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  1. #21
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    The job I would have added, but didn't:
    * Mystic Knight
    This is the job I would have added, but didn't for the following reason: Basically, they're a combination of Celes from FF6, the Magical Fencer of FF5, Steiner of FF9, & Tidus' spheregrid section in FFX; Knights that used Runic & Swordspells, designed to be the perfect tank against magic casters and great damage dealers against monsters weak to certain elements. There is enough to this job to make it unique in FFXI, but Red Mage almost fits the description already with its selection of En-spells and in the past, Red Mage has shown its potential as a tank job, which is where I think it should be when it's on the front lines (sadly, most of its enmity tools were cut away, possibly intentionally, but likely just a side effect of helping other mages since they generated so much enmity). In this role, they can easily co-tank with a Paladin, so the party gets the best of both worlds.

    To create the "Mystic Knight" side of Red Mage, add:
    Abilities aimed at Tanking:
    Runic Blade: (level 10) Several acceptable implementations come to mind, absorbing spells to prevent damage to self or party & gain MP. (This should be at a support job level so Paladin can use /Rdm against magic using enemies too.) Enemies should hate when their spells get absorbed. (enmity)
    All For One and One For All:(Afoaofa) (Level 50) A Sphere effect that copies all self-target spell effects on the Red Mage to party members in range while they are in range. (May have a perpetuation cost associated with each active effect, like -1mp each) This needs to build more enmity for each person in range.
    * Shield Job Abilities of some sort: one related to the Null-spells below. One may convert some damage blocked by their shield into MP. One may allow more than one "spikes" type effect to be active, like Ice Spikes and Shock Spikes or, if not possible, may increase the duration of spikes (alternatively, or additionally, they could have a shield-based ability that makes spikes spells actively strike their currently engaged enemy on a tick basis, and also reactively when hit.)
    * "Ethereal Guard" that reduces magic damage taken in an area of effect for your nearby party members, and requires a shield to increase its AoE range and/or potency. (more enmity)
    Job Abilities aimed at Melee:
    Ensorceled Blade: (level 20) Allows elemental magic cast (by enemies, your party, or even yourself) to grant you a single-use effect like "sneak attack", that delivers the spell's damage through your next physical strike, bypassing normal magic evasion rates, replaced by physical checks. (may be linked to "Runic Blade"'s effect to absorb the spell first) This would be unique to Red Mage, perhaps simply granted to Red Mage as a trait, so use of Runic Blade enables this effect. This sort of additional damage DOES count toward enmity, unlike en-spell damage.
    Spellsword Similar to Esorceled Blade, this allows the Red Mage to strike physically and release a magic spell at the same time for the cost of MP and TP. They can't normally cast Ancient Magic; it can be done only through their blades. (see link above for more detail)
    * Maybe an "En Garde" type stance that increases sword & dagger skill levels and improves Riposte rate at the expense of higher MP costs for spells.

    Melee job traits
    Riposte This allows counterattacks when wielding a sword. Riposte-Counter ignores defense.
    Magic Fencer: Increases en-spell damage & elemental affinity related to current enspell's element.
    Swordbreaker: When using a mainhand sword & offhand dagger, Increase Parry; may grant "offhand wield" without the offhand attacks of dual wield and will not add the delay impact of a second weapon in this case.
    Existing Traits now given to Red Mage: Fencer, Critical Defense Bonus, Occult Acumen (stronger tiers of this and earlier than others) And more tiers of Shield Mastery starting at lower levels.

    All sword weaponskills (with the exception of other jobs' mythic weaponskills)

    A few unique spells:
    Like Temper (would work great with "Afoaofa".)
    Sharpen Increase melee attack power.
    Lock Lowers enemy evasion. (an enfeeble that doubles as a melee bonus for those without much accuracy gear)
    Reflect Reflect one single target spell back at caster. Does not reflect -ga spells, but -ga spells do not remove the reflect status when they hit. This capitalizes on the Magic Tank concept. Many times, however, casters attack with spells that they themselves are strong against, so the spells sent back at them won't be as powerful as feared by most who think this would be overpowered. As an example of a similar effect at work, see Ninja shadows which can completely nullify several single target spells; they just don't cause counter damage. (they don't cost MP either)
    At higher levels:
    Astra AoE spell that protects each person with the Astra status from the next enfeeble that hits. (Pld and Whm should get this too)
    Null-Blaze/Frost/Thunder/Stone/Water/Wind Prevent damage from the next spell matching the current Null-element spell (not enfeebles, and enfeeble spells will not remove this status). Only one Null-spell can be active at any given time. These may be boosted in effect if a shield is equipped and a new shield skill is used to occasionally allow 2 spells to be blocked rather than one. Null-spells could also be given to Whm.
    Tier III En-spells: The next offensive single-target spell (Tiers I-III, maybe IV) selected by the Rdm is "Instantly Cast" at no MP cost after all critical hits for the duration. (This effect could extend to also trigger after closing a skillchain that the chosen spell can magic burst off of, similar to a wyvern breath.) Enfeeble Spells may also be used with this ability, perhaps bypassing normal resistance checks, replaced by physical accuracy (and crit rate).

    Gear that encourages melee/tanking
    The tradeoff on these sets will be neglecting the magical stats. These sets of gear would have stats like:
    * Enmity+
    * Melee stats
    * Enhance dual wield (despite not having it natively)
    * Enhance convert (Converting more HP from each MP, so as a tank, they can directly convert their MP into HP to survive in dire circumstances. While spells may be more efficient and powerful at restoring HP, they can be interrupted.)
    * Much more "enhance en-spell damage" gear along with some weapons that boost melee-mage stats like +accuracy and +magic accuracy of spells matching your current en-spell's element. (the use of en-spells to increase magic accuracy could also become a mage-side bonus, even when they're not engaged in melee combat.)
    With these things, it's got a solid hold on a new niche when it's not on the back lines. (If any of this seems too powerful, you're expectation of the effect is too strong. If you math-wiz people feel so inclined, please provide SE with math to show how crazy something really is to be called overpowered, or show how strong it would have to be to be useful.) As for being the ultimate self-enhancers in the game, this concept builds on that vision quite well. Many of these abilities and spells should be available from /Rdm as a support job for other tanks.

    This is what we end up with:
    Back Lines Red Mage: Enhance self and others & Enfeeble monsters, with some Curing & Nuking thrown in. (These are the current abilities that cause them to be invited to parties such as Haste and Refresh. I'm not suggesting removing this party role. They do need more unique enfeebling spells that no other jobs get, and they need debuffs to land on more enemies that matter, which is one thing that's being adjusted as I write.)

    Front Lines Red Mage: Anti-Magic Tank & Elemental Damage Dealer. Enhance self with spells to damage & protect while enfeebling the enemy to survive. Cure self & party members for more enmity (maybe En Garde cancels out Tranquil Heart's effect and makes all magic create more enmity?, especially enfeebles), nuke for extra damage and for bonus enmity from magic bursts (trait of En Garde?).
    These are mutually exclusive roles. You shouldn't expect a front lines Red Mage to fulfill any/many of the back line roles simultaneously unless your party runs into problems and they have to switch roles on the fly. And they certainly wouldn't fill their enhancing role while tanking, unless they get sphere effects or AoE buffs that don't have to be cast on each individual party member over and over.

    If this sounds too much like a new job... and you want to step this far onto Red Mage's toes, taking over En-spell mastery and curing and nuking... go ahead and make Mystic Knight!

    P.S. Many of my ideas are elaborated on my post in the Red Mage melee thread here. (link) My concept has evolved since then, as seen in this job idea, beyond what I originally posted.
    (3)
    Last edited by AyinDygra; 09-07-2011 at 10:00 PM.

  2. #22
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    New Job: Chemist (CHM)

    ~*~ The Concept:
    The gameplay of Chemist revolves around their items. They have three sources of items, the first of which is open to all players: normal medicines and thrown weaponry. These require a lot of inventory to make use of, do not stack in enough quantity to make use of for extended periods, and can be quite expensive.

    Clearly, they must have more practical methods to access potions. To this end, they have a special "Stockpile" of potions for use with their common job abilities that never runs out. They can also freely "Refill" a selection of items into two "Stashed Items" lists (one full of beneficial items, the other destructive) at set intervals. The number and quality of items refilled increases with levels. However, these readily available items are of the most common variety. To make use of the Chemist's true strengths, they must purify, concentrate and mix new items in the field using a "Portable Alembic" to combine ingredients. And that brings up the topic of ingredients.

    Ingredients are in constant demand for a Chemist. In the field, they can turn many common items into potent ingredients by "Extract"ing their essences from them. They can then take those base components and use them as ingredients in their most powerful items. Each item requires at least two ingredients. Each item requires a certain mixing time before it becomes available in their "Stashed Item" inventories. Only one of each item can be in this list at any time, so they can't just keep using their most powerful healing or damaging items back to back. Thankfully, they have a diverse list of potential concoctions, if given enough time to prepare.

    In combat, Chemists need to be in close range to splash special potions on party members and having applied harmful potions to their weapons, they can deal out nasty, short duration status ailments with melee strikes. But, when that's not necessary, they are fully able to use guns and cannons while lobbing grenades and elemental surprises. (Keeping in mind at all times that Chemist is primarily a healing job nearly on par with White Mage, not a nuking job.)

    While this job can both heal and damage, if they're doing one job or the other in their party, they won't have time to mix the strongest or most necessary potions to do either job at the level expected of a dedicated healer or damage dealer. This is an innate limitation placed on the job by its own game mechanics that keeps it from becoming overpowered and doing all things at the same time.

    ~*~ Game Mechanics
    Use Normal Items with increased potency.
    * This is more of a last resort for Chemists. They just can't hold too many items.

    Use Stockpiled Potions (Always Available)
    * The Job Abilities/Traits that use Stockpiled Potions are: Health, First Aid & Auto-Potion
    * These JA/Traits explain their functionality by saying they use potions that do not physically exist.

