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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Ritualist > Necromancer Class Idea

    Weapon: War Scythes: Magical staffs with long, curved blades attached to the base.
    Armor: Robes
    Limit Break: Mage DPS
    Intelligence and MP-Based

    Ritualist [RIT]
    Magical DPS with Pets
    Mages from the Imperial-conquered country of Balamdia that preform rituals to curse foes and summons the spirits from the void to protect themselves.

    Quest-Line
    Guild Location: Spineless Basin, Central Thanalan
    Guild Master: Kramer, An amiable Hyur from the Imperial-conquered City-State of Balamdia, who cares for a group of refugee orphans. He shelters a dark secret that requires help to rectify.
    Quest
    - Level 1 Way of the Ritualist: You first meet Kramer in Ul'dah, trying to offer his mystical services to the Thaumaturge Guild in order to avoid a horrible fate that will befall Ul'dah. When questioned about what services he could offer and what might happen to Ul'dah, he alludes to conjuring "things" from the Void. Having heard the keyword, Void, the receptionist panics and begins to call for the Flames. He flees, bumping into the player, dropping a pendant. While the Flames interview the receptionist, the player picks up the pendant and it begins to glow. The player then overhears the Flame's inspector ordering his men to check the refugee camps in Central Thanalan. The player finds Kramer living in a cave with his children. Kramer thanks the player for returning the pendant, mentioning that it belonged to his late wife. He then asks how much of the conversation the player had heard. Hearing what they heard, Kramer elaborates. He is a Ritualist, a Balamdian mage that specializes in cursing foes and summoning Spirits from the Void. He had gone to the Thaumaturge Guild to enlist help in dealing with an old friend who, in their grief of losing their home to the Imperials, enlisted the help of a strong Demon from the void and now is endangering Ul'dah. He asks for your help and offer to teach you the Ritualist arts.

    - Level 1 My First Scythe: Thrilled that you are interested in his craft, Kramer starts you off on your training: Defeating 3 Star Mammots, 3 Little Ladybugs, and 3 Snapping Shrews as a Ritualist. Upon reporting back, Kramer will praise the player and begin to discuss about his escape from Balamdia and the lose of his wife, Aldea. He is then interrupted by the sound of the Flames coming. He tells the player to continue to train and comeback when you're ready for your next big step and flees.

    - Level 5 UnaVOIDable Situation: Upon coming back to the cave, you are greeted by the one of the children in Kramer's care, Tristis, who directs you to the Sultantree for your next mission. You arrive and find Kramer, examining an opening to the Void. He tells you that several smaller openings have sprouted up through out Central Thanalan and requires you to go and close them. Upon closing 3 of the openings and defeating the Voidkin protecting them, you return to Kramer, who is pleading with a woman garbed in black. The woman offers Kramer power to be able to crush the Imperials and live with her. He refuses and poises to stop her. She blast him with a spell and departs through the opening. Kramer recovers and closes the portal. He thanks you for your work and invites you to the cave for supper and an explanation. Back at the cave, Kramer thanks you again and explains the situation. The woman was the remains of his wife, Aldea, and she too was once a Ritualist. When the Imperials invaded their homeland, they both fought in the army. When the situation was beyond hope, they fled Balamdia with the orphaned children. They settled in Ul'dah and tried to leave the strife behind but upon hearing of the Imperials movement in Eorzea, neither could sit by and loose another home, so they decided to do something drastic, summon and enslave a power spirit from the Void. They succeed in summoning a voidkin named Grieverous, who began to rage. When the Ritualists tried to banish him, he grabbed Aldea and returned to the Void. He had thought Aldea lost until recent events and now wants to save her and defeat Grieverous before it's too late and asks for your help.

    - Level 10 Think of the Children!: You are greeted by Kramer in a state of panic. He had sent two of his children, El'Phee and Dincht, to Hammerlea to collect Earth Spirit cores but they have been gone for far too long and asks you to go find them while he takes care of something important. You arrive to the children's location to find them being attacked by imps! Once you defeat the imps, the children thank you but ask for your help in collecting cores. Upon collect and turning in 10 cores, the children thank you once again until they are interrupted by a voice coming from above them. The player spots Aldea standing on a mountain ledge. She greets her children and thanks you for protecting them and beckons the children to come with her. They refuse and hide behind the player. She smiles and float down to meet the party. Then, a group of Spirits charge at her and the player looks behind them to see Kramer setting up a Ritual Site. Aldea effortlessly swats the Spirits away, greets Kramer, and and says good bye to the children before disappearing in a Void opening. Kramer coldly thanks you, takes the children, and tells you to meet him back at the cave. Once at the cave, Kramer apologizes for his iciness and thanks you again. He stats that while you were with the children, he had gone to close more Void opening and that more and more had been opening. The discussion is cut short by Cocobuki of the Thaumaturge Guild, who wants to hear everything. Once Kramer finishes his story, Cocobuki assures that the Void openings will be handled and asks for Kramer to use his expertize to help. Kramer happily accepts and Cocobuki departs. Relieved, Kramer praises the player for their progression but says that the they still need more training before they can even stand against Grieverous.

