View Full Version : New ideas for v2 Two - Hour abilities.
Tenkage
03-10-2011, 10:44 AM
Just a thought.....
It would be freaking awesome if we got Tier 2 Two - Hour abilities. feel free to drop some ideas
Eadieni
03-10-2011, 12:00 PM
Perhaps one you have to merit or something but share the same reuse timer?
I'd love to see a Manafont that was also a Chainspell :D
Or a perfect dodge that was also a haste or 100% triple attack.
Kyrial
03-10-2011, 01:18 PM
It sounds awesome... until I start thinking "Ugh, then there will be NMs that have them too."
Miiyo
04-08-2011, 01:44 AM
I would like to see an upgrade to the 2 hour abilities based on a fight. Matt fight v.2 wouldn't be too bad.
Whm - Final Prayer - Raise, fill health, and eliminate ALL negative status' of all party members (even weakness)
Blm - Mana Destruction - Endless mana(mp gauge will start @ 9999 and decrease from there for Mana Wall). Increased Crit hit rate and fast cast.
Zephrose
04-08-2011, 02:29 AM
That's a really neat idea. Would take one hell of a requirement for the reward. I would go for it though. :)
My ideas for some upgradeable 2hrs:
PLD - Savior - "Grabs the attention of All opposed enemies within range and negates all damage taken for a short time."
War - Berserker Might - "All your attacks have double attack and are critical strikes for a short time."
Blu - Mark of the Beast - "Enhances the effect of blue magic spells and grants access to all blue magic for a short time."
Obviously "for a short time" would 30 to 60sec depending on the job.
Kimara
04-08-2011, 02:35 AM
Smn's should get duel wield avatars for this :D that would be awesome.
viion
04-08-2011, 02:56 AM
I would think SMN's should be something similar to old FF's where a summon would come out and do 1 thing, similar to how Odin/Alexander is atm but make them all do something a bit more useful.
I would also like the idea of combined abilities too one, for example WAR gets berserk/warcry so their 2hr+1 provides additional ATK ontop of what people have mentioned. BLM could provide additional MAB. I dont know about say NIN's, maybe throw ninja stars? hah, like a barrage type skill but provides no hate and can do between 10-20 stars. (With no miss). RDM could be unresisted spells and insane potency. THF being able to dodge everythign and full haste.
All seem a bit overpowered but for 2hrs its good, then the issues become with 2hr reset skills/items.
Shadobi
04-08-2011, 03:15 AM
Dark Knight 72 hour ability: Condemned Soul :Continue battle with zero HP.
Red Mage 72 Hour ability: Runic Chain All magic directed towards you turns to MP.
Ranger 72 Hour ability: Ballistic Sagitta Range attacks have no delay. (No Tp gain though.)
Anyhow I know this wouldn't happen just my thoughts on ideas.
Ramsos
04-08-2011, 03:22 AM
Instead of making new 2hr abilities, why not make newer and much stronger abilities with longer recast times? Like say, 24/hr cooldowns but they do amazing boosts. Would basically turn you into "god" for a set period of time.
Examples ive thought of:
WAR/THF - JA that forces all swings to be double/triple attacks (including WS), lasts for 10 mins
DRK - JA that makes all swings do souleater boosted damage but dont drain your hp, lasts for 10 mins
DRG/PUP - turns your pet into a "monster type" wyvern for drg and an acrolith for pup
SAM - JA that gives you a base +50% tp bonus and lets you ws at 50% tp, lasts for 10 mins
I'm sure some of these could be considered overpowered, but with 24hr recast its not like you could spam them. I just think this idea would be better and more realistic than a boost to traditional 2hr abilities.
I know the game is easy and theres nothing really challenging in the game atm where these JAs would be necessary, but they would still be something fun for us to potentially get at 99.
Faule
04-08-2011, 03:36 AM
Why not just give us our subjobs 2hr abilities on a shared timer as our main. Make them slightly less potent if it's incredibly game breaking?
Zephrose
04-08-2011, 03:46 AM
Why not just give us our subjobs 2hr abilities on a shared timer as our main. Make them slightly less potent if it's incredibly game breaking?
The Shantotto effect! Chain spell Ancient Magic II GO! /evil laugh!
Carrott
04-08-2011, 12:03 PM
The Shantotto effect! Chain spell Ancient Magic II GO! /evil laugh!
Tier 1 spells for enormous amounts of damage!