    Collect Ingredients
    * The Move-Find Item Trait will give random ingredients as they walk around.
    * More commonly, ingredients are created through the "Extract" ability which turns many "junk" items into useful ingredients.
    * Alchemy Skill, from 1-60, increases chances at extra ingredients being produced through the "Extract" ability.
    * Ingredients are stored like Fewell in their "Portable Alembic", not in inventory.
    * There are 53 ingredients, and you can store 999 of each.

    Mix Items
    * These require ingredients that are mixed to create new potions with powerful effects.
    * To create "Mixed Items", Chemists must first learn the "Ingredient List" recipes (they act like scrolls.)
    * Select the Mixed Item from a list. The command will create the "Mixed Item", consuming the required ingredients.
    * Chemists make use of a "Portable Alembic" to create potions (animation only, no mini-game)
    * Some items require the use of the "Eureka" ability to allow mixing with new insights. (Balance feature)
    * Some mixed items can only be used during the Chemist's 2hr. (Balance feature)
    * While most of the items created through Mixing are taken from the "Temporary Items" list provided during events like Besieged, Salvage, and Campaign, ideally, these wouldn't have to be "Temporary Items." My solution would be to add a set of inventory bags that are only available to Chemists or /Chm, similar to the Mog Satchel - Call one a "Mog's Healing Stash" (for 80 beneficial mixed items), the other "Mog's Devastation Stash" (for 80 attack mixed items). Disconnects and zone changes will be massive annoyances otherwise. Items could not be manually moved or traded into or out of these stashes from normal inventories, and the contents of these stashes would be saved through job changes. (minor note: There are far more than 160 possible mixed items, so they can't create one of everything ahead of time anyway. Good Chemists will create items as needed, while keeping a few essentials on hand at all times.)
    * The "Refill" ability can be used to provide a selection of "Mix Items" that increases in quality and quantity as your level increases.


    In Battle:
    * "Peep" to see enemy weaknesses and use the most appropriate items in the battle ahead.
    * "Use" or "Sip" any beneficial "Mix Item" on yourself.
    * "Apply" a status inflicting potion to your weapon.
    * "Splash" any beneficial "Mix Items" on alliance members. (including those normally "self-target only")
    * Use "Treatment" to remove & prevent the "Medicated" status of a party member to use "Medicating items" on the same person.
    * "Toss", "Lob" and "Launch" attack items onto enemies. (both normal and Mix items, if possible)
    * "Prescribe" "Mix Items" to other party members. (move item to their inventory/stash without a trade window)
    * Quickly "Purify" items to make them into +1, +2, and +3 versions.
    * "Concentrate" items to make their status buffs or debuffs last longer.
    * Make your next beneficial potion hit your entire party with "Diffuser."
    * Administer "First Aid" and Phoenix Downs to revive KO'd people.


    As a Support Job:
    Mix times are doubled.
    Most of the other drawbacks are level related: Your available mixes are severely reduced, Item potency increasing traits only go up to 40% bonuses, and the most versatile chemist abilities are above level 50.


    Combat Skills and Gear:
    A+ Throwing (for throwing potions and attack items)
    B Marksmanship (primary equippable weapons are guns & cannons; some abilities require a cannon equipped.)
    B Club
    B Dagger
    C Swords would not be out of the question, but limited selection.
    C Evasion, C Parry, no shield, no guard, they mainly rely on their auto-potion ability

    They wear the "Plate" & "Scale" armor, since they have to hunt down some pretty rare ingredients from some dangerous foes. In parties, they know they need to stay alive if they're going to keep anyone else alive, so they often find themselves in the thick of the battle lines in heavy armor. At times, they also mix in Leather gear with lots of pockets, and Doublets and Harnesses.

    Their artifact/relic/empyrean gear should include one set with gold plate armor, gold turban and green accent clothes /scarves /sashes, and a backpack holding many vials, bottles and other tools of the trade hanging off of it.
    (3)

  3. #23
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Chemist JOB ABILITIES

    Job Ability: Refill
    Level 1
    Charge Time: 10sec
    Recast: 10min
    Adds a selection of basic items to your Mix Items. This ensures that Chemists have at least some useful items, even when they run out of ingredients or don't have time to mix up a wide variety of items.
    * Items are refilled from highest level to lowest when the "Refill" command is used, so only the weakest items are "missed" if it exceeds the 80 slot limit.
    * You can only hold one of each item at any given time.
    * One thought I've had is putting all "Refill" items in the "temporary items" section, following all of the normal rules, while Chemist-created mixed items are placed in their Chemist-only Mog Stashes (Healing & Devastation) so those items which Chemists have to spend Ingredients creating do not disappear on zoning. This keeps "Refill" as a backup thing to have available, but not something to fully rely on.
    (A total of 51 items are 'refilled' as you get to higher levels; you receive all items up to your level)
    Level 1: Potion & Grenade . . . . . . . . Level 50: Shadow Ember & Holy Mote
    Level 5: Ether & Rumbler. . . . . . . . . Level 55: Dusty Potion & Lethe Water
    Level 10: Stalwart's Tonic & Waterfall . . Level 60: Dusty Ether & Pineapple Grenade
    Level 15: Hi-Potion & Wind Shear . . . . . Level 65: Earth Mallet, Tidal Wave, Winter Storm, Promyvion Storm
    Level 20: Demoralizer & Molotov Cocktail . Level 70: Blazing Soul, Storm Front, Lightning Bolt, Bright Nova
    Level 25: Remedy & Snow Flurry . . . . . . Level 75: Lucid Potion I, Lucid Ether I
    Level 30: Frag Grenade & Riot Grenade. . . Level 80: Petrify, Terror, Amnesia, Doom & Poison Screens
    Level 35: Hermes' Quencher & Strange Milk. Level 85: Soldier's, Oracle's and Assassin's Drinks
    Level 40: X-Potion & Strange Juice . . . . Level 90: Lunar, Light and Star Curtains
    Level 45: Icarus Wing & Phoenix Down . . . Level 95: Healing Powder, Mana Powder, Lucid Wings I
    (end of maximum support job refill). . . . Level 99: Megalixir
    * Merits can add another 19 higher quality items for: 70 total refill items.


    Job Ability: Extract (technically, becomes an option in the item menu, "Use, Drop, Extract"
    Level 1
    Charge Time: Instant
    Recast: Instant (or the equivalent of "using" Crystal Clusters to make single crystals)
    Extract usable ingredients from common items.
    * Always produces at least 1 ingredient from each base item, if it can have something extracted from it.
    * Base chance of 10% to produce 2 or more ingredients.
    * Higher quality items may have a higher chance to produce extra ingredients.
    * You may Extract more than one type of ingredient at a time from some special items.
    (Example: Carbuncle's Ruby can produce both Lunar Shell and Light Shield at the same time)


    Job Ability "Category": Mix
    Level 1
    Charge Time: Varies by item
    Recast: Variable: You are unable to begin mixing a new item until the last item has finished mixing. Since they all have different "charge times", it would be difficult to create a standard recast timer for this ability without unnecessarily handicapping lower level mixes, and having very little impact on the stronger mixes. The solution: Making "Mixes" similar to spells that produce the item in question. They have their own command sub-section with independent timers on individual mixes.

    Mix (sub-menus)
    > HP Restoring (pet healing included)
    > Beneficial Status (Protections included)
    > Status Recovery
    > MP Restoring
    > Elixirs
    > TP Restoring
    > Damage (Elemental and Non-elemental)
    > Enfeebling

    Combine ingredients to create "Mix Items." Some of these items can then be used like normal items, or through special Chemist abilities.
    * Portable Alembic appears in front of the Chemist during the charge time.
    * Mixes are learned through "Ingredient Lists", much like Spell Scrolls.
    * See the Mix List for everything that can be created.
    * Mixed Items are placed in either the Mog's Healing Stash, or Mog's Devastation Stash.

    Job Ability: Peep
    Level 5
    Duration: Instant (text report)
    Recast: 20sec
    See enemy's level and current HP and MP.
    * Increases in detail as you increase in levels by means of the "Keen Eye" Job Trait.


    Job Ability Category: Item Tossing
    Ability list:
    > Splash (Lvl 10)
    > Toss (Lvl 10)
    > Diffuser (Lvl 45)
    > Lob (Lvl 50)
    > Launch (Lvl 80)


    Job Ability: Splash
    Level 10
    Charge Time: Varies by item
    Recast: 6sec
    Use a beneficial "Mix Item" on a party member within melee range.
    * Allows a Chemist to use "Self only" items on other alliance members.
    * Melee range means Chemists must remain on the front lines to be at peak performance.


    Job Ability: Toss
    Level 10
    Charge Time: Varies by item
    Recast: 20sec
    Throw a "harmful" "Mixed item" at an enemy.
    * Normal throwing ranges and calculations apply, however, this bypasses the need to equip "ranged" "Mix items" like grenades to use them with the normal "ranged attack" command.
    * Again, since the throwing "sweet spot" is melee range, Chemists must remain in range to be at peak performance.


    Job Ability: Health
    Level 15
    Charge Time: Instant
    Recast: 3min
    Release a healing mist from your stash to restore 10% HP to your party.
    * Does not consume an item. Uses "Stockpile."


    Job Ability: First Aid
    Level 20
    Charge Time: Instant
    Recast: 3min
    Use smelling salts from your stash to revive a party member from being Knocked Out.
    * Does not consume an item. Uses "Stockpile."
    * "Raise 0" (does not restore any lost XP)


    Job Ability: Prescribe
    Level 25
    Recast: 30sec
    Give a "Mix Item" to an alliance member.
    * Does not require a trade window.
    * If the target already has the item, it would be nice if it simply stopped the command from activating; invalid target. No loss of item or activation of the ability would occur.
    * It may be too difficult to distinguish between Chemistry-made "Mix Items" and Temporary items if they're placed in the same Temporary Item section of the inventory, such as those obtained in Abyssea or from chests ... an additional thought: should we be able to give Primeval Brews to other players? That's an implication with this ability, if the items are indistinguishable from one another.