    - Level 15 Rite of Passage: Kramer thinks you're ready to learn an extremely useful skill, Purgatory. To get you ready for training for the ability, he set up a two part challenge. The first part involves meeting with 3 of the children through out Black Brush, defeating the Spirit that accompanies them, and winning components for your training. Once completed, you return to the cave and give the components to Kramer, he begins the second part of the challenge, a sparring match. Upon betting him, Kramer congratulates you and says that the site for your training is ready and the components you gathered were for a ritual. Upon completion of your ritual you will have gained the Purgatory skill.

    - Level 20 Planting the Seeds :Entering the cave, you are greeted by the youngest child in Kramer's care, Reon. He tells you that Kramer has received a message from the Thaumaturge Guild about the sightings of a "woman in black". The player is then directed to the Thaumaturge Guild, where they find Cocobuki and Kramer looking of a map of Thanlan, discussing about several sightings of voidkin and a woman in black. Each of you then decide to scout out the 3 locations where the most recent sighting have been. Kramer heads to The Footfalls in Western Thanalan, Cocobuki will send a team to Broken Water in Southern Thanalan, and you to Camp Dry Bones in Eastern Thanalan. Upon arriving to the camp, you question 3 locals and you get a lead sending you to the graveyard. You discover a Void opening. Upon trying to interact with it, several skeletons rise from the grave and attack you. Once the skeletons stop popping up, you preform a ritual to seal the opening and then decide to meet up with the thaumaturge group in Southern Thanalan. By the time you get there, the group has already defeated the imps coming from the opening. You seal it and the group says they will return to Ul'dah to report your findings. You then travel to the Footfalls. You find Kramer arguing with Aldea, battle worn and weapon drawn. You join in. Aldea greets you, then begins to monologue about her hatred for the Imperials and how she is doing this not just for herself but for the world and for her children's sake. Grieverous the appears behinder, mirroring her worlds. Kramer refutes it and tries to attack the voidkin but Aldea shields it. Grieverous then takes the wounded Aldea and departs into the void, leaving behind several voidkin for you and Kramer to handle. Upon defeating them, Cocobuki arrives, stating that he would have come sooner but several voidkin had sprouted around the Footfalls area. You look at Kramer, who is glaring at the Imperial Outpost. He then walks away, ignoring Cocobuki's questions. Cocobuki begins to question you. Once the questions end, he suggest that you go look for Kramer. You find Kramer back at the cave, sitting in a stupor with the children trying to cox him. He notices you and begins to speak what just transpired, that he finds himself agreeing with Aldea's words, even though he knows that it's wrong and he can't trust Grieverous. The eldest of the children, Lleone, steps forward and suggest that you give him some time to stew it over.

    - Level 25 Darling, So there you are: Having composed himself, Kramer enlists your help in finding Aldea again. Lleone suggests checking in with the Thaumaturge Guild. At the guild, Cocobuki will tell you that the number of void openings have been appearing less frequently and stats that the last sighting was in the Broken Water. Upon hear this, Kramer leaves. Cocobuki pulls you aside. While he can sympathize with Kramer's plight, he is worried that the Ritualist may do something drastic and ask that you to, if events come to it, do what is right. You meet up with Kramer, who is preforming a ritual. When asked what he is doing, he is opening a void opening, in the hopes of drawing Aldea out. It doesn't. It does summon some voidkin for you to deal with while Kramer seals the opening back up. With the problem dealt with, you discover a note with an ominous message, "I'll be waiting...for you, so...if you come here...you'll find me. I promise.". Kramer, in deep thought, wonders where "here" is, until he is hit with an epiphany and runs off. You return to the cave, only to find the children panicking. One of them, Seier, comes up to you and explains that Kramer said his good-byes to the children, not thinking he will comeback. Lleone then returns, explaining that she had just told the guild of everything that had happened to the guild and assured that Cocobuki will inform them if they come across any information. She then suggests that the player go and train more because whatever is going to happen is going to be big.