*EDIT: I think that a 12-24 hour cooldown be long enough for this. They could add bosses that would need this abilities to defeat them also. Bring some more challenge into the game. :)
Escorian
04-08-2011, 02:19 PM
i think maybe you could add your subjobs 2 hour to your job but double the cooldown on the 2hr so make it a 4 hr cooldown.
Greatguardian
04-08-2011, 03:19 PM
i think maybe you could add your subjobs 2 hour to your job but double the cooldown on the 2hr so make it a 4 hr cooldown.
I don't know. Since these abilities are so powerful, maybe it would be more fair to multiply their timers together instead of adding them. 2hrs * 2hrs = 4hrs then.
GlobalVariable
04-08-2011, 03:25 PM
How about one-hour abilities? >.>
Assume shared timers with 2hr JAs and 30 or 45 second durations here...Possibly require a certain level (which would be the same for all jobs).
PLD - RUNIC: catch those spells. Think Final Fantasy 6's Celes. If it weren't on massively long recast and a short duration this would be so ridiculously overpowered to have.
mnk - NO NAME: aoe super sized subtle blow effect, foes gain zero tp from being struck. Didn't think of a suitable name for it.
thf - STABBITY: 100% triple attack...I'm kidding, I didn't think of a name here either.
rdm - DOUBLE: every cast that gets a resist gets duplicated free of a 2nd mp cost, with double magic accyracy. For enfeebs this requires a full "Resist!" not a partial.
blm - MAGIC COUNTER: each time you take damage, your last spell is cast again at half potency (probably still to much power? I'm concerned with enabling blm to counter things to death)
Greatguardian
04-08-2011, 03:57 PM
mnk - NO NAME: aoe super sized subtle blow effect, foes gain zero tp from being struck. Didn't think of a suitable name for it.
I would cry.
Ravenmore
04-08-2011, 04:05 PM
If it was your subjob 2hour make it wear you got to fight the NPC from the af story line in a maat type fight capped at 49 on the sub you want to use on your main and have to do it for ever sub you want the 2 hour from. Or a insane amount of merit points not like they hard to get.
GlobalVariable
04-08-2011, 04:21 PM
I would cry.
I forgot that some other job recently got some kind of aoe subtle blow effect. Oops. I've been away from game for a long while.
Bayohne
04-09-2011, 03:06 AM
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
viion
04-09-2011, 03:17 AM
Woot, I really like the sound of subjob 2hrs.
But make it a "Combo", so for example a rdm/blm when using 2hr would use both at the same time no matter what. so its chainspell Manafont. And also the 4hr cooldown I like. (ofc make this optional)
Also make it so reset items/cor can only reset MAIN class 2hr.
Karbuncle
04-09-2011, 03:29 AM
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
I accept this Challenge!
Thief: - Asuran Gift: Grants 100 Triple Attack rate for 45 seconds.
Warrior: - Pure Strength: Grants 100% Double attack rate for 45 seconds
Red Mage - Soul Channel: Doubles the Effects of Enhancing Magic casted (Dur 30sec. enc.Dur stays same)
Black Mage: - Focused Might: Adds a large Magic attack bonus to Spells (Dur. 1min)
White Mage: - Ultima: Deals Intense Light Elemental damage to target in AoE. Creates Minimal Enmity.
Monk: - Gentle Fist - Attacks Will give enemy no TP (Duration: 1 minute)
Paladin: - Divine Bestowal - Offensive Stats are doubled*. Paladin Cannot lose Hate for Dur. (Dur. 1min)
Dark Knight: - Hadal Bestowal - Physical Hits Deal Double Damage. (Duration 30 seconds)
Beastmaster: Call Familiar - Summons to your side Personal Pet. (Dur. 1hour, or til pet dies)
Bard: Gifted Verse - Song Effect Duration is Doubled. Allows use of 1 additional Song.
Ranger: Natural Synchronize - Ranged Attacks deal Double Damage. Dur-30sec
Samurai: Zen State - Massively enhances Store TP Effect. dur 1 min (Store TP +50. Goes past cap)
Ninja: Imbued - Grants a Bonus to Dual Wield, Adds "Fire Damage" to Melee Hits*****
Dragoon: Draconian Birthright - Wyverns Capabilities are drastically enhanced.
Summoner: Grand Summon - Calls for Avatar in Enhances State**
Blue Mage: Gift of burdon - Doubles Attributes gained from Blue Magic. Enhances Blue magic Damage.