    Job Ability: Purify
    Level 30
    Charge Time: Instant
    Recast: 2sec
    Improve the quality of one of your "Mix items."
    * Only the +1,2,3 variety, not roman numerals I,II, or name changes like Drink/Tonic/Gambir.
    * Since you can only mix the basic versions, this gives you an edge when you have time to spare.
    * This lets you have 4 potions, when only 1 of each type of item can be held (this is a major help if they follow "temporary item" rules, which I am hoping they won't, so Chemists can spend time mixing in preparation for events, and zoning won't eat up all of the ingredients they spent on their current stock of mixed items.) (and the + versions are obviously more powerful)


    Job Ability: Apply
    Level 35
    Charge Time: Varies by item.
    Duration: 5min
    Recast: 5min
    Add a status ailment from a "Mixed Item" to your weapon.
    * All attacks will have a chance of inflicting the potion's status effect on the target.
    * In the case of returning ranged weaponry, the potion is applied to the weapon like any melee weapon.
    * Cannot be applied to ammunition.
    * Changing weapons will remove the effect.


    Job Ability: Concentrate
    Level 40
    Charge Time: Instant
    Recast: 3min
    Double the duration of your next status potion.
    (3)
    Last edited by AyinDygra; 09-07-2011 at 06:24 AM.

  4. #24
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Chemist JOB ABILITIES (pt2)

    Job Ability: Diffuser
    Level 45
    Charge Time: Varies by item, doubled normal use time.
    Duration: 1min, or until next compatible beneficial "Mix Item" is used.
    Recast: 5min
    Use a Diffuser to turn your next beneficial "Mix Item" into a nebulized spray to benefit your entire party.
    * This is a large AoE, not melee range like splash.
    * Cannot be used with "Self only" items.


    Job Ability: Treatment
    Level 50
    Charge Time: Instant
    Recast: 5min
    Removes the "Medicated" status from target.
    * Also provides that target with immunity to the "Medicated" status for 1 minute.


    Job Ability: Lob
    Level 50
    Charge Time: Varies by item.
    Recast: 20sec
    Throw a harmful item at an enemy without the ranged penalty at a distance.
    * This allows Chemists to stay on the back lines and still make use of their thrown weaponry since otherwise, the "sweet spot" for ranged is within melee range.
    * Would be good if both normal and "Mix Items" could be used with this ability.


    Job Ability: Sip
    Level 60
    Charge Time: Varies by item.
    Recast: 3min
    This ability lets a Chemist sip a little bit of a potion and still get its full effect without using the entire potion.
    * The next beneficial item used by the Chemist on themselves will not be consumed.


    Job Ability: Eureka
    Level 70
    Charge Time: Instant
    Duration: 1min
    Recast: 5min
    For the duration, you have a profound understanding of how to create some of the most potent mixed items in existance.
    * Adds the "Eureka" status to the Chemist.
    * Allows the mixing of "Lucid" items and other highly potent Mix Items.
    * Eureka may trigger automatically after mixing ANY item after level 70. Chance based on Intelligence?
    * Each automatic triggering of Eureka will overwrite and re-start the duration.


    Job Ability: Quick Mix
    Level 75
    Charge Time: Instant
    Recast: 1min
    This ability cuts the time needed to Mix your next item in half.


    Job Ability: Launch
    Level 80
    Charge Time: Depends on currently equipped cannon's delay.
    Recast: 2min
    Launch a harmful item at the enemy with more destructive force.
    * Requires a Cannon equipped.
    * Causes damage (based on cannon) in addition to otherwise status-effect only harmful items.
    * Makes damaging items more powerful.


    Job Ability: Improvise
    Level 90
    Charge Time: Instant
    Duration: 1min or until the next use of "Mix"
    Recast: 3min
    This ability lets you create any "Mixed Item" without consuming ingredients.
    * The next mix does not consume ingredients.
    * You do not need to have ANY of the required ingredients.


    2-hour Ability: Infinite Stash
    * Chemist's "Mix Items" are not consumed by any action for the duration. (except "drop")
    * Allows use of Megalixir, Dusty Wing, and "Fool's" and "Fanatic's" items in Mix Items.
    * Reduces charge time for all items.


    Chemist JOB TRAITS

    Job Trait: Keen Eye
    Increase information gained through Peep. (Peep orignally only shows Level and Current/Max HP and MP)
    Tier: Level: Effect
    __Tier I: 25: Adds Elemental immunities/resistances/weaknesses.
    _Tier II: 45: Adds Physical immunities/resistances/weaknesses.
    Tier III: 65: Adds Status immunities/resistances/weaknesses.
    _Tier IV: 85: Adds Innate Status effects, Additional Effects of attacks, Auras.

    Job Trait: Maintenance
    Level 45
    Equipped items will not be stripped off by enemies.
    * Prevents effects like Yagudo's "Feathered Furore", Merrow's "Torrent", Qiqirn's "Cutpurse", Ruszor's "Hydro Wave"
    * Does not prevent Encumberance (caused by slugs/NM qirirn/NM pixies/iron giants, that also prevents re-equipping)

    Job Trait: Auto-potion
    Level 10
    On being hit, occasionally drink a potion to restore some health. (50hp)
    __Auto-Potion I: Level 10: 7% chance
    _Auto-Potion II: Level 30: 9% chance
    Auto-Potion III: Level 50: 11% chance
    _Auto-Potion IV: Level 70: 13% chance
    __Auto-Potion V: Level 90: 15% chance

    Job Trait: Move-Find Item
    Level 1
    While moving around anywhere, randomly find ingredients related to the items you could obtain in the zone, either from H.E.L.M./Chocobo digging/fishing activites, or drops from monsters. The reason for this ability is to have a continual supply of items that can be extracted into ingredients used in mixes.
    * This could have tiers to determine: rarity of item, how often you find them, or number of ingredients you find.
    * Clearly not an essential part of the job, and I could see RMT potentially abusing it... so it probably needs to be a Job Ability on a timer like Scavenge.

    Job Trait: Resist Paralyze
    Tiers: I-VI: 15, 30, 45, 60, 75, 90

    Job Trait: Resist Muddle (Muddle is the inability to use items)
    Tiers: I-VI: 15, 30, 45, 60, 75, 90

    Job Trait: Biologist
    Increase healing of restorative potions & reduce delay.
    ___Biologist I: Level 10: 10% bonus healing
    __Biologist II: Level 20: 20% bonus healing
    _Biologist III: Level 30: 30% bonus healing
    __Biologist IV: Level 40: 40% bonus healing
    ___Biologist V: Level 50: 50% bonus healing
    __Biologist VI: Level 60: 60% bonus healing
    _Biologist VII: Level 70: 70% bonus healing
    Biologist VIII: Level 80: 80% bonus healing
    __Biologist IX: Level 90: 90% bonus healing
    ___Biologist X: Level 99: 100% bonus healing

    Job Trait: Elementalist
    Increase damage of elemental attack items & reduce delay.
    Same tiers as Biologist, granting "Bonus elemental attack"

    Job Trait: Physicist
    Increase damage of physical attack items & reduce delay.
    Same tiers as Biologist, granting "Bonus non-elemental attack"
    (includes physical damage)


    Chemist MERITS (assuming current Merits system, pre-revision)

    Group 1
    Refill Recast (5 merits)
    Reduce Refill's recast.
    20 seconds/merit. (-1:40 = 8:20)

    Toss Recast (5 merits)
    Reduce Toss's recast.
    2 seconds/merit (-10sec = 10sec)

    Advanced Biology (5 merits)
    Increase healing of restorative items and duration of status enhancing items.
    10%/merit (100% base +50% = 150% total)

    Chemistry (5 merits)
    Increase damage or duration of attack items. (Elemental, non-elemental and status)
    10%/merit (100% base +50% = 150% total)


    Group 2
    Auto-potion Recovery (5 merits)
    Each merit increases HP healed by 10. (50hp+ 50hp = 100hp total)

    Extra Stash (5 merits)
    Each merit adds new items to the "refill" list.
    1. Giant's Drink, Wizard's Drink, Lucid Elixir I
    2. Spiritual Incense, Carnal Incense, Celestial Incense
    3. Cleric's Drink, Lethe Powder, Krysta, Dark Rain, Gravity Bomb
    4. Braver's Drink, Lucid Wings II, Thunderblast, Twin Twister, Abaddon Flame
    5. Shadow Flare, Shockwave Pulsar, Purifier

    Job Trait: Rationing (1 merit)
    Occasionally, mixes do not consume ingredients.
    * 25% chance to not consume ingredients.

    Job Trait: Enhanced Extraction (1 merit)
    Occasionally, Extract will produce more ingredients than normal.
    * 50% chance of doubling ingredients produced.


    ~*~ Gear

    Job Specific "Special stats":
    * Enhance Purify - Raises purified items to the highest tier not currently in the "Mix Items" list
    (Example: "Purify Potion", skips +1 and +2, jumping right to Potion +3, the next would make +2, then +1.)
    * Enhance Auto-potion - Increase HP healed by Auto-potion.
    * Enhance Auto-potion - Increase the chance to automatically use a potion.
    * Enhance Health - Increase the percentage of HP healed by Health. (base 10%, up to 25% with enough pieces?)
    * Enhance Extract - Increase ingredients produced by "Extract" by at least 1, or higher chance. Sometimes double!
    * Enhance Lob - Increases accuracy of thrown weapons and potions. Reduces enmity from the action.
    * Enhance Apply - Increases rate of added effect activating.
    * Augment Treatment - In addition to removing "Medicated", it also removes many other status effects, including amnesia.
    * Augment First Aid - Adds XP recovery like Raise 1,2 or 3.
    * Augment Refill - Occasionally give some "Mix Items" to party members at the same time.
    * Augment Toss - Occasionally tosses 2 of the same item with no extra item consumption. (only 1 needed)
    * Augment Concentrate - Increases the potency of the next status item used, in addition to duration.
    * Augment Maintenance - Extends its protection to status effects, stopping them from being dispelled.
    * Augment Maintenance - Maybe an augment to prevent the "Encumberance" that stops re-equipping.