    - Level 30 If you come here, you will find me: You return to the cave to find Tristis ordering the other children and Spirits around while Lleone's away. El'Phee will then tell you that the Thaumaturge Guild had information about more openings. When you arrive at the guild, you are greeted by Cocobuki and Lleone arguing. A void opening has been spotted at the FootFalls. Lleone wants to investigate, in hopes of finding Kramer, while Cocobuki thinks that it's far to dangerous for a child. Fed up, Lleone runs off. Cocobuki suggest heading over to the falls quickly before something happens to her. Once you arrive, you find Lleone arguing with Kramer, who want to enter the Void to find Aldea. A voice tells him that he doesn't have to and Aldea emerges from the Void, still wounded from your last encounter. She begs Kramer to join her. He refuses, tells Lleone to go get help, and gets ready for battle. Aldea smiles and summons Grieverous and several voidkin. Kramer tells you to take care of Grieverous and the voidkin. Upon defeating the voidkin, you see Kramer and Aldea battling. As Kramer gains the upper hand and knocks Aldea off her feet, Grieverous chimes in and attacks Kramer. Aldea screams and gets ready to attack the voidkin. You join her. Once you defeat Grieverous, he dissipates and Aldea closes the opening. She then kneels over next to Kramer, placing his head in her lap. He appears lifeless. Lleone and Cocobuki arrive with the Flames. Aldea mournfully stats that he is on the verge of death but then smiles and says she can save him. The scene then cuts to you and the children waiting at the entrance of the cave. Aldea emerges and says that he's alright but need rest. All of the children cheer and rush into the cave. Aldea than turns to you and says that Kramer wants to talk to you. Before you enter the cave, she stops you and thanks you. When you enter the cave you find the children climbing and roughhousing with Kramer. They then confront him about leaving them. He apologizes. Lleone notices you and herds all of the children out, stops to thank you, and then leaves. Kramer greets you with a weak smile. He apologizes for all the trouble he put you through, You then here Lleone clear her throught and Kramer then laughingly apologizes for all the trouble he put all of you through. He then explained that he left for his own selfish reasons, wanting to not only find his wife and fix the problem that he created but to make sure it never happened again, no matter the means. Cocobuki then interupts, with Aldea behind him, stating that he can understand where he is coming from. The thaumaturge then expresses his relief that things ended on a positive note and reports that no new opening have appeared since the battle. He then extends a hand of hospitality and says that they are both welcome at the Thaumaturge Guild, and bids farewell. Kramer then asks for a moment alone with Aldea. As you leave the cave, you see the children and Cocobuki eavesdropping on the conversation and join in. Aldea lies down next to her husband and begins to apologize. Kramer stops her, draws her in close, and rest his head on her shoulder. He then asks her does she still want revenge. She looks at him, blankly, in silence. Dancht then falls forward, breaking the silence. Everyone pauses. Then Kramer and Aldea crack and begin to laugh. Then everyone breaks out into laughter. Once everyone has gotten that out of their system, Aldea shoos everyone away so Kramer can get some rest. As you prepare to leave, Aldea stops you. She wishes to formally thank you for everything you have done by teaching the same ritual she used to save her husband. Upon completion, you will acquire the skill Grave Robber.


    Pet
    In order to protect themselves while preforming rituals, Ritualists summon voidsent spirits as servants.
    As opposed to Arcanist, who summon one Carbuncle at a time, a Ritualist can summon multiple spirits at a time.
    When command to use a skill, all Ritualist's pets will preform the skill, on the user's selected target.
    When left on auto, their pets will attack attack the nearest foe to them that their master is fighting.

    - Void Channeling: Summons a Spirit to fight beside the user. The user can only have two pets summoned at a time, with any new pet replacing the oldest. 3 second cast time. 2.5 second recast.

    Spirit
    Small, floating voidsent that haunt around the battle field. Attack with their tiny, tiny fists. Based off the Ghosts from XI.
    Moveset
    - 1. Hell Touch: Damages a targeted foe. Potency of 60. Instant Cast Time. 2.5 second recast.
    - 1. Ectosmash: The Spirits rush at a targeted enemy. Spirits can go as far as 7 yalms. Potency of 20. Instant cast time. 4 second recast.
    - 20. Horror Cloud: Damages all foes that are with in 4 yalms of the Spirit and places a "Horror Cloud" DoT of them for 20 seconds. Potency of 20. Instant cast time. 30 second recast.
    - 40. Grave Reel: Spirits attack a targeted enemy and absorb some of that damage as an HP percent for itself/themselves (Damage x 0.01 = HP%). If multiple Spirits from the same caster use this, the damage they inflict is added together and HP is distributed equally to the nearest rounded tenth decimal (0.0). Potency of 30. Instant cast time. 60 second cast time.


    Rituals
    The Ritualist's main tool are their rituals which they use to smite and curse enemies. The first step to any ritual is to set up a Ritual Site. Rituals are spells.
    - Circle Casting: Places a Ritual Site with a radius of 3 yalms in a designated area. One Ritualist can only have up to 3 Sites/Rituals up at a time with the oldest being replaces by the newest. Ritual Sites disappear after 5 minutes or when the user walks at least 40 yalms away from them. Instant cast time. 2.5 second recast.

    - Dark Mist: Can only be used if the user is standing in a Ritual Site. Causes the Ritual Site to releases a 5 yalm AoE attack around one of the user's selected pet and also places a "Dark Mist" DoT on enemies hit for 30 seconds. Potency of 20. The Ritual Site used disappears. 2.5 second cast time. 2.5 second recast.

    - Noctoshield: Can only be used if the user is standing in a Ritual Site. Places a "Noctoshield" on all of the user's pets. Noctoshield absorbs damage totaling 10% of the pet's maximum HP. 2.5 second cast time. 2.5 second recast.