Corsair: Deadly Game - Rolls a dice, 1-3, Enemy and User receives Multiple Debuffs ****,3-6 Target and User Inflicted With Doom***
Puppetmaster: Frame of Mind - Automaton Attachments Work At full Power. -Dur.30sec
Dancer: Show Stopper - Greatly Enhances Effects of Dances.
Scholar: Absolute Knowledge - Allows use of Exclusive spells (addendums) With full benefit of Light/Dark Arts. Duration 30 seconds
Thats all I got.
(*. Attack, Accuracy, Double Attack rate, Triple attack Rate, Etc. including Effects like Enlight)
(** Avatar Stats gain a Large boost. Accuracy/Attack/MagicAccuracy/magicAttack+40. Haste+25%)
(*** Can Miss. Does not work on Certain NMs. If Enemy evades, Will not inflict COR with Doom. Doom Rolled 4 can miss, 5 higher Acc, 6 Can hit NMs, and you are not afflicted)
(**** Enemy and User Inflicted with Slow, Paralyze, Blind, Gravity, Amnesia, and Silence for 30 Seconds. Rolled 1 Decent Acc, 2 has Greatly enhances acc, Roll a 3 Ignored Enemy Immunities, and you are not afflicted.)
(*****Dual Wield +20%. Fire Damage Subject to Resists, Can deal upward ~80 Damage unresisted)
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
you asked for it :D
DRK - Crimson Weapon: all pt members in area of effect get the effects of soul eater and blood weapon that are actively even during weaaponskills
RNG - Arrow Storm : while active all ranged attacks can hit multiple targets in area of effect.
PLD - Holy Emblem : a super charged version of Shield bash projectile but is not physical nor magic attack based does damage( in hundreds normally) based on character attributes.
Delsus
04-09-2011, 03:44 AM
This is a good idea, some ideas DRG: all jump recast timers are reset, jumps have additional effects, Wyvern transforms into a wyrm with all standard Wyrm abilities (all pet commands), duration 1min, (if Spike flail is used the ability is automatically ended
SCH: Crimson Grimore: Gain access to both addenda, Gain access to Crimson Grimore only spells (no need to buy) All stratagems take effect with no charges used except Accenssion and Manifestation. Duration 2mins.
COR: Phantom roll has no recast, can have more rolls in effect (possibly 4 or 5) impossible to bust while effect is active, unlimited Quick Draw charges.
Could only think of name for sch, i really want that crimson grimore lol
Bayohne
04-09-2011, 03:52 AM
I think we can all look at Krabnuckle's post as an example of not reeling it in. ;) The Corsair one would be pretty interesting while soloing lol.
Karbuncle
04-09-2011, 03:55 AM
I think we can all look at Krabnuckle's post as an example of not reeling it in. ;) The Corsair one would be pretty interesting while soloing lol.
I seriously laughed out loud.
I just
I love you guys so much. in a Totally Manly way. No one better say you guys don't read threads anymore.
On blue mage I would like my original 2hour addressed before getting a second. I know azure lore CAN work but the duration is so short you have to be sure you have tp built and your chain or burst affinity timers are ready. After all that you are put in triple jeopardy if paralyzed as your 2hour, chain affinity, or the spell could each be affected. Is there any other job that risks being paralyzed three times just to use their 2hour?
If we did get a new one after azure lore is brought in line I could see fastcast and large conserve mp bonuses for a maybe 2 minutes being very useful as an alternate 2hour, even if it is a bit dull.
I think we can all look at Krabnuckle's post as an example of not reeling it in. ;) The Corsair one would be pretty interesting while soloing lol.
He/She's not a krab , he/she's a karby >_<
Karbuncle
04-09-2011, 04:18 AM
He/She's not a krab , he/she's a karby >_<
Silly Krabnuckle you are not a Krab you are a Karb You don't even have Knuckles. (meme ftw)
(should see the backstory here: http://forum.square-enix.com/ffxi/threads/4941-The-FINAL-FANTASY-XI-roadmap-for-the-twelve-month-period-commencing-April-2011-%28Woo!%29/page4)
Also i Can Totally admit my ideas are out there :P but some of them are pretty good ! The MNK one isn't too broken :O
Delvish
04-09-2011, 04:30 AM
Krabnuckle made some awesome sugguestions! However I do disagree on two points. For paladins, the offensive stat boost seems a little wasted. Maybe doubling effect of divine and healing powers specifically + that holding hate? Also, for SCH. Sadly you pretty much described what the current SCH 2hour SHOULD do. According to the ability's description, "Optimizes both white and black magic capabilities while allowing charge-free stratagem use" This promotes SCH's ability to use stratagems, but we are still restricted to the Art that we are currently in. There are a few sets of abilities that would promote SCH a little more.