    Special Traits:
    Unique Accessory: Nihopalaoa (reverses the effect of any item used)

    Possible new gear trait "Pockets": (could exist on many pieces of gear, with "latent: Main/Support Job: Chemist") Makes additional temporary item inventory space that allows duplicates of certain "Mixed Items" to exist, since the current "Temporary Item" rules exclude stacking of said items? Just throwing the idea out there.
    (3)
    Last edited by AyinDygra; 09-07-2011 at 06:25 AM.

  5. #25
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    ~*~ Important Lists

    List of Extractable Ingredients
    Many, many more items can be added to the lists to make better use of "junk" items, since many of these are either dropped or sold to NPCs. If the Chemist job becomes popular enough, there may actually grow to be a demand for these items.
    * All of the ingredients can be extracted from level 1 onward. It's the mixes that are level restricted.

    Format: Ingredient (Purpose) = Convert one of these base items into this ingredient.

    Damage

    Bomb Fragment (Fire) = Bomb Arm, Djinn Arm, Flint Stone
    Dragon Fang (Water) = Fish Scale, Dragon Fang
    Bottled Hurricane (Air) = Bird Feather, Insect Wing, Colibri Feather
    Gaia Stone (Earth) = Beetle Shell, Turtle Shell, Pebble, Kaolin
    Electro Marble (Lightning) = Coeurl Whisker, Dragon Scales
    Arctic Wind (Ice) = Snoll Arm
    Shining Gem (Light) = Holy Water, Twinkle Powder
    Shadow Gem (Darkness) = Bone Chips
    For all elements: Geodes, Colored Rocks, Elemental Ores, Anima, and Fewell can have their respective element ingredients extracted, however, single crystals and clusters may impact crafting too much.

    Explosive (physical damage) = Grenades, Bullets, Bomb Ash, Djinn Ash, Boyahda Moss, Derfland Humus, Firesand
    Shrapnel (physical damage) = Cactuar Needle, Cactus Arm, Doll Shard, Golem Shard, Cermet Chunk, Magic Pot Shard, Metal Sheets
    Dark Matter (Special) = Any Memory, Cluster or Recollection from Promyvion

    Status

    Insidious Aroma (Silence, Sleep, Paralysis) = Sleepshroom, (all mushrooms) Paralysis Dust, Chamomile, Gigas Socks
    Darkness Powder (Blind) = Crying Mustard, Bat Fang, Wamoura Cocoon, Silica, Black Ink
    Biotoxin (Poison) = Mercury, Poison Dust, Giant Stinger, Hydra Fang, Poison Flour, Scorpion Claw, Deathball, Orpiment
    Muddle Dust (Addle, Muddle) = Black Tiger Fang, Manticore Fang
    Calcifying Agent (Petrify) = Peiste Stinger, Peiste Skin, Ram Horn, Lizard Skin
    Contagion (Virus, Plague, Disease, Zombie, TP damage) = Lesser Chigoe, Wolf Hide, Undead Skin, Qutrub Bandage
    Goop (Bind, Weight, Slow) = Slime Oil, Flan Meat, Moblin putty, Beehive Chip, Beeswax, Plasma Oil
    Essence of Fear (Terror, Stun, Pax, anti-terror) = Psychoanima, Terroanima, Hysteroanima, Demon Horn, Taurus Horn, Demon Skull, Corse Robe, Gigas Helm
    Vitrolic Acid (Defense Down, Attack Down) = Vitriol, Invitriol, Leech Saliva, Antican Acid, Mordant (15,30,45,60,75)


    Restorative

    Essence of Health (HP Restore) = Lizard Tail, Malboro Vine, Ameretat Vine, Selbina Milk, any Milk or "HP Potion"
    Essence of Mana (MP Restore) = Wyvern Wing, Bat Wing, Ahriman Wing, Taurus Wing, Dragon Wing, Demon Wing, any Juice or "Ether"
    Essence of Power (TP Restore) = Giant Bird Feather/Plume, Hippogryph Feather/Tailfeather, any "TP Wing"
    Herb (HP Restore) = Herb Seeds, Spices
    Protein (HP Restore) = Almonds, Meats, Kukuru Bean, Pine Nuts, Walnut, Sunflower Seeds
    Stamina Tablet (HP Restore) = Popoto, Pasta, Grain Seeds, Rye Flour, Buckwheat Flour, Horo Flour
    Vitamin (HP Restore) = Frost Turnip, Beaugreens, Blue Peas, Cibol, Millioncorn, Vegetable Seeds, San d'Orian Carrot
    Life Spring (Regen) = Two-leaf Mandragora Bud, 4-leaf, Yogurt, Boyahda Moss, Pamamas
    Fruit (MP Restore) = Dragon Fruit, Watermelon, Thundermelon, Fairy Apple, Saruta Orange
    Mana Tablet (MP Restore) = Maple Sugar, Cherry, Buburimu Grape, Kitron, Mana Barrel
    Dryad's Tear (MP Restore) = Dryad Root, Mistletoe, Nopales, Treant Bulb, Mana Barrel
    Mana Spring (Refresh) = Honey, Royal Jelly, Rolanberry, Mana Barrel
    Philosopher's Gem (Panacea, Elixir) = Philosopher's Stone, Photoanima


    Curative

    Antitoxin (Cures Poison) = Antidote, Wijnruit
    Surprising Aroma (Cures Sleep) = Black Pepper, Curry Powder, Coffee Powder, Coffee Bean
    Eye Drops (Cures Blind) = Eye Drops, Wild Onion, Hecteyes Eye
    Fortifier (Cures Virus, Plague, Disease, Zombie, TP Damage) = Wild Onion, Shaman Garlic, Mhaura Garlic, Gardenia Seed
    Vitalizer (Cures Bind, Weight, Slow) = Vanilla, Arnica Root, Flytrap Leaf
    Echo Grass (Cures Silence) = Wildgrass Seeds, Papaka Grass
    Psyche Drop (Mind) = Dried Marjoram, Ground Wasabi, Kazham Peppers
    Soma Drop (Body) = Cactuar Root, Ginseng, Yellow Ginseng, Soulflayer Tentacle
    Phoenix Down (Cures KO) = Revival Tree Root, Phoenix Feather


    Protective

    Lunar Shell (Shell) = Wamoura Scale, Crab Shell, Soulflayer Robe, Carbuncle Ruby (chance of both lunar/light?)
    Light Shield (Protect) = Wivre Hide, Quadav Backplate, Goblin Mail, Carbuncle Ruby (chance of both lunar/light?)
    Star Shower (Reflect) = Ginger, Eastern Ginger, Starfall Tear


    Enhancing

    Pep (Haste) = Chocobo Feather, Black Chocobo Feather, Chocobo Fletchings, Black Chocobo Fletchings
    Essence of Energy (TP bonus, store TP) = Chocolate, Coffee
    Unlimiter (Raises Max HP, MP and stats) = Shungiku, Tofu, Giant Femur (De-limiter?)
    Pendulum (Increases Crit Hit Rate) = Sweet William, Tonberry Coat, Tonberry Lantern
    Magic Amulet (Increases Magic Attack Power and Accuracy) = Gold, Silver, Mythril (ore, ingots, sheets, scales), Soulflayer Staff, Mamool Ja Collar
    Metal Spike (Increase Attack Power) = Iron, Steel (ore, ingots, sheets, scales), Gigas Gauntlets
    Scope (Accuracy) = Ahriman Lens, Artificial Lens, Glass Fiber
    Tentacle (Multiple Attacks) = Giant Octopus, Giant Squid, Soulflayer Tentacle
    (3)
    Last edited by AyinDygra; 09-06-2011 at 01:56 PM.

  6. #26
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    MIX ITEMS
    Each Mix will need an "Ingredient List" that functions like a scroll for mages. They are level restricted, so Chemists can't go around with Shadow Flare and Giant's Drinks at level 1, even if they have access to the proper ingredients. This is the list of all possible mixes.
    * Levels and potency will still be a matter of balance. I worked out many of them, but I figure it's not going to stay with my figures anyway, so too much work for too little benefit.
    * All +1, +2, and +3 items must be "Purifed" from the base item and have no direct Ingredient Lists of their own.
    * "Self only" potions can only be used on others by use of chemist abilities, or given to them through abilities.
    * Each mix will have its own charge time to create and recast before the same item can be mixed again.