    - Meltdown: Causes the oldest Ritual Site to burst, damaging any foes with in a 6 yalm radius. Potency of 120. Fire-based. The Ritual Site used disappears. 2.5 second cast time. 2.5 second recast.

    - Geist Wall: Transforms oldest Ritual Site into a mine. Whenever a foe steps into the Site, it will explode, damaging any enemy with in a 6 yalm radius. Potency of 110. If left alone for 5 or more seconds, Geist Wall will explode on its own and damage any foes with in a 6 yalm radius. The Ritual Site used disappears. 3 second cast time. 2.5 second recast.

    - Hellwind: Causes the oldest Ritual Site to release 3 bursts of cutting wind at a selected target. Each burst has its own chance to be dodge or to crit. Each has a potency of 30. Wind-Based. 2.5 second cast time. 2.5 recast.

    - Black Sky: Causes the oldest Ritual Site to pulsate 3 times, each time damaging foes within an 10 yalm radius. Each pulse has a potency of 20. The Ritual Site used disappears. 3 second cast time. 2.5 recast.

    - Grave Robber: Resurrects a targeted character inside a Ritual Site to a weakened state. (Note: can be used in-combat by default, without the need for a trait.) 7.5 second cast time. 2.5 second recast.


    Drain and Aspir
    The Ritualist's MP regeneration rotation. Use Aspir when your MP is low to gain the Dark Payment buff, which will turn MP cost into HP cost and recover MP every time a spell damages a foe. Then use Purgatory to turn Dark Payment into Dark Reward, which will triple the percentage of HP you recover with Drain.
    - Aspir: Damages a selected target and places a "Dark Payment" debuff on the user for 30 seconds. Dark Payment changes all the MP cost of spells into HP cost (MP cost x 0.75= HP cost). When a spell damages an enemy/enemies, that damage is converts into a percentage of MP for the user (Damages x 0.01 = MP%). Has a potency of 30. 2.5 second cast time. 2.5 second recast.

    - Purgatory: Changes Dark Payment into a "Dark Reward" buff for 15 seconds OR changes Dark Reward into Dark Payment. Dark Reward triples the percentage of HP recovered by Drain. Instant cast time. 12 second recast.

    - Drain: Damages a selected target and converts that damage to a percentage of HP for the user (Damage x 0.01= HP%) Potency of 90. Instant cast time. 60 second recast.


    Other Spells and Skills
    - Dark: Damages a selected foe. Potency of 130. Instant cast time. 2.5 second recast.

    - Curse: Damages a selected target and places a "Curse" debuff on them for 10 seconds. Curse is a DoT and lowers the target's physical resistance by 5%. Potency of 20. Instant cast time. 12 second recast.

    - Hex: Damages a selected target and places a "Hex" debuff on them for 10 seconds. Hex is a DoT and lowers the target's magical resistance by 5%. Potency of 20. Instant cast time. 12 second recast.

    - Spellbound: Stuns a selected target for 4 seconds. Has a range of 10 yalms. Instant cast time. 60 second recast.

    - Dark Harvest: Uses their scythe to damages, pushes back, and Binds any enemy with in a 3 yalm radius for 4 seconds. Has a potency of 10. Instant cast time. 30 second recast.


    Skill Levels
    1. Dark
    2. Curse
    4. Void Channeling
    6. Circle Casting
    8. Drain
    10. Dark Mist
    12. Aspir
    *Quest* 15. Purgatory
    18. Meltdown
    22. Hellwind
    26. Dark Harvest
    *Quest* 30. Grave Robber
    34. Hex
    38. Geist Wall
    42. Spellbound
    46. Noctoshield
    50. Black Sky


    Traits
    8. Enchanted Intelligence I: Increases Intelligence by 2.
    14. Enchanted Intelligence II: Increases Intelligence by 4.
    16. Void Calling: Allows user to summon up to 3 pets from Channeling.
    20. Magick and Mend I: Increases base action damage, HP restoration/absorption, and MP absorption by by 10%.
    24. Drain II: Increases Drains potency to 110.
    28. Enchanted Pet Action: 20% chance of increasing spell speed by 20% for 8 seconds when pet(s) deals critical damage.
    32. Enchanted Intelligence III: Increases Intelligence by 6.
    36. Spiteful: Increase both Curse and Hex's debuff times to 20 seconds and increases their potency to 40.
    40. Magick and Mend II: Increases base action damage, HP restoration/absorption, and MP absorption by 30%.
    44. Void Rite: Allows user to summon up to 5 pets from Channeling.
    48. Occult Faith: Increases the damage done by Rituals by 20%.


    Cross-Class
    - Dark
    - Drain
    - Curse
    - Hex


    Necromancer [NCR]
    Magical Pet DPS
    30 RIT/ 15 ACN
    Cross Class: Arcanist and Thaumaturge. Also gains access to Arcanist's Sustain and Rouse.
    Relic Weapon: Apocalypse
    Dark Mages who have perfected the art of summoning spirits from the void and can endow fallen allies with void energy as beings called Draugr. They augment their army with the mysterious power called Opus.