Absolute Knowledge - Allows access to both addenda and stratagems, increases all magic skills to the A+ level, and stratagems once activated are constantly on/Toggleable. 1min. duration (always having them all on at once can cause problems with Manafestation and Accession)
Focal Concentration - Increases Magic skills of the active Art to the A+ level, stratagem effects are enhanced (x1.5 or x2), and once activated are constantly on/Toggleable. 1min. duration
Crimson Grimore - Allows access to both addenda and stratagems, stratagem effects once activated are constantly on/Toggleable. Party members recieve combat bonuses (Accuracy/Attack/MagicAccuracy/magicAttack/Haste) in exchange for HP*. 1min. duration
*Either 10 hp per tick for the players, or 5hp per tick per member on the user. Unsure which I prefer.
These are individual sugguestions, not the sugguestion of all 3 at once
Karbuncle
04-09-2011, 04:34 AM
Krabnuckle made some awesome sugguestions! However I do disagree on two points. For paladins, the offensive stat boost seems a little wasted. Maybe doubling effect of divine and healing powers specifically + that holding hate? Also, for SCH. Sadly you pretty much described what the current SCH 2hour SHOULD do. According to the ability's description, "Optimizes both white and black magic capabilities while allowing charge-free stratagem use" This promotes SCH's ability to use stratagems, but we are still restricted to the Art that we are currently in. There are a few sets of abilities that would promote SCH a little more.
Absolute Knowledge - Allows access to both addenda and stratagems, increases all magic skills to the A+ level, and stratagems once activated are constantly on/Toggleable. 1min. duration (always having them all on at once can cause problems with Manafestation and Accession)
Focal Concentration - Increases Magic skills of the active Art to the A+ level, stratagem effects are enhanced (x1.5 or x2), and once activated are constantly on/Toggleable. 1min. duration
Crimson Grimore - Allows access to both addenda and stratagems, stratagem effects once activated are constantly on/Toggleable. Party members recieve combat bonuses (Accuracy/Attack/MagicAccuracy/magicAttack/Haste) in exchange for HP*. 1min. duration
*Either 10 hp per tick for the players, or 5hp per tick per member on the user. Unsure which I prefer.
These are individual sugguestions, not the sugguestion of all 3 at once
Yah, I'm not a good SCH :( I couldn't think of a good Buff for them. Yours is wonderful.
the Paladin Ability also has "Paladin Cannot Lose hate for Duration" So it has some Impact in a way of "Absolute Enmity" for the Duration. The 2hour also Enhances Enlight and such :)
Dalcour
04-09-2011, 04:42 AM
I think we can all look at Krabnuckle's post as an example of not reeling it in. ;) The Corsair one would be pretty interesting while soloing lol.
Someone's been drinking on the job lol :)
Vraelia
04-09-2011, 04:56 AM
I really like the previously DRK's 2hr. 'Condemned Soul' for 0 HP and still fighting. :)
WHM - Absolute Defense; makes all Elemental spells directed at you to be absorbed, healing your HP. And for a fixed amount of time, let Physical Attacks deal 0 DMG to you or be absorbed, healing MP.
SAM - Perfect Zanshin; letting you constantly use Zanshin over and over. For a fixed about of time deal critical damage; amount dealt, will heal the SAM using that 2hr.
PLD - Life's Desire; let it make the entire Party with the Paladin in it, do a AoE Invincible, negating Physical and Magical traits.
RDM - Terra Glance; let all enemy's Job Abilities to be absorbed, and let them give massive TP gain, and everyone's WS do critical damage and with superb accuracy. OR:
RDM - Extreme Casting; For a set amount of time, let the RDM be able to access ALL PT's Spells, (you have a BLM in your PT, RDM uses Extreme Casting, RDM is now allowed to cast Firaja and Burst II. You have a WHM in your PT, thus allowing the RDM to cast Protectra V and Shellra V. ect) [image this with current 2HR, with Chainspell, wicked] Yes, tweaking is going to be in order but this seems like an awesome idea. XD
Seriha
04-09-2011, 05:09 AM
Part of me would want a secondary special ability to literally differ based on your sub, so in reality you'd get 19 new abilities and possibly bringing lesser used subs out of obscurity.