    Format: Mix Results (effect) Ingredients

    Healing
    Level 1: Potion (50hp) Essence of Health + Essence of Health
    Potion +1 (60hp)
    Potion +2 (70hp)
    Potion +3 (80hp)
    Level 15: Hi-Potion (100hp) Essence of Health + Stamina Tablet
    Hi-Potion +1 (120hp)
    Hi-Potion +2 (140hp)
    Hi-Potion +3 (160hp)
    Level 23: Strange Milk (5HP/tick Regen) Essence of Health + Life Spring
    Level 30: X-Potion (200hp) Essence of Health + Herb
    X-Potion +1 (230hp)
    X-Potion +2 (260hp)
    X-Potion +3 (290hp)
    Level 33: Healing Mist (AoE Healing, 25% HP) Life Spring + Essence of Health
    Level 40: Hyper Potion (250hp, medicated) Essence of Health + Fortifier
    Level 50: Dusty Potion (300hp) Essence of Health + Vitamin
    Level 60: Max-Potion (500hp, medicated) Essence of Health + Essence of Energy
    Max-Potion +1 (575hp, medicated)
    Max-Potion +2 (650hp, medicated)
    Max-Potion +3 (700hp, medicated)
    Level 70: Lucid Potion I (Requires "Eureka", 500hp) Life Spring + Stamina Tablet
    Level 80: Lucid Potion II (Requires "Eureka", 1000hp) Life Spring + Vitamin
    Level 90: Lucid Potion III (Requires "Eureka", 2000hp) Life Spring + Life Spring


    Pet Healing
    Level 20: Drachenessence (Restores 25% of Wyvern's HP - only Wyverns) Essence of Health + Protein
    Level 30: Shepherd's Drink (Restores 50% of pet's HP) Essence of Health + Gysahl Greens
    Level 40: Healing Salve I (Restores 50% of pet's HP) Essence of Health + Azouph Greens
    Level 50: Healing Salve II (Requires "Eureka", Restores 100% of pet's HP) Essence of Health + Sharug Greens
    Level 25: Clear Salve I (Removes 1 status ailment from pet) Essence of Health + Garidav Wildgrass
    Level 55: Clear Salve II (Requires "Eureka", Removes up to 3 status ailments from pet) Essence of Health + Tokopekko Wildgrass


    Beneficial Status (I did not finish the levels for each status)
    Level 75: Wizard's Drink (Requires "Eureka", Doubles maxMP 15min) Essence of Mana + Unlimiter
    Level 75: Giant's Drink (Requires "Eureka", Doubles maxHP 15min) Essence of Health + Unlimiter
    Level 75: Braver's Drink (Requires "Eureka", Increases all attributes +15, 3min) Philosopher's Gem + Unlimiter
    Strength Potion (Increases Strength +10, 3min) Unlimiter + Bomb Fragment
    Dexterity Potion (Increases Dexterity +10, 3min) Unlimiter + Electro Marble
    Vitality Potion (Increases Vitality +10, 3min) Unlimiter + Gaia Stone
    Agility Potion (Increases Agility +10, 3min) Unlimiter + Bottled Hurricane
    Intelligence Potion (Increases Intelligence +10, 3min) Unlimiter + Arctic Wind
    Mind Potion (Increases Mind +10, 3min) Unlimiter + Dragon Fang
    Charisma Potion (Increases Charisma +10, 3min) Unlimiter + Shining Gem
    Spy's Drink (Haste effect) Pep + Pep
    Quickener (Fast Cast effect) Pep + Echo Grass
    Berserker's Drink (100% Double Attack for 30sec, self only) Tentacle + Scope
    Berserker's Tonic (100% Double Attack for 1min) Tentacle + Tentacle
    Swiftshot Drink (100% Double shot for 30sec, self only) Scope + Tentacle
    Swiftshot Tonic (100% Double shot for 1min) Scope + Pep
    Fighter's Drink (Increases accuracy, self only) Scope + Scope
    Soldier's Drink (Increases attack power by 25%, self only) Metal Spike + Pendulum
    Barbarian's Drink (Increases attack power by 50%, self only) Metal Spike + Metal Spike
    Stalwart's Tonic (Increases attack/r.att and accuracy/r.acc by 25%, 1min, self only) Metal Spike + Scope
    Stalwart's Gambir (Increases attack/r.att and accuracy/r.acc by 50%, 1min) Scope + Metal Spike
    Oracle's Drink (Increases magic attack power +10, self only) Magic Amulet + Lunar Shell
    Assassin's Drink (Increases magic accuracy +10, self only) Magic Amulet + Star Shower
    Ascetic's Tonic (Increases magic attack power and accuracy +25, 1min) (not %) Magic Amulet + Essence of Mana
    Ascetic's Gambir (Increases magic attack power and accuracy +50, 1min) (not %) Magic Amulet + Magic Amulet
    Champion's Drink (Potency effect: increases crit hit rate, 1min, self only) Pendulum + Essence of Power
    Champion's Tonic (Potency effect and Haste, 1min) Pendulum + Essence of Energy
    Champion's Gambir (Greater Potency effect and Haste, 1min) Pendulum + Pendulum
    Gnostic's Drink (Pax effect, lowers enmity generation, self only) Essence of Fear + Psyche Drop
    Level 25: Reraiser (Reraise effect) Phoenix Down + Essence of Health
    Level 57: Hi-Reraiser (Reraise II effect) Phoenix Down + Life Spring
    Level 72: Super Reraiser (Reraise III effect) Phoenix Down + Soma Drop
    Hyper (Store TP) Essence of Energy + Soma Drop
    Level 70: Hermes' Quencher (Requires "Eureka", Flee effect for 30sec, medicated) Pep + Essence of Energy
    Level 90: Sprinter's Drink (Requires "Eureka", Flee effect for 1 minute) Pep + Fortifier


    Protections (I did not finish adding levels for each protection)
    Lunar Curtain (Shell status) Lunar Shell + Lunar Shell
    Light Curtain (Protect status) Light Shield + Light Shield
    Star Curtain (Reflect Status - quested) Star Shower + Star Shower
    Spiritual Incense (Requires "Eureka", 20sec immune to magic) Lunar Shell + Essence of Mana
    Carnal Incense (Requires "Eureka", 20sec immune to physical damage) Light Shield + Essence of Health
    Celestial Incense (Requires "Eureka", 20sec immune to ranged damage) Light Shield + Bottled Hurricane
    Fool's Tonic (30sec -50% magical damage) Lunar Shell + Mana Spring
    Fanatic's Tonic (30sec -50% physical damage) Light Shield + Life Spring
    Fool's Drink (2hr only, 1 min, immune to magic, self only) Lunar Shell + Star Shower
    Fanatic's Drink (2hr only, 1min, immune to physical damage, self only) Light Shield + Star Shower
    Fool's Powder (2hr only, AoE immune to magic damage) Lunar Shell + Dark Matter
    Fanatic's Powder (2hr only, AoE immune to physical damage) Light Shield + Dark Matter
    Petrify Screen (Immune to Petrify for 3min) Light Shield + Gaia Stone
    Terror Screen (Immune to Terror for 3min) Lunar Shell + Shadow Gem
    Amnesia Screen (Immune to Amnesia for 3min) Light Shield + Shining Gem
    Doom Screen (Immune to Doom for 3min) Lunar Shell + Phoenix Down
    Poison Screen (Immune to Poison for 3min) Light Shield + Antitoxin


    Status Recovery (I did not finish adding levels for each status recovery)
    Gold Needle (Cures Petrify) Soma Drop + Gaia Stone
    Echo Screen (Cures Silence) Soma Drop + Echo Grass
    Eye Drops (Cures Blind) Soma Drop + Eye Drops
    Antidote (Cures Poison) Antitoxin + Antitoxin
    Holy Water (Cures Curse and Doom) Soma Drop + Shining Gem
    Maiden's Kiss (Cures frog) Antitoxin + Eye Drops
    Antacid (Remove food effect) Soma Drop + Herb
    Mallet (Removes Amnesia) Psyche Drop + Shining Gem
    Remedy (Removes Paralysis, silence, blind, poison, disease) Psyche Drop + Soma Drop
    Vicar's Drink (Instantly cures self of 2 ailments, self only) Soma Drop + Vitalizer
    Catholicon (Removes up to 3 ailments, but not Curse/Doom/Amnesia) Vitalizer + Fortifier
    Cleric's Drink (AoE Divine Veil+Erase, self-target) Vitalizer + Shining Gem
    Panacea (Removes almost all status ailments, medicated) Philosopher's Gem + Soma Drop
    Level 25: Phoenix Down (Raise 1) Phoenix Down + Phoenix Down
    (3)

  7. #27
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    MP Restoring Ethers
    Level 5: Ether (50mp) Essence of Mana + Essence of Mana
    Ether +1 (75mp)
    Ether +2 (100mp)
    Level 50: Hyper Ether (125mp, medicated) Essence of Mana + Essence of Energy
    Level 60: Dusty Ether (150mp) Essence of Mana + Fruit
    Level 70: Pro-Ether (250mp, medicated) Essence of Mana + Dryad's Tear
    Level 70: Lucid Ether I (Requires "Eureka", 250mp) Mana Spring + Mana Tablet
    Level 80: Lucid Ether II (Requires "Eureka", 500mp) Mana Spring + Dyrad's Tear
    Level 90: Lucid Ether III (Requires "Eureka", 1000mp) Mana Spring + Mana Spring
    Level 45: Strange Juice (2mp/tick Refresh) Essence of Mana + Mana Spring
    Level 65: Mana Powder (AoE mp recovery, 25%) Essence of Mana + Bottled Hurricane
    Level 95: Mana Mist (AoE mp recovery, 50%) Essence of Mana + Dragon Fang


    HP and MP Restoring Elixirs
    Level 70: Dusty Elixir (Requires "Eureka", 25% HP and MP recovery, self only) Philosopher's Gem + Mana Tablet
    Level 70: Hi-Elixir (50% HP and MP recovery, medicated, self only) Philosopher's Gem + Stamina Tablet
    Level 70: Lucid Elixir I (Requires "Eureka", AoE 20% HP and MP recovery) Philosopher's Gem + Mana Spring
    Level 80: Lucid Elixir II (Requires "Eureka", AoE 40% HP and MP recovery) Philosopher's Gem + Life Spring
    Level 99: Megalixir (2hr only, Requires "Eureka", 100% HP & MP recovery, self only - quested) Philosopher's Gem + Phoenix Down


    TP Restoring
    Level 50: Icarus Wing (100TP, medicated) Essence of Power + Essence of Power
    Level 55: Daedalus Wing (self only, 100TP) Essence of Power + Shining Gem
    Level 75: Dusty Wing (2hr only, 300TP) Essence of Power + Gaia Stone
    Level 80: Lucid Wings I (Requires "Eureka", 50TP AoE) Essence of Power + Dragon Fang
    Level 90: Lucid Wings II (Requires "Eureka", 100TP AoE) Essence of Power + Bottled Hurricane
    Level 99: Lucid Wings III (Requires "Eureka", 150TP AoE) Essence of Power + Bomb Fragment
    Level 70: Monarch's Drink (self only, 3TP/tick regain for 3min - quested) Essence of Power + Fortifier