    Opus Menu
    Necromancer receive an additional hotkey-pad, similar to the Pet command pad, where they can access the Opuses. Opus change what pets are summoned via Void Channeling and increase certain stats. Opuses are available at any level, so long at the Necromancer Stone is equipped. All Opus have an Instant cast time and a 5 second recast.

    - Servant Opus: The default Opus. Increases pets' movement speed by 5%. When activated, Void Channeling pets turn into Spirits. Draugr glows white.
    - Reaver Opus: Increases pets' Physical Damage output by 5%. When activated, Void Channeling pets turn into Pawns. Draugr glows red.
    - Magus Opus: Increases pets' Magical Damage output by 5%. When activated, Void Channeling pets turn into Reapers. Draugr glows purple.
    - Sentinel Opus: Reduces Physical and Magical damage pets receive by 5%. When activated, Void Channeling pets turn into Headless. Draugr glows blue.

    Quest-Line
    Teacher Location: Near the Invisible City, Eastern Thanalan
    Teacher: Lamas'tu, an imp who lines her words with honey and clearly has her own, dark agenda. She teaches the player and the Miqo'te boy, Khuja'zi Jaab, for reasons only known to her.

    - Level 30 Evil Comes in a Small Package When the player enters the Thaumaturge Guild, they are met by Cocobuki, Kramer, and Aldea, discussing a ominous shadow Aldea has been sensing in Eastern Thanalan. As Kramer and Cocobuki make plans about the matter, the player notices Aldea looking ill. When our Ritualist trio finally departs to investigate the dark omen, Aldea collapses! Cocobuki notes that it looks like exhaustion and Kramer suggest that you investigate while he stays with his wife, suggesting to start at Camp Drybone for the local gossip. When the player arrives at the camp and talks to 3 NPCs, they talk about seeing a boy lurking in the graveyard. When the player goes to investigate, they are attacked by skeletons! Upon defeating them, we see a Miqo'te lad, surrounded by a dark aura, in the distance flee the scene. The player will follow this dark aura to an underground temple near the Invisible City. The player is violently met by the boy, only to be reprimanded by a sweet-sounding voice for being so rude to a guest. A void portal opens, revealing an Imp. She introduces herself as Lamas'tu and her ward, Khuja'zi, and thanks the Twelve for such a magnificent mage to have shown up, for there is a dark plot brewing and be requires your help to eradicate it. You, not buying any of this, ready your weapon. Khuja'zi readies his weapon, when he is stopped by the imp. She calmly waves her hand and summons a crystal ball. The imp begins to talk about how hard it must have been to fight Grieverous and how tragic it might have been for Kramer if he lost Aldea in the process. The crystal ball flashes and shows the Thaumaturge Guild, Kramer cradling a sleeping Aldea in his hands. She then muses at the idea of how even more tragic it would be if he lost her after just getting her back. The imp places stubby finger on the crystal ball and Aldea begins to writhe in pain, Kramer soundlessly panicking. She removes her digit, and Aldea goes limb. She then begins to talk about the rest of Kramer's family as the crystal ball flashes again, showing a picture of Lleone. She worries about what would happen if some awful where to happen to such a sweet girl or any of her adopted siblings, the orb flashes, each time showing a different child. Having realized they are being threatened, the player drops their weapon, lowers their head, and balls up their fist in anger at their side. The imp giggles, hovers around the player, and wonders whatever could they be troubled about, then flies off to sit on a small throne. She tells the player not to worry, as she will make sure no harm will befall such a cute family. Growing serious for a second, Lamas'tu begins to talk of a zombies invasion from the Invisible City that is being lead by an evil demon named Baune, who wishes to concur Ul'dah. As a seeker of justice and peace, she cannot allow such a thing to happen! However, being unjustly sealed in this temple, she cannot go and stop it. That's were you come in! Being such a strong mage, you should be able to easily stop such a threat. But do not fret, Khuja'zi will also be able to aid you. However, there is one thing... You need to learn a specific branch of magic to pull this off... Necromancy. the player looks understandably puzzled. She quickly chimes in and say to not worry, for she will be teaching a good branch of Necromancy. One that deals with void spirits, not dancing corpses. She then glides around in a circle around the player, going faster and faster, until a small orb of dark energy forms above the player. The orb lowers in front of the player and burst, revealing the Necromancer job stone. The player grabs it. The imp then glides in front of the player and suggests to commemorate the joyous birth of new Necromancer, she shall teach you a new spell, Lich, and the screen fades. When the screen reappears, the player has acquired the spell and the imp bids them to leave and train until it is time. As the player begins to depart, the imp calls them back for one more thing. She suggest it would be better if you didn't tell anyone about your quest, less you might endanger them. The crystal ball orbits around its mistress, flashing, showing off different faces, Kramer, Aldea, Lleone, Cocobuki, Momodi, even General Raubahn and Sultana Nanamo. She then cheerfully bid the player farewell until their next visit, giggling all the while.

