly better than Grim and Divine :P
Well Im just happy that everyone is implementing there own suggestions. We need more people like you who are willing to share there ideas. Yes, both of our ideas are polar opposites but both have nice aspects to them.
Keep up the discussion guys.
The more you care and discuss the more attention we are likely to get from the Devs.
I didnt mean the aspects i just meant the names haha. A BLM isnt really Grim, or evil it just casts damaging magic. thats why its considered, "Black." However it does rely on MP, Mana, an energy from the "Ether" to cast it's spells. However, Saintly and Divine pretty much go hand in hand. Divine Seal etc.
I like the animator ideas in that they aren't overpowered. Would be great for 99, since everything needs to be stronger to keep up. But what about the base animator? There'd hafta be one for the trials...maybe this:
Old Animator
All races
Allows use of maneuvers.
75 PUP.
Then the upgraded version, before it branches off to the various other animators:
Unique Animator (Aug, Ex)
All races
Allows use of maneuvers. HP+5
75 PUP
After that, there'd hafta be ones specifically for 75, but I think branching beforehand could be done.
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
I don't mind having multiple animators as long as they were storable via Porter Moogle NPC. Besides, I like doing Magian Trials, especially on my PUP!
i would like to see for PUP animators with element affinity on them that you can get through magian trials that would severly reduce overloading for that one element. just an idea i know swapping them causes tp loss but still give us something. it wouldnt be too bad because for my RNG PUP my primary move i use is wind for acc eva and rang attk speed
I think, but not 100%, swapping animators kills maneuvers too. I like your idea of elemental based animators, but the only way to introduce that fully without imbalancing it, to my opinion, is to increase slightly the threshold of overload for 7 of the elements to decrease threshold severely for the animator's element. Here's maybe one attempt:
Gyro Animator (Aug, Ex)
All Races
Agi+3, allows use of maneuvers
Reduces chance of overload with wind manuevers, but increases chance with other maneuvers.
Automaton: Ranged Acc+3, Evasion+3
75 PUP
Gyro Animator +1(Aug, Ex)
Agi+3, Evasion+3, allows use of maneuvers
Reduces chance of overload with wind maneuvers, but increases chance with other maneuvers.
Automaton: Ranged acc+4, Evasion+4
80 PUP
Solar Animator (Aug, Ex)
Str+3, allows use of maneuvers
Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
Automaton: Attack+3, Double Attack+2%
75 PUP
Solar Animator +1(Aug, Ex)
Str+3, Attack+3, Allows use of maneuvers
Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
Automaton: Attack+4, Double Attack+3%
80 PUP
Last edited by KorPoni; 03-15-2011 at 05:27 AM.
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
I dont like the idea of multiple new animators. Give me one animator to rule them all !
Turbo Animator +2
Allows use of maneuvers.
Reduces Overload Rate.
Increases Elementall capacy for each element +2
Adds 1 Aditional Attachment Slot.
Adds the use of 1 additional Maneuver to maximun of 4 active Maneuvers
Increase Maneuver duration 50%
Puppetmaster Level 90
Hidden Effect: Automaton Combat Skills +5
Hidden Effect2: Adds regen refresh and regeain 1/tic
Hidden Effect3: Automaton HP+100 MP+100
Obtainable throu trial of magians: Kill certain ammounts of mobs where automaton needs to do finishing blow with certain Maneuver up at the time of death.
Maybe bit Over the Top but well, why not?
Last edited by Awezomeos; 03-15-2011 at 05:43 AM. Reason: typos as ever
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