    Elemental Physical Damage Items (Damage ranges: "Small":50-175 / "Medium":250-300 / "Large":400-500 )
    Level 5: Rumbler (Small Earth Damage) Gaia Stone + Bomb Fragment
    Level 30: Gaia Drum (Medium Earth Damage) Gaia Stone + Gaia Stone
    Level 50: Earth Mallet (Large Earth Damage) Gaia Stone + Shadow Gem
    Level 70: Implosion Core (AoE Medium Earth Damage and Bind, Virus) Gaia Stone + Contagion
    Level 90: Gravity Bomb (AoE Large Earth Damage and Gravity, Slow, Bind) Gaia Stone + Goop

    Level 5: Waterfall (Small Water Damage) Dragon Fang + Gaia Stone
    Level 30: Flash Flood (Medium Water Damage) Dragon Fang + Dragon Fang
    Level 50: Tidal Wave (Large Water Damage) Dragon Fang + Bottled Hurricane
    Level 70: Aqua Toxin (AoE Medium Water Damage and Poison) Dragon Fang + Biotoxin
    Level 90: Dark Rain (AoE Large Water Damage and Silence, Blind) Dragon Fang + Insidious Aroma

    Level 5: Wind Shear (Small Wind Damage) Bottled Hurricane + Bomb Fragment
    Level 30: Twister (Medium Wind Damage) Bottled Hurricane + Bottled Hurricane
    Level 50: Storm Front (Large Wind Damage) Bottled Hurricane + Dragon Fang
    Level 70: Asphysiation (AoE Medium Wind Damage and TP Damage, Choke DoT) Bottled Hurricane + Contagion
    Level 90: Twin Twister (AoE Large Wind Damage and Silence, Stun) Bottled Hurricane + Shadow Gem

    Level 5: Molotov Cocktail (Small Fire Damage) Bomb Fragment + Dragon Fang
    Level 30: Firestorm (Medium Fire Damage) Bomb Fragment + Bomb Fragment
    Level 50: Burning Soul (Large Fire Damage) Bomb Fragment + Bottled Hurricane
    Level 70: Brimstone (AoE Medium Fire Damage and Blind) Bomb Fragment + Darkness Powder
    Level 90: Abaddon Flame (AoE Large Fire Damage and Plague) Bomb Fragment + Contagion

    Level 5: Snow Flurry (Small Damage) Arctic Wind + Dragon Fang
    Level 30: Icefall (Medium Damage) Arctic Wind + Arctic Wind
    Level 50: Winter Storm (Large Damage) Arctic Wind + Bottled Hurricane
    Level 70: Black Ice (AoE Medium Damage and Sleep) Arctic Wind + Insidious Aroma
    Level 90: Krysta (AoE Large Damage and Weight, Paralysis) Arctic Wind + Goop

    Level 5: Riot Grenade (Small Lightning Damage) Electro Marble + Bomb Fragment
    Level 30: Rolling Thunder (Medium Lightning Damage) Electro Marble + Electro Marble
    Level 50: Lightning Bolt (Large Lightning Damage) Electro Marble + Arctic Wind
    Level 70: Electroshock (AoE Medium Lightning Damage and Paralysis) Electro Marble + Insidious Aroma
    Level 90: Thunderblast (AoE Large Lightning Damage and Addle) Electro Marble + Confusion Dust

    Level 5: Holy Mote (Small Light Damage) Shining Gem + Electro Marble
    Level 30: Searing Light (Medium Light Damage) Shining Gem + Shining Gem
    Level 50: Bright Nova (Large Light Damage) Shining Gem + Bomb Fragment
    Level 70: Shock and Awe (AoE Medium Light Damage and Attack Down, Petrify, Penance) Shining Gem + Calcifying Agent
    Level 90: Purifier (AoE Large Light Damage and Defense Down, Addle, Amnesia) Shining Gem + Vitriolic Acid

    Level 5: Shadow Ember (Small Dark Damage) Shadow Gem + Bomb Fragment
    Level 30: Shadow Rift (Medium Dark Damage) Shadow Gem + Shadow Gem
    Level 50: Promyvion Storm (Large Dark Damage) Shadow Gem + Arctic Wind
    Level 70: Singularity Bomb (AoE Medium Dark Damage and Stun, Plague) Shadow Gem + Contagion
    Level 90: Shockwave Pulsar (AoE Large Dark Damage and Blind, Terror, Slow, Addle) Shadow Gem + Dark Matter


    Non-Elemental Physical Damage Items (Damage ranges: "Small":50-175 / "Medium":250-300 / "Large":400-500 )
    Level 1: Grenade (Small Physical Damage) Explosive + Explosive
    Level 30: Frag Grenade (AoE Small Damage) Shrapnel + Shrapnel
    Level 40: Hazardous Shell (Medium Damage and Poison, Plague) Explosive + Biotoxin
    Level 50: Pineapple Grenade (AoE Medium Damage) Shrapnel + Explosive
    Level 60: Cluster Bomb (AoE Large Damage) Explosive + Shrapnel
    Level 70: Calamity Bomb (Large Damage and Plague) Explosive + Dark Matter
    Level 80: Chaos Grenade (AoE Large Damage and Addle, Muddle) Shrapnel + Dark Matter
    Level 90: Black Hole (Large Damage and Bind, Causes "Black Hole" status (see Jikuu Sage)) Dark Matter + Explosive
    Level 99: Nega Burst (AoE Large Damage and Defense Down) Dark Matter + Shrapnel


    Non-Elemental Magic Damage Item
    Level 99: Shadow Flare (Requires "Eureka", Heavy non-elemental magic damage) Dark Matter + Dark Matter


    Enfeebling (I did not finish adding levels for each enfeeble)
    Lethe Water (Erases two of all buffs that can be removed with Dispel) Shadow Gem + Insidious Aroma
    Lethe Water +1 (Erases all buffs on target that can be removed with Dispel)
    Lethe Powder (AoE Erasure of buffs) Insidious Aroma + Gaia Stone
    Demoralizer (Heavily reduces enemy's TP) Congtagion + Contagion
    Demoralizer +1 (Removes all of enemy's TP)
    Poison Potion (Inflicts a 1tp/tick Poison) Biotoxin + Dragon Fang
    Venom Potion (Inflicts a 3hp/tick Poison) Biotoxin + Biotoxin (maybe stronger)
    Viper Potion (Inflicts a 5hp/tick potion) Biotoxin + Contagion (maybe stronger)
    Ink (Inflicts Blind) Darkness Powder + Darkness Powder
    Silence Potion (Inflicts Silence) Insidious Aroma + Bottled Hurricane
    Muting Potion (Inflicts Mute - not removable) Insidious Aroma + Goop
    Dream Powder (Inflicts Sleep) Insidious Aroma + Darkness Powder
    Paralyzing Potion (Inflicts Paralyze) Insidious Aroma + Electro Marble
    Spider Web (Inflicts Slow) Goop + Calcifying Agent
    Tranquilizer (Inflicts Penance) Essence of Fear + Contagion
    Cockatrice Claw (Inflicts Petrify) Calcifying Agent + Calcifying Agent
    Lamia's Kiss (Inflicts Muddle - can't use items, like qiqirns planting bombs) Muddle Dust + Eye Drops
    Chrono Dust (Inflicts "Old Age": Reduces target's attributes as if they had lost 1 level, up to 5 times) Pendulum + Shadow Gem
    (3)

  8. #28
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    New Job: Engineer (ENG)

    ~*~ The Concept:
    Engineer abilities revolve around using tools and structures. Their understanding of technology has allowed them to make use of allied and beastman technologies as well as relics of the ancient Olduum, Kuluu and Zilart civilizations. Pioneered during the Crystal War, many of the abilities of the Engineer are also related to the tools of war; bombs and structures on the field of battle. With the increasing number of dangerous mechanical monsters, the nations now rely on their engineers to gain an advantage when facing such threats.


    ~*~ Game Mechanics:
    Engineers can deal significant damage to enemies, debilitate them, buff themselves and put up major defenses, enabling them to focus on any of these facets to a great degree, perhaps even allowing them to switch from tank to DD to support as the need arises.

    Several Engineer abilities are only effective against "Machine Enemies." There are several monster families that contain monsters that fit this category, but not all types within those families are mechanical.
    In context of Engineer abilities, for future reference, "Machine Enemies" are:
    * Arcana (Magical Pots, Spheroids, Golems, Acroliths, Mammets, Cardians, Caturae, Dolls, Mimics, Iron Giants)
    * Archaia (Gears, Chariots, Ramparts, Mirrors)
    * Luminions (Ghrah, Zdei)
    * Warmechs (Ultima, Omega)
    * Orcish Warmachine, Automatons, Siege Engines, Fortifications, Structures
    * Maybe Memory Receptacle as an "Empty Machine" of some sort
    (Arcana that are NOT machines: Evil Weapons, Bombs, Snolls, Djinn, Clusters, Khimairas)

    Some tools can be directly bought or swiftly converted from Automaton attachments. Most tools are created by finding or purchasing Blue Prints (with a list of components on it), then collecting the necessary "components" (usually by using "dismantle" on mechanical enemies) and finally bringing them to certain NPCs to combine them together:
    Cid for the exotic "Kuluu and Zilart" Tools.
    Cid's Galka assistant Raibaht for "Allied" and "Beastman" Tools.
    Raibaht (Abyssea) for Caturae Tool(s).
    Dkhaaya the Olduum researcher for "Olduum" Tools.
    Ghatsad (or an assistant) for automaton attachment conversion to Tools.

    You could say all tools are "quested" in this manner. The resulting tools are "used" and are placed in the Engineer's Toolbox which is accessed by the Engineer's "Tools" Command in combat.

    To power their tools, they make use of a Kinetic Converter that changes kinetic energy in the form of "Tactical Points" into energy usable by tools. This power can be stored in rechargable power cells for future use with their tools when there is more demand. Not all tools require as much energy as others, allowing for multiple tools to be used in rapid succession.