    - Level 35

    - Level 40

    - Level 45

    - Level 50


    Skills
    30. Lich: Places a "Draugr" buff on a selected party member for 2 minutes. Healers and other Ritualist/Necromancers cannot be targeted. Can be used for half of the MP cost on a player with a Weakened debuff on them. 2.5 second cast time. 5 second recast.
    - Draugr allows the target to be effected by any pet-based support skills used by the Necromancer that placed the effect on them.
    - When the buff wears off, the Draugr will lose any pet support/buffs they had.
    - One Necromancer can only have one Draugr under their control and it does count towards their summoning count.
    - Necromancers cannot summon a new Draugr until the previous Draugr's time is up or has died.
    - When Rouse is used on a Draugr, they do NOT gain the immunity to debuffs effect.
    - Draugrs can be separated from their Necromancers but will loose any pet-based support and will be stuck with Servant Opus.

    35. Vampyrs: Places "Vampyrs" buff on Draugr for 20 seconds. Whenever a Draugr attacks with the Vampyrs buff on, for every time they physically attack a foe, they receive a percentage of that damage as HP (Damage x 0.01= HP%). Instant cast time. 2.5 second recast.

    40. Void Eater: Damages one of the user's selected pets and absorbs some of that damage as a percentage of MP (Damage x 0.01= MP%). If used on a pet summoned with Void Calling, that pet disappears. Instant cast time. 60 second recast.

    45. Void Oath: Can only be used when the caster is standing in a Ritual Site. The next time the user casts Void Channeling, they will summon as many pets as they are allowed. Instant cast time. 120 second recast.

    50. Arcana Release: Places a "Last Gift" buff on the user's Draugr and removes any Weaken debuff on them. Last Gift increases the Draugr's Damage Output by 15% for 10 seconds. When that 10 seconds are up, the Draugr will loose their Draugr buff and recieve a Limbo Debuff for 5 minutes. Instant cast time. 120 second recast.


    Pawn
    Mysterious, clawed voidsent clad in dark armor. Attack with their claws. Based off the Caturae from XI.
    Moveset
    - 1. Hell Claw: Damages a targeted foe. Potency of 110. Instant cast time. 2.5 second recast.
    - 1. Diabolic Claw: The Pawns swipe its claws three times, attacking any foe in a frontal cone. Each hit has it's own chance to be dodged or crit. Potency of 90. Instant cast time. 30 second recast.
    - 20. Hellish Crescendo: Paralyzes a target for 10 seconds. Instant cast time. 12 second recast.
    - 40. Deathly Diminuendo: Damages a targeted foe. Potency of 120. Potency increases by 5 for every Caturae that uses it on the same enemy. Can only be increased up to 35 potency. Caturae from other Necromancers count towards this. 2.5 second cast time. 40 second recast.


    Reaper
    Physically weak voidsent that are well versed in magic. Based of the Reaper from XII and Deathscythe from Tactics A2.
    Moveset
    - 1. Hell Thwack: Damages a targeted foe. Potency of 50. Instant cast time. 3 second recast.
    - 1. Shade: Damages a selected target. Potency of 80. Has a range of 15 yalms. 1 second cast time. 2.5 second recast.
    - 20. Shade II: Damages a selected target and any enemy with in a 5 yalm radius. Potency 100. Has a range of 15 yalms. 3 second cast time. 15 second recast.
    - 40. Charon: Uses all the caster's Reapers pets to damage a selected target. Potency of 80 and increases by 20 for every Reaper used. Has a range of 15 yalms. All of the user's Reaper pets disappear. 3 second cast time. 50 second recast.


    Headless
    Hulking voidsent that lack heads. Defensively strong but slow. Use giant two-handed swords. Based of the Headless from XII.
    Moveset
    - 1. Hell Slash: Damages a targeted foe. Potency 100. Instant cast time. 3 second recast.
    - 1. Aegis Schism: Lowers a targets physical damage by 5% for 10 seconds. An enemy can only have one Aegis Schism debuff on them at a time. Instant cast time. 90 second recast.
    - 20. Grim Halo: Damages enemies with in a 5 yalm radius of the Headless. Potency of 50. Instant cast time. 30 second recast.
    - 40. Quietus: Damages a targeted foe. If this defeats an enemy, the user heals 10% of their HP. Potency of 100. Instant cast time. 2.5 recast.
    (3)
    Last edited by Mimilu; 09-12-2014 at 01:15 PM.

