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  1. #1
    Player Rubeus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok - Fairy/Sylph/Bismarck
    Posts
    146
    Character
    Carcer
    World
    Shiva
    Main Class
    THF Lv 99

    I would like to see Race Specific Abilities

    Since the release of the game, and in contrast against other games like World of Warcraft, I've noticed that while your job composes who you are, the Beastmen always have a unique edge on you; they can use something like Race Specific Abilities. I was thinking it would be really neat if the players got those as well, and so I've composed a list of how they might fit and work. They would scale based off of your current job and number of party members, perhaps be related to Signet being active on the player. Each race would have weapon skills related to it and abilities it could activate.

    Here they are:

    ***********Humes:
    Morale: Raises all stats by +1 from levels 1-19, +2 at levels 20-29, +3 at levels 30-39, capping out at +7 at 70+. This effect has a 15 minute recast and lasts 1 spell or weapon skill.

    WS: Opportunist: Find a flaw in the armor or stance an enemy's taking, delivering a critical blow that lowers defense. Chance of critical hit and defense lowered varies with TP.

    Channel: Raises spell concentration by 1-10% based off remaining MP. Lasts 1 spell or 1 minute. Recast: 15 minutes.

    Addle: Lowers enemy spell concentration by a 1-10% based off your current HP. Lasts 1 minute. Recast: 15 minutes.

    *********Elvaan:
    Sanctity: Restore ~10-25% of current HP of user to the party over time, based off of the level of the elvaan. Recast: 15 minutes.

    Riposte: Elvaan changes stance with weapon and focuses on attack, guaranteeing the next hit is countered. Amount of countered damage varies with TP. Recast: 5 minutes.

    Concentrate: Raises Magic Attack by 5-10% depending on TP. Lasts 1 spell or 1 minute. Recast: 15 minutes.

    WS: Hamstring: Lowers evasion or acc of the enemy, depending on TP and depending on current job, from 1-10.

    *********Galka:
    Fortification: Increase hate of user, decrease physical damage received by 10-25%, based off currently remaining HP. Recast: 15 minutes.

    WS: Hammerblow: A powerful strike to the head, delivering amnesia. Chance and duration of amnesia varies with TP.

    Confuse: Lowers Magic Accuracy of a target by 1-10 for 10-30 seconds, based off the current job of the galka. Lasts 1 minute. Recast: 5 minutes.

    Exert: Extends range and duration of spells similar to CoMPosure. Lasts 1 spell or 1 minute. Recast: 15 minutes.

    *********Mithra:
    Reflex: Increase accuracy, ranged accuracy, and evasion in relation to level, up to a maximum of +10. Lasts 2 minutes. Recast: 5 minutes.

    WS: Crescent Kick: A flip attack against the enemy, causing stun. Chance and duration of stun varies with TP.

    Diffuse: Lowers enmity over time depending on the difficulty of the currently engaged monster. Higher difficulty yields better results, up to a minute in duration and at a maximum of -30. Recast: 5 minutes. Shares its recast with Histrionize.

    Histrionize: Raises enmity over time depending on the difficulty of the currently engaged monster. Higher difficulty yields better results, up to a minute in duration and at a maximum of +30. Recast: 5 minutes. Shares its recast with Diffuse.

    *********Tarutaru:
    MBarrier: Nullifies the effect of the next spell cast against them, restoring the MP to the taru equal to 50% of the MP that spell normally costs. Lasts 1 spell or 1 minute. Recast: 15 minutes.

    WS: Gouge: A double attack with a chance to lower accuracy, attack, defense, or evasion. Damage and chance/duration/effect increases with TP.

    Distribute: Spend HP points that have accumulated in a "reserve pool" to nearby party members, at choice. These points are gained through HP that cascades over any additional cure effect that is otherwise wasted on a person with full health. The HP stored in this pool can equal a third of the HP or MP pool of the taru using it, whichever is lower, and not for more than an hour. In other words an ability that distributes HP healed cascading over your max HP or MP to nearby party members or saves it for later, similar to a scholar's sublimation charge. Holds up to 1/3 the taru's max HP. Lasts 1 hour. Recast: 15 minutes.

    Retain: Receive MP back for magical damage dealt to the enemy after it has already been killed. i.e. if fire dealt 100 damage to an enemy with 20 health, 80 damage remains. If fire costs 24 MP, 19 MP is restored. This effect lasts 1 spell or 1 minute. Recast: 5 minutes.
    (0)

  2. #2
    Player Zerich's Avatar
    Join Date
    Mar 2011
    Posts
    502
    Character
    Taruina
    World
    Siren
    Main Class
    WHM Lv 99
    gb2wow 7890
    (0)

  3. #3
    Player Dazusu's Avatar
    Join Date
    Mar 2011
    Posts
    423
    Character
    Dazusu
    World
    Leviathan
    Main Class
    DRK Lv 99
    Stuff like this would never work in FFXI because it gtives too much differential advantage to different races. We all know how SE are for balance (lol). As previous poster says... gb2wow.
    (0)

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