    When dealing with the ancient technologies, engineers have discovered some that fuse magic with technology, called Magitek. These require both TP and MP to activate. Their effects can be quite powerful, but they are just another type of technology, not superior in all respects to others engineers have access to (they generally cost much less TP).

    While tools are the mainstay of Engineer combat, they also make use of traps, bombs and structures on the field of battle. These all require proximity either to the enemy, alliance, or the Engineer. When allowed to make advanced preparations, or when they're not the target of attacks, they can surround themselves and their enemies with various machines.

    In combat against machines, Engineers have many advantages. They can "Dismantle" and "Sabotage" machines, causing major damage and status afflictions. They can also "Reverse Engineer" the beneficial status effects on these enemies, emulating the technology used to create them for themselves.


    ~*~ In Battle:
    * Use Construct to set up defenses and regenerative structures.
    * For Machine enemies, use Dismantle to cause damage and Sabotage to enfeeble it.
    * Reverse Engineer a machine's buffs to copy their effects.
    * Use Magitek upgrade or Supercharge to enhance your melee attacks.
    * Use Construct to add to your damage and place traps that both continue their effects over time.
    * Use Signal Jammer (Machine Circle) and Electronic Interference to give your party the edge it needs.
    * Use TP to activate tools for your main source of damage.
    * Use Demolition to set bombs on enemies. Blow up bombs and traps with ranged attacks to intensify their effects.
    * When TP is not needed, or to prepare for a strategy, store TP in power cells for future use.
    * Link Reserves to use the power cells to activate tools in rapid succession.


    As a Support Job:
    Allows use of TP to cause extra damage or use other tools without consuming all TP, unlike weaponskills.
    As Dancer is the TP-based healing support job - Engineer is the TP-based damage support job (non-weaponskill)
    Very useful for Puppetmaster (unique ways to heal automaton)
    Cannot target bombs and traps with Guns for early detonation bonuses, no Spear bonus to Dismantle, no enhanced Sabotage duration with Hammers.


    Combat Skills and Gear:
    A- Spear
    B- Club
    B- Marksmanship
    B- Sword (Edgar could use all swords & "Charged Ammo" swords were "made for" Engineer)
    C Dagger (since many "Charged Ammo" weapons are daggers too)
    C+ Throwing (grenades and such)
    Defensive:
    C+ Parry, B+ Shield, D Evasion, no guard

    They primarily wield Spears (Edgar FFVI, Cid FFVII), Hammers (Cid FFIV) and Guns (Mustadio FFT).
    Spears are their strongest weapons and enhance "Dismantle" damage.
    Hammers are their utility weapons; their selection should cause status effects. They enhance "Sabotage" duration.
    Guns are for ranged damage and can be used to enhance the damage done by bombs and potency of statuses caused by traps.
    They have low gun skill so their damage doesn't get too high with ranged, but they have tools that increase ranged accuracy.
    Swords are for their special ammo-boosted melee weapons. (insert gunblade here, half-joke)

    Their tools don't generally require ranged positioning, and their constructs provide them with bonuses for being nearby. Since they like to "dig in", they wear Plate armor when defense really matters, but usually find their special features on Chain, Scale, and Harnesses. Robes/Hooded gear would be only for looks, like the Armathrwn Society.

    Artifact/Relic/Empyrean (and possibly other normal gear for Engineers) should include headgear like helmets with goggles, glasses, and that one-eye visor Nag'molada wore. They could even get Goblin-esque face masks for dealing with bombs and such. Advanced gear may include "Mana Batteries" that grant Max MP to engineers, since their Magitek tools require MP to function and they do not have any innate MP, and a mage support job would not be beneficial.
    (4)

  9. #29
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    JOB ABILITIES

    Job Ability (Category): Tools
    Level 10
    Tools (sub-menus)
    > Offensive
    > Debilitation
    > Utility
    > Defensive
    > Travel

    Use tools to produce a variety of effects.
    This is the mainstay of the Engineer Job. Their tools are taken from many technological sources, from Goblins and Bastokan researchers to Olduum, Kuluu and Zilart ruins.
    * Each tool has its own separate Minimum Level, Charge time and Recast. (No shared global tool timer.)
    * Most tools require varying amounts of TP to activate.
    * Since tools will not provide the Engineer with TP earned on hits, they should give very little (if any) TP to the enemy.
    * It would be *nice* if "Offensive-sub-menu" tools could participate in skillchains, but that may be a lot to ask.
    * Some tools can be bought from shops in Bastok or Al Zahbi.
    * Some tools can be adapted from Automaton Attachments. Marked with (A)
    * Some tools can only be created by taking weapon components from machine enemies. Marked with (W - enemy type)
    * Some tools are "Magitek", requiring both TP and MP to activate. Marked with (M)
    * The balancing aspect of the tools is a combination of timers and TP/MP requirements. I do not think they need to 'set' these abilities like Blue Mages or equip them like Automatons. If they can get enough TP in the time it takes to use these abilities, they're giving up weaponskill damage to do it. If any more balance is needed, I'd just require use of Charged Cells for certain tool activations instead of current TP.

    * Offensive Tools (Primarily Damage Dealing) (they start with Auto-Crossbow default, part of intro quest, ideally)

    1: Auto-Crossbow: AoE cone Ranged attack, at least 4 hits on random targets in AoE.
    (30sec recast, Charge: Instant, 75tp)
    5: Water Cannon: AoE cone water damage.
    (W - Orcish Warmachine) (30sec recast, Charge: Instant, 100tp)
    25: Rocket Punch: Ranged single target physical damage. Can double/triple attack.
    (W - Dolls) (30sec recast, Charge: Instant, 75tp)
    35: Crystal Weapon: Ranged random-elemental damage, ignores shadows.
    (W - Golem)(M) (20sec recast, Charge: Instant, 50tp & 25mp)
    40: Volt Gun: Lightning element ranged attack with high chance to stun.
    (A) (45sec recast, Charge: Instant, 50tp)
    45: Dynamo: One guaranteed critical hit with chance to lower enemy critical hit evasion.
    (A) (1min recast, Charge: Instant, 100tp)
    50: Drill: Ignores defense, unblockable strong physical damage.
    (30sec recast, Charge: Instant, 100tp)
    55: Barrage Turbine: Single target Ranged attack, up to 6 hits, stops when an attack misses.
    (A) (3min recast, Charge: Instant, 100tp)
    60: Artificial Gravity Field: Strong AoE damage and gravity.
    (W - Gears) (30sec recast, Charge: Instant, 150tp)
    65: Incinerator: AoE cone fire damage.
    (W - Ultima) (30sec recast, Charge: Instant, 100tp)
    70: Homing Missile: Medium Damage then partial hate reset for Engineer.
    (W - Chariot) (3min recast, Charge: Instant, 150tp)
    75: Rail Cannon: Single target. Damage varies with current HP; Higher HP, Higher Damage.
    (W - Gears) (1min recast, Charge: Instant, 200tp)
    80: Hexidiscs: AoE cone 6-strike physical damage.
    (W - Ghrah) (1min recast, Charge: Instant, 200tp)
    80: Seismostomper: AoE earth damage and Stun.
    (W - Dynamis Statues) (2min recast, Charge: Instant, 200tp)
    85: Chainsaw: Strong physical attack, Ignores defense, Can Crit, Can insta-kill on Crit, Adds Defense Down.
    (3min recast, Charge: Instant, 100tp)
    90: Antimatter Beam: Single target Ranged Light-elemental magic damage.
    (W - Ultima)(M) (1min recast, Charge: Instant, 75tp & 50mp)
    (Add higher level tools taken from higher level NM machines and new automaton attachments)


    * Debilitation Tools (Negative Effects)

    9: Flash Bulb: Gaze Blind plus non-elemental damage.
    (A) (gaze attack) (1min recast, Charge: 2sec, 25tp)
    11: Bioblaster: AoE cone Bio and darkness damage.
    (30sec recast, Charge: 2sec, 25tp)
    13: Hammermill: Shield Bash with chance to inflict slow. Requires a shield equipped.
    (A) (3min recast, Charge: .5sec, 40tp)
    15: Strobe: Provoke
    (A) (30sec recast, Charge: Instant, 25tp)
    20: Noiseblaster: AoE cone Terror, 1-2sec duration.
    (1min recast, Charge: 2sec, 50tp)
    25: Air Anchor: Chance to instant-kill enemy on its next TP move; Enemy: 10 levels weaker than you.
    (30sec recast, Charge: 2sec, 50tp)
    30: Smoke Screen: Stop enemies from tracking your movement. No Sight/Smell tracking.
    (A) (3min recast, 30sec duration, Charge: 2sec, 50tp)
    49: Interference Generator: AoE user. Separate damage done to each target based on number of buffs dispelled.
    (W - Caturae) (30sec recast, Charge: 4sec, 50tp)
    50: Target Marker: Lower enemy evasion with an easily seen marker.
    (A) (1min recast, Charge: 3sec, 45tp)
    55: Debilitator: Adds an elemental weakness to the target, letting the party know which weakness.
    (1min recast, Charge: 3sec, 50tp)
    70: Chemical Bomb: AoE Cone potent Slow (SlowII type-effect.)
    (W - Ultima) (1min recast, Charge: 3sec, 55tp)
    75: Ion Efflux: AoE Cone paralysis
    (W - Omega) (1min recast, Charge: 4sec, 60tp)
    (Add higher level tools taken from higher level NM machines and new automaton attachments)


    * Utility Tools (Positive Effects)