  2. #2
    Player Kamifubuki-Yoakesetsuri's Avatar
    Join Date
    Jun 2014
    Location
    Luminescence
    Posts
    293
    Character
    Fulminating Bloodlust
    World
    Ultima
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Mimilu View Post
    Under Construction
    Best job idea evar
    (0)

  3. #3
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Kamifubuki-Yoakesetsuri View Post
    Best job idea evar
    Yes
    /10characters
    (0)

  4. #4
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Ironically enough, most of the (non pet) abilities for your Ritualist is actually kind of what THM's skillset in version 1.0's original launch was like - their skills were based around darkness-based spells and using debuffs and drain attacks. It was only when Jobs were added did THM's skill set get completely altered and it gained a whole heap of abilities that were originally on CNJ, loosing the debuffs and drain attacks as well.

    The only problem I can see with this class is lore-wise necromancy is a strictly forbidden art (even the THMs of Ul'dah regard such magic as an abomination), so I highly doubt a guild for such a Discipline of Magic could ever be set up in any of the city states. Of course I'm sure Ferne and the rest of the lore team could find some way of having it fit into the existing setting. but I don't see it happening.
    (2)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  5. #5
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Enkidoh View Post
    The only problem I can see with this class is lore-wise necromancy is a strictly forbidden art (even the THMs of Ul'dah regard such magic as an abomination), so I highly doubt a guild for such a Discipline of Magic could ever be set up in any of the city states. Of course I'm sure Ferne and the rest of the lore team could find some way of having it fit into the existing setting. but I don't see it happening.
    I figured that the job instructor wouldn't be located in a city but in the wilderness, like how Bard's is located in the Southern Shroud. The Shroud would probably be my first place to hide a dark guild, considering it has all those dark places like Tam Tara, Toto-Rak, Haukke Manor, Ampador Keep, and The Lost City of Ampador
    (0)

  6. #6
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    I wasn't actually just referring to Necromancer, but specifically it's default class Ritualist - based on your description it's still raising the dead through magical means, something that although the game's lore has stated definitely exists (look at what went on in the Tam-Tara Deepcroft), it's regarded by most Eorzeans as a horrifying and dangerous practice that is rightly outlawed (hence, none of the citystates would ever allow such a Guild inside their borders).

    Ul'dah actually went to war years before against a nation that ended up resorting to necromancy to raise it's fallen soldiers (Sil'dih), using the situation as propaganda to take the moral high ground (turning the war which until then had been a dispute over water supplies into a moral crusade to send these "abominations back to Thall"), which resulted in Sil'dih's total destruction by zombie apocalypse, and thus, the technique is not only strictly forbidden, but completely shunned. So I still don't see it being allowed as a Discipline learned by adventurers.
    (2)
    Last edited by Enkidoh; 07-19-2014 at 05:21 PM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  7. #7
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    RIT/NEC sounds like an extremely complex job, needing to juggle not just your multiple pets, but the Ritual circle mechanic and your own spellcasting on top of that. Needing to do so much at all times and the frailty of the pets make me think it might not be that effective as a magical DPS compared to the BLM and SMN, which are more straight-forward.

    I really don't like the Tractor ability and think it should be tossed. An ability that allows you to reposition your allies is just begging to be abused to troll other plays, specifically other caster or healers who can be interrupted from their casting by the moment.

    I'm also not too sure about Drain or Aspir.

    Energy Drain essentially does the same thing, but is limited in availability due to needing Aetherflow charges to use, while Drain and Aspir seem to be able to be used freely with no limitations. I can kinda be okay with that, since Aspir is supposed to be the class's main MP recovery tool, but I feel like there should be at least some kind of limit to use (with an appropriate buff to it's potency, if you wanted to make it more like a THM/BLM's quick Blizzard III to recover MP).

    As for Drain... I'm not sure how best this should be reworked, since as a spell it's still a copy of Energy Drain (without the Aetherflow limitation), but as a buff it's a copy of Bloodbath or Life Surge. Should think on that more.

    As for cross-class abilities, there's no reason this class should have access to the Conjurer or Arcanist abilities. The best cross-class abilities should come from Thaumaturge and Archer. THM gives you Swiftcast, which is amazingly helpful to anyone that casts spells (on top of Surecast, which is less helpful, but still nice), and ARC gives you Raging Strikes (which is about the only pure DPS boosting cooldown casters get right now).

    Lich I'm not fully sure I understand, but if I'm understanding it correctly, I'd rather raise a party member back to life than into a temporary state that has weaker abilities than their default class... and a party member dieing is really not something you WANT to have happen.

    And on top of all this, Enkidoh had the right of it, that I really don't think Necromancer could be worked into the story in a favorable way. Anyone caught learning Necromancy would be killed on sight, since that's the kind of magic you need to sell your soul to the void to learn.
    (1)



  8. #8
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Nahara View Post
    Snip
    Thank you for the feedback.

    To cover your points

    RIT/NCR vs BLM & SMN
    When I had made the class, I had thought of it being a jack-of-all-trades, in terms of Magical DPSing. It would have DoTs and pets, like SMN, and have burst damage, like BLM, but not as good as either. I thought with this, it could focus more on their pets, mainly their Draugr, and optimizing that person's damage versus their own.