On the other hand, I'm also of the camp that 2-hour abilities should be reduced to 1 hour and new things not exceeding the same.
Shadobi
04-09-2011, 05:35 AM
Black Mage 72 Hour ability Sortiarius Kirkos: Reflect magic back at target.(Cannot move from spot)
Scholar 72 Hour Ability Chronos Ars: All exclusive time magic accessible and new ones.
Beastmaster 72 Hour ability Hybrid Evolution: Called pet absorbs genes of charmable animals thus evolving into a new form.
Zephrose
04-09-2011, 05:38 AM
Just had an idea wherein the new/upgraded 2hr would use an extra visual effect to drastically signify its awesomeness. The best part, most of these effects are already added to the game. Job emotes anyone?
An example would be Monk. Say the new or upgraded 2hr also gives a boss of strength or stamina along with the hundred fists. The job emote they have can animate for the duration of the 2hr.
For some jobs that don't have those innate emotes, there are other effect that can be used as well. Another good example of this would be Ninja. It would be rather awkward to see a Ninja explode on top of a frog. o.o
There are two ways I imagine Ninja with a new or upgraded 2hr. One of which will require a before hand explanation.
New Nin 2hr - Shadows of the Void - For a short time ninja shadows are limitless and expend no tools for use.(Yes this means AoE spells can still while them.)
1 - Existing 2hr) Larger, more effective Mijin Gakure using a polished Flare II or Fire V animation upon use. :D
2 - New 2hr) A constant blur effect animates around the player. Kind of like the GM effect.
I know it's a bit outlandish but this game is reaching epic levels. With that I say we need more epic abilities and/spells. :D!
heartslaught
04-09-2011, 06:35 AM
I gladly accept this challenge as well!
Special abilities mark two. The 24-hour abilities.
All Abilities learned upon reaching level 90, and spending 20 merit points.
Thief: Rogue's Rage: Thief gains the effect of 'Rage'. Sacrifice evasion to have every hit count as a sneak attack critical. Works from any direction. Stacks with weaponskills. Duration: 45 seconds.
Warrior: Bloodlust: The warrior's rage has granted the ultimate strength. Warrior gains the effect of 'Bloodlust'. Attack is power increased, critical rate increased, double attack rate 100%, and attack speed is halved. Successive hits increase this effect for duration of 'Bloodlust'. Duration: 1 minute.
Monk: Shaolin Master: The Monk has become the ultimate martial master. Monk gains the effect of Shaolin. Damage dealt by the Monk now supersedes all defense and magic defense for the duration of the effect. Duration: 3 minutes.
White Mage: Divination: The White Mage buffs the party with the buff 'Divination'. Buffed players gained a 50/tick regen, refresh, and regain. Duration: 3 minutes.
Black Mage: Entropy: The Black taps into the very energy of the Universe itself. All black magic cast is now double in effect and potency with enfeebling effects and duration also doubled. Recast and casting timers are halfed. Duration: 90 seconds.
Red Mage: Dueler's Delight: Spell potency and duration is doubled for ALL spells. Effect stacks with Chainspell. If mp is spent, Red Mage can also use HP as to meet the MP cost at a 1:1 ratio. Duration: 90 seconds.
Summoner: Astral Blood: Summoner's currently summoned avatar (excluding Alexander and Odin) will bond will the summoner allowing for the avatar's true potential to be tapped. Duration: 3 minutes.
Bard: Songs of Altana: Unlocks the two verses of Altana. Songs give boosts in haste, defense (physical and magical), accuracy (ranged, melee, magic), and attack (ranged, melee, magic). Duration of songs is standard. Verses I and II stack. Verses can be enhanced by bard ability 'Soul Voice'. Duration: Instant. Grants access to songs until usage, player death, or zoning.
Dark Knight: Tap the Void: Halfs current hit points. In exchange, melee and magic attack power are tripled. Attack speed enhanced by 75%. Stacks with 'Blood Weapon' and 'Soul Eater'. Duration: 1 minute.
Paladin: Knight's Court: Paladin gains the effects of King and Court. King allows the Paladin to become Invulnerable for a duration. Court allows the Paladin to also absorb all party damage for a certain duration beyond King. Enmity is capped upon use on all target that have the Paladin on the hate list. Duration: King: 30 seconds. Court: 1 minute.