    15: Scope: Increase accuracy of ranged attacks.
    (A) (5min recast, 3min duration, Charge: Instant, 50tp)
    15: Auto-Repair Kit: Heal automaton in alliance, or Construct 15% of max HP.
    (A) (1min recast, Charge: 2sec, 40tp)
    23: Inhibitor: Adds a strong Store TP effect, disables weaponskills. (self target)
    (A) (3min recast, 3min duration, Charge: 1sec, 20tp)
    (*sigh* this was just announced as a potential Dark Knight ability, but Drks are rioting, so maybe it'll still go here)
    30: Eraser: Esuna. Can remove multiple statuses from alliance, automatons and Constructs.
    (A) (30sec recast, Charge: 2sec, 50tp)
    35: Defibrillator: Raise 1 on KO'd target, melee lightning shock/stun to living.
    (2min recast, Charge: 30sec, 100tp)
    45: Auto-Repair Kit II: Heal automaton in alliance, or Construct 25% of max HP.
    (A) (1min recast, Charge: 2sec, 80tp)
    49: Turbo Charger: Haste status. (self target)
    (A) (3min recast, 3min duration, Charge: 2sec, 100tp)
    50: Tension Spring: Increases damage of other tool attacks.
    (A) (5min recast, 3min duration, Charge: 2sec, 50tp)
    65: Coiler: Grants double attack to melee attacks for a short time.
    (A) (3min recast, 1min duration, Charge: 3sec, 50tp)
    66: Regenerater: Short term strong regeneration of HP. (self target)
    (3min recast, 10x 50hp regen ticks, Charge: 2sec, 60tp)
    68: Scanner: Report to party showing the element the target is weakest to.
    (A) (20sec recast, Charge: Instant, 20tp)
    70: Tactical Processor: Reduces recast on all other tools. -33%
    (A) (5min recast, 3min duration, Charge: Instant, 50tp)
    (Add higher level tools taken from higher level NM machines and new automaton attachments)


    * Defensive Tools

    12: Shock Absorber: Stoneskin. About 200-400hp variable by level?
    (A) (3min recast, Charge: 10sec, 50tp)
    26: Replicator: Works like the blink spell, not utsusemi, 3 images.
    (A) (30sec recast, Charge: 10sec, 75tp)
    33: Reactive Shield: Blaze Spikes
    (A) (3min recast, Charge: 3sec, 50tp)
    42: Pattern Reader: Increase evasion for a short time.
    (A) (5min recast, 3min duration, Charge: Instant, 50tp)
    46: Steam Jacket: Build resistance to repeated damage types over time.
    (A) (5min recast, 3min duration, Charge: 10sec, 50tp)
    51: Mana Jammer: Party AoE: Nullifies magic damage 10% of the time.
    (A) (5min recast, 1min duration, Charge: 10sec, 100tp)
    63: Hologram Projector: 1 shadow image.
    (1min recast, 1min duration, Charge: 2sec, 20tp)
    67: Galvanizer: Grants counterattack for a short time.
    (A) (3min recast, 1min duration, Charge: 2sec, 100tp)
    71: Mana Jammer II: Party AoE: Nullifies magic damage 20% of the time.
    (A) (5min recast, 1min duration, Charge: 10sec, 150tp)
    81: Spectral Barrier: Short duration Magic Shield.
    (W - Magic Pot) (2min recast, 20sec duration, Charge: 2sec, 100tp)
    (Add higher level tools taken from higher level NM machines and new automaton attachments)
    (4)
    Last edited by AyinDygra; 09-06-2011 at 02:17 PM.

  10. #30
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    * Travel Tools (No TP or MP cost, most simply have very long recast timers)

    Antigravity Generator: (W - Gears)
    Level 25
    (1min recast, Charge: Instant, 1:30 duration)
    Reduce local gravity, reduce weight, move faster.
    (+12% movement speed, immune to gravity)

    Stealth Screen: (A)
    Level 30
    (30sec recast, Charge: Instant, 30sec to 1min duration)
    Sneak, Invisible, Deodorize.

    Homepoint Resonator:
    Level 50
    (10min recast, Charge: 5sec)
    Warp your entire party to their home points.

    Time Rift:
    Level 65
    (10min recast, Charge: 8sec, Rift Duration: 1min)
    Retrace through a nearby cavernous maw to your nation of allegiance.

    Dimensional Rift:
    Level 99
    (10min recast, Charge: 10sec, Rift Duration: 1min)
    Open rift to the Threshold: Crossroads. (Cleft of Dimension)
    The crossroads would be a new place with portals to several locations within the Threshold: 2 if not a lot more:
    * The main entrance to all the "Walk of Echoes" battlefields
    * The home of the Simulacrum civilization.
    * Potentially, also the realm shown through concept art of floating rocks and crystals with those mantis-like enemies, depending on the lore for how we normally reach that new place.

    Distortion Generator:
    Level 75
    (10min recast, Charge: 10sec, Distortion Duration: 1min)
    Teleport to several locations around the world.
    Opens a Spatial Distortion within a stabilization ring, similar to those found in Cape Riverne. Destinations are dependent on each individual's key items/quest completion, not the Engineer's. Touching it brings up a menu with the following destinations:
    Crags and Tele-point Crystal locations (Requires their respective Gate Crystal key items)
    Misereaux Coast: Cape Riverne Site A/B Spatial Distortion entrance. (Requires CoP Mission "The Savage" complete - Ouryu)
    Wajaoam Woodlands: Leypoint platform (requires Olduum Ring quest completed)
    Delkfutt Tower: Entrance (requires Delkfutt Key key item)
    Ro'maeve: Hall of the Gods (requires the Cerulean Crystal key item)
    Fei'yin: Entrance (requires Burnt Seal key item)
    Al'Taieu: Auroral Updraft (must have completed the quest that rewards the Tavnazian Ring)
    Hazhalm Testing Grounds (Requires Astral Compass key item)
    Nyzul Isle: entrance within Alzadaal undersea ruins. (Requires Runic Disc)


    (Lower level) Engineer JOB ABILITIES

    Job Ability: Dismantle
    Level 25
    Recast: 30sec
    Remove vital components from a machine enemy.
    * Causes damage to machine enemies.
    * Causes more damage when a Spear is equipped. (spear stats only matter after "Enhance Dismantle" gear)
    * Can steal items from machines. (usually components to create tools)
    * This can cause Acrolith's parts to explode
    * Machines lose access to a random special attack for 30sec.
    * This can rarely cause instant-death with a spear equipped to non-Impossible to Gauge machine enemies.


    Job Ability (Throwing specialty category): Sabotage
    Level 30
    Recast: 1min
    Duration: (Varies)

    Sabotage (sub-menu)
    > Wrench
    > Yellow Goop
    > CCB Polymer Pump II
    > Spider Drone
    > (probably more)

    Throwing a wrench into the works, the Engineer can cause massive problems for mechanical enemies.
    * If you have a hammer equipped, subsequent hits can increase the duration by up to 3 "ticks" on each strike. (25% base chance)

    This throwing specialty requires a "Sabotage Kit" used to produce any effect on the list.

    Level 20: Wrench: Random, short duration fits of terror along with damage each time, on machine enemies. (Seizure?)
    Level 40: Yellow Goop: Stops machines from changing "Modes": Mammets, Automaton frames & Omega 2/4 leg switch.
    Level 60: CCB Polymer Pump II: Inflicts Amnesia on any machine enemy.
    Level 80: Spider Drone: Causes TP moves to backfire as they try to hit the tiny spider drone crawling on them.


    Job Ability (category): Demolition
    Level 10
    Demolition (sub-menu - or inventory list with only available bombs listed - may be difficult with variable placement and target requirements and restrictions)
    > Qiqirn Mine
    > Goblin Bomb
    > Iron Bomb

    Place a bomb on the battlefield to explode on a timer.
    * Does require bombs in inventory.
    * Does not require contact with the enemy to explode.
    * Does not require a bomb in the ammo slot.
    * Only 1 mine/bomb can be placed by each engineer at any given time.
    * Does not grant TP to player or target.
    * If you have a Gun equipped, you can target the bomb and cause it to explode early, for extra damage and TP.
    (This would be an expensive method of gaining TP, if people used it that way.)
    * Enemies can target the bomb directly (not AoE) and destroy it, either diffusing it, or causing extra damage.

    Level 10: Qiqirn Mine
    Recast: 10sec, Charge: Instant, Timer: 5sec
    Fast placement while moving, Minor fire damage ~50 damage (Requires Qiqirn Mines)
    Level 50: Goblin Bomb
    Recast: 10sec, Charge: 6sec, Timer: 5sec
    Slow placement, must stand still, Major fire damage ~250 damage (Requires Goblin Bombs)
    Level 75: Iron Bomb
    Recast: 10sec, Charge: 10sec, Timer: 10sec
    Slow placement. Must target enemy structures. (Requires Iron Bombs)
    * Iron Bomb Targets: Mantelet, Belfry, Fortification and Siege Engine. Causes major structural damage, minor AoE damage to enemy monsters or enemy players.


    Job Ability: Supercharge
    Level 10
    Recast: 5min, Duration: 3min
    Increase the chance of the additional effect of weapons using "Charged Ammunition" to fire on hits.
    (Engineers should be able to equip *most* of the weapons with this functionality, plus a new line of clubs with this feature.)
    * After using "Link Reserves" (Lvl 50) and spending 1 charged power cell, "Supercharge" will also increase the damage caused by additional elemental damage, for its duration.
    Compatible Ammunition:
    10: Wind Fan, Hydro Pump, Battery
    30: Kilo Fan, Kilo Pump, Kilo Battery
    50: Mega Fan, Mega Pump, Mega Battery
    70: Giga Fan, Giga Pump, Giga Battery (new line)
    90: Ultima Fan, Ultima Pump, Ultima Battery (new line)
    99: Omega Fan, Omega Pump, Omega Battery (new line)
    Weapons like: Gust Claymore, Gust Sword, Gust Tongue, Spark Baselard, Spark Bilbo, Spark Dagger, Spark Degen, Spark Fork, Spark Kris, Spark Rapier, Spark Spear, Spark Lance, Hydro... no "Engineer" usable weapon types can use hydro pumps yet, we'll need a line of those, and the existing lines will need additions. Also, while I doubt Ninja would sub engineer, they have some wind-based charged ammo katanas that would be compatible with this ability.
    (4)
    Last edited by AyinDygra; 09-07-2011 at 06:28 AM.

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