    Drain and Aspir
    In terms of Energy Drain vs Aspir, how about this:
    Take your idea of a system like THM's Blizzard/Fire system and mix it with Cost MP/Cost HP? You would start off summoning your pets, setting Ritual Sites, and/or casting debuffs, then, when you MP was low, you would use Aspir, which would cost HP, to regain your MP, and give you some sort of buff like the Astrals, then when you're stocked up on MP, you would use something similar to Transpose (which would replace Tractor), which would allow you to use Drain to heal your HP and would cost MP (but not enough to drain your MP), then you would to your setting up and DPSs again, and rinse and repeat.

    Another option could be to take the same system but have it so that when you cast Aspir, it would place a buff on you which make you use your HP instead of MP for all of your spells, while simultaneously regenerating your MP. Then when your MP is to your liking, you would use the Transpose-like skill to switch to a buff that would buff up Drain (probably a one-time-use buff), so you wouldn't be a burden to your Healer(s).

    Cross Class
    The Cross Class skills I mentioned were just for Ritualist's use, seeing as classes can use any Cross skill.
    The reason I chose Arcanist instead of Archer for Necromancer's Cross Classes was for two reasons: 1) Arcanist is the secondary class you need to unlock it, I didn't want to leave it out, and Thaumaturge has Swiftcast, which every magic class needs, and 2) Arcanist has pet support skills. My idea was that NCR would gain ACN's Sustain and Rouse abilities, in addition to the natural Cross C skills, to help support their Draugr.

    Lich and Draugr
    If you're referring to the Opus, those movesets are for your other pets (not the Draugr). When an Opus is in use, the undead you summon with Skull Ritual change. Draugrs keep their original moves and class and are controlled by their player, not the Necromancer.
    I also thought reviving might be a bit too niched, that's why I also added the Zombie skill, which turns an already living ally into a Draugr. I might shorten the Draugr buff on it and remove the Weaken debuff from the effect though...

    Lore
    I had actually thought of a story where you and an NPC with some sort of tragic back story trying to revive a loved one would be taught necromancy from either an Imp or ominous, shadowy figure with a hidden agenda and the story would end with you thwarting their evil plan and the NPC would grow as a person and let their departed love one rest in piece (hence why Necromancer's last skill is Death Release). >w>()
    (0)
    Last edited by Mimilu; 07-20-2014 at 11:06 AM.

  9. #9
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Enkidoh View Post
    So I still don't see it being allowed as a Discipline learned by adventurers.
    Spoilers:
    The ALC guild questline in Ul'dah actually has you attempting and succeeding at bringing a dead loved one back to life but it's only temporary and she succumbs to death anyway.


    So while the game's lore does state that it is a terrible practice and should never be done, it has been done and is being done with our players actively involved to pursue it in certain circumstances.

    The guild itself couldn't be in a city-state on our little island (and therefor not selectable at character creation) but it could be on another continent - somewhere Eorzea's "laws" don't persist.

    Otherwise it does sound painfully busy to me and if I'm reading it right, the Opus buffs/debuffs can be placed on a party member? Not sure it's good to include a system that can lower someone's DPS.
    (1)

  10. #10
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Update
    Ritualist
    - Changed Skull Ritual to Void Channeling. Also instead of summoning skeletons, they summon Spirits.
    - Altered Aspir : Damages a selected target and places a "Dark Payment" debuff on the user for 30 seconds. Dark Payment changes all the MP cost of spells into HP cost (MP cost x 0.75= HP cost). When a spell damages an enemy/enemies, that damage is converts into a percentage of MP for the user (Damages x 0.01 = MP%). Has a potency of 30.
    - Removed Tractor and replaced it with Purgatory.
    - Purgatory: Changes Dark Payment into a "Dark Reward" buff for 10 seconds OR changes Dark Reward into Dark Payment. Dark Reward doubles the healing effect of Drain.

    Necromancer
    - Redefined the Opus.
    - Renamed Berserker Opus to Reaver Opus.
    - Changed Zombies into Pawns.
    - Changed Qutrubs into Reapers.
    - Changed Formors into Headless.
    - Tried to list Lich and the Draugr's effects better.
    - Renamed Vampire into Vampyrs
    - Renamed Death Eater into Void Eater
    - Zombie no longer places a Weaken debuff on the target and its Draugr buff only lasts only 2 minutes.
    - Death Release is now Arcana Release and retuned it.
    - Arcana Release: Places a "Last Gift" buff on the user's Draugr and removes any Weaken debuff on them. Last Gift increases the Draugr's Damage Output by 15% for 10 seconds. When that 10 seconds are up, the Draugr will loose their Draugr buff and recieve a Limbo Debuff for 5 minutes.

    Overall
    I went full 4-Kids and tried to remove as much "Death" stuff as I could so it could be more lore flexible. :B
    Instead of summoning the shambling remains of the dead, they now summon voidsents. That's better, right? ...Right? ;w;
    (0)

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