Ranger: Artemis Moon: The Ranger gains the effect of Artemis. The rangers next ranged attack will ignore all forms of defense and level check (flashy shot effect) and not miss. Next shot also delivers ten times normal damage. Will stack with weaponskills and Eagle Eye Shot. Is affected by the trait 'True Shot'. Will not stack with Barrage. Duration: Grants the Ranger the effect of Artemis. Effect wears upon usage, player death, or zoning.
Beastmaster: Feral Pact: Beastmaster and current pet make a blood bond granting master and pet colossal strength. Pet attack and defense is doubled for the duration. Beastmaster attack speed, attack speed, and critical hit rate is increased. Pet and Beastmaster hp temporarily halved. Duration: 90 seconds.
Samurai: Shogun: The Samurai has mastered the art of the Great Katana to achieve the ultimate technique. Grants the effect of 'Shogun'. Samurai's weaponskills deal triple damage. Stacks with Meikyo Shisui. Duration: 2 minutes.
Ninja: Death: The Ninja has become the ultimate assassin. Grants the effect of 'Void Blade'. The next strike will grant “Death”. Effect cannot be dispelled. Subject to a resistance check and immunities. Duration: 1 minute or until next hit is landed.
Dragoon: Draconian Bond: The love between Dragoon and Wyvern through struggling times enhances their bond granting incredible power. Wyvern gains the effect of 'Maturity' granting the power of an adult wyvern for the duration. Dragoon gains the effect of 'Rider' granting bonuses to attack, attack speed, defense, and critical hit rate for a short duration. Effect of all jumps is tripled. Duration: 90 seconds.
Blue Mage: Beast Within: The Blue Mage has accepted the monster within themselves tapping it for a short time to reach ultimate potential. Blue Mage gains of the effect of 'Feral Monster' for the duration. Effect double blue magic power and effects. Grants access to the spell 'Beast Within' which is a one time cast only available during 'Feral Monster'. Duration: 90 seconds.
Corsair: Fixed Game: Corsair gains the ability of 'Fixed Dice'. Next two rolls will 11 instantly, have double duration, and will have double the effect. Duration: Until next two rolls are cast, player death, or zoning.
Puppetmaster: Marionette?: Puppet gains the power of Marionette. Puppet power is doubled. Puppetmaster becomes the pet and puppet is under player control. Duration: 3 minutes.
Dancer: Last Dance: Dancer gain the effect of 'Final Dance'. While under this effect, all dances have double potency. Effect stacks with Trance. Duration: 90 seconds.
Scholar: Forbidden Tomes: The Scholar has read from the Forbidden Tomes of Magic. Scholar Learns the Magics of 'Ultima' and 'Full-life'. Ultima is the ultimate black magic spell that deals unrivaled non-elemental damage subject to no resistance check. Full-life fully revives any PC to include the full removal of debuffs including weakness and resting all JA recast timers outside 24-hour abilities. MP cost/requirement: 100% of maximum obtainable MP at the time of using Forbidden Tomes. Only one of the two spells can be used. Duration: Usage of either Ultima or Full-life.
Karbuncle
04-09-2011, 06:38 AM
Well.
You broke my record on most broken Abilities ever.
heartslaught
04-09-2011, 06:43 AM
I decided not to hold back whatsoever and let the creative side flow out.
Karbuncle
04-09-2011, 06:44 AM
I respect that level of Insanity.
Edit: Insanity Knuckle-bump./
Ohji_Lunartail
04-09-2011, 07:05 AM
Cor: a Slot machine type ability to deal massive damage to enemies while healing/buffing party members based on the outcome of the 3 symbols. Ex. 3 moogle heads : drops a large pot on the mob doing dmg based on the cor's int/agi and healing the pt for double the dmg delt
Alkalinehoe
04-09-2011, 07:07 AM
Some 2hrs I would like to see for my jobs:
RNG - Blackout - Immediately fires every Arrow/Bullet equipped. So if you had99 Arrows equipped, you'd launch all of them at once. RNG Enmity is reset.
WHM - Divine Intervention - A more powerful Benediction that raises people without weakness, also pushes WHM's Club/shield skill to A+ for 3 minutes and grants a powerful Phalanx/Aquaviel effect for 30 seconds.
BRD - Sonic Shriek - Grants Terror effect to enemies within range for 30 seconds.
