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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    453

    Future Job Point Categories

    Thought I would post some ideas for future JP categories of what I would like to see for the jobs that mean the most to me in the hopes SE will implement them. Please add and discuss your own as well.

    All jobs: stats+, HP/MP+ (I believe these should be tied to the job and not our gear, hate the swing in HP/MP every time I swap gear)
    RDM: enhancing duration, new enfeeble spells, new enhancing spells, enhancing potency, enfeebling potency
    BRD: song duration, elegy potency (since it looks like we're never going to get massacre elegy), etude potency, magic accuracy songs, Nightingale and Troubadour duration
    MNK: kick attack rate, kick attack damage, probability for Perfect Counter to not be used up after an enemy causes it to go into effect, Formless Strikes/Mantra/Invigorate/Penance duration, Formless Strikes/Mantra/Invigorate/Penance potency
    BLM: conserve MP effect, mana wall duration, dark based -ga/-ja spells
    (5)

  2. #2
    Player Selindrile's Avatar
    Join Date
    Jan 2012
    Posts
    628
    Character
    Selindrile
    World
    Asura
    Main Class
    BLU Lv 99
    I'll play:

    BLU: Enhancing Blue Magic Duration, Blue Magic Damage
    WHM: Amnesna, Charmna (Can be on long timers), Elemental Barspells II, or just enhance current barspells with JP.
    THF: Make TH7-13 Not pretty much negligible somehow.
    SAM: Increase Chance of Third Eye not being lost after an attack is absorbed with Seigan up.
    GEO: Entrust - Enhances the duration of the entrusted Indi spell, Regain.
    RNG: Decoy Shot Duration
    (4)

  3. #3
    Player Zeargi's Avatar
    Join Date
    Mar 2011
    Location
    Currently: Windurst
    Posts
    743
    The HP/MP could even be like the gifts system we have now. the more JP you spend over the course of all the jobs, the more bonuses that could carry over to others. Very doable.
    (1)
    "What is a man? A miserable little pile of secrets. But enough talk... Have at you!" Lord Dracula - [Castlevania:SotN]

  4. #4
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    This is more job gifts than points but for all jobs I think they should get +10 max category 1&2 merits.

    THF: bully gives killer effects +1% per job point
    NIN: Migiwari threshold reduced 0.5% per job point and maybe a gift that makes Migiwari work twice per casting
    DRG: Percentage of hp for steady wing increased by 2% per job point
    DRK: Absorb Potency +1% and duration +2 per job point

    I also agree with making higher levels of TH more useful, but if they do that they should also make them more reasonable to obtain. I recently merited feint back to 5/5 but still can't manage to get to TH 13.
    (0)

  5. #5
    Player
    Join Date
    Apr 2014
    Posts
    447
    Quote Originally Posted by Selindrile View Post
    GEO: Entrust - Enhances the duration of the entrusted Indi spell, Regain.
    Both good additions. To add, I'd love to see:

    JPs:
    Geomancy Radius: +0.1 yalm per upgrade
    Luopan Max HP: +2% HP per upgrade
    Cardinal Chant: Increases effects of Cardinal Chant:
    -+1 MAB per upgrade
    -+1 MAcc per upgrade
    -+2% MCrit per upgrade
    -+0.5% MBurst Bonus per upgrade

    Gifts:
    -Ra IIIs
    Geomancy Effects II +1
    (4)
    7/10/14

  6. #6
    Player Kohachi's Avatar
    Join Date
    May 2011
    Posts
    3
    Character
    Lenougue
    World
    Asura
    Main Class
    BLM Lv 99
    can we spend job points like merit points on any job also in the future pls?
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    453
    Quote Originally Posted by Kohachi View Post
    can we spend job points like merit points on any job also in the future pls?
    nope. SE already said JP are like leveling your job, they are not like merits.
    (2)

  8. #8
    Quote Originally Posted by Selindrile View Post
    WHM: Charmna
    To be fair, I doubt that we'll ever see this one.

    As Charm turns the player into an enemy our ability to cast any healing magic on them is disabled with the exception of the Cure line as that can also be used as an offensive spell (on undead). (And cures fail to take effect on Charmed players anyway.)

    [edit]
    After reading some on BG Wiki I'm not too sure anymore about the following statement;
    The Charm effect can already be removed by Dispel and Finale, were it not that we usually buff the crap out of our party members already so it's more efficient to just put them to sleep and wait for Charm to wear off on its own.
    (0)
    Last edited by Shirai; 03-06-2015 at 11:43 PM.

  9. #9
    Player Feary's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    129
    Character
    Feary
    World
    Sylph
    Main Class
    BRD Lv 99
    Campiagn weaponskills from jps.
    (5)

  10. #10
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Posts
    373
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I wouldn't say never, they did have plans previously to add Charm removal to WHM, even if it was through the old manifesto. It's not a huge leap to ask for bringing that consideration back.

    Example Adjustments

    Adding a new ability that reduces magic damage taken by party members.
    Adding a new spell that removes Charm from a party member.
    [2011 Job Manifesto]
    (2)

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