DNC - Shadow Steps - For 1 minute, 2 extra images of the player appear. All actions performed by the DNC are trippled (example: Waltz's potency would heal triple, steps would count as using them three times, regular attack rounds are tripled, Max HP/MP are tripled).
BLU - Transformation - Turn into a soulflayer. IDC what it does, just make it happen.
DRK - Dread Armor - For an unknown duration, DRK gains an undispellable Dread Spikes effect. These spikes have no limit to how much they can absorb. Spells are also able to be absorbed by the spikes. Max HP is doubled.
LaydyGaga
04-09-2011, 07:09 AM
Red Mage - Crimson Cowl - allows the ability Convert to null damage for a short time
Dancer - Center Stage - 30 second use of non diminishing saber and fan dance
White Mage - Divine Grace - enables raise to be AOE
Black Mage - Magi Master (recycling ff references!) lowers recast on top tier spells for 1 minute and leaving caster with double mp buff for 30 minutes.
GM - Useful - One reply per GM call will help the person who made the call (lol bad joke XD )
Seriha
04-09-2011, 07:10 AM
As an aside, I just want to express I'm glad to see some (playful) conversation from the CT. While I don't expect everything we suggest to hit the game, it helps knowing we're not babbling into the ether.
Darwena
04-09-2011, 07:30 AM
Ninja: Just adjust our current Mijin Gakure to be more usefull than a free XP lost death (or warp). I mean comon... the DMG is HP based and I dont see the purpose to do a suicidal move when I'm 100% HP... and even that way the DMG is so crappy that is just LOL move than anything...
Mijin Gakure should give the same effect than Odin, Insta death on non-NM mob and HUGE DMG bsed on HP of the NM not our... Now we could use that hability more than: {Thank you} {Party} BOOOM!
For a new one 2 hour? let's say... Ninja's frenzy: a mode with quadruple attack + kick for 3-5 min. What do you think about it?
Alkalinehoe
04-09-2011, 07:31 AM
Ninja: Just adjust our current Mijin Gakure to be more usefull than a free XP lost death (or warp). I mean comon... the DMG is HP based and I dont see the purpose to do a suicidal move when I'm 100% HP... and even that way the DMG is so crappy that is just LOL move than anything...
Mijin Gakure should give the same effect than Odin, Insta death on non-NM mob and HUGE DMG bsed on HP of the NM not our... Now we could use that hability more than: {Thank you} {Party} BOOOM!
For a new one 2 hour? let's say... Ninja's frenzy: a mode with quadruple attack + kick for 3-5 min. What do you think about it?
Most NINs I know use it to remove weakness.
Darwena
04-09-2011, 07:44 AM
Most NINs I know use it to remove weakness.
Yeah, I do it also on NM fight or Nyzul (or timed run):p
Kagato
04-09-2011, 07:46 AM
Perhaps maybe instead of having a brand new ability, perhaps our current 2-hour abilities could be augmented with additional effects! Like so:
Bard - Soul Voice - Doubles the effectiveness of songs. Allows an additional song.
Beastmaster - Familiar - Enhances your pet's powers and increases the duration of charm. Drastically increases powers of a Call Beast monster (Changing the monster from a Decent Challenge in level to a Tough in power).
Black Mage - Manafont - Eliminates the cost of magic spells and prevents interruptions. Increases Magical Damage and Magical Critical.
Blue Mage - Azure Lore - Enhances the effect of blue magic spells. Spells are Instantly cast.
Corsair - Wild Card - Has a random effect on all party members within area of effect. Grants entire party a random 2hr effect (Hundred Fists, Blood Weapon, Invincible, ect. Majin Gakure and other command 2hr abilities might not work. Just buff-style ones).
Dancer - Trance - While in effect, lowers TP cost of dances and steps to 0 and reduces Waltz recast times to 6 sec. Dances and other abilities are more potent.
Dark Knight - Blood Weapon - Causes all attacks to drain enemy's HP. Attacks deal double damage, ignore defense, have formless strikes and grants potent haste.
Dragoon - Spirit Surge - Adds your wyvern's strength to your own. Adds your strengths to your Wyvern. (Basically sharing each others buffs and strengths, essentially being 2 buffed characters in 1)
Monk - Hundred Fists - Speeds up attacks. Maximize counter percentage.
Ninja - Majin Gakure - Sacrifices user's life to deal damage to an enemy. Instantly kills opponent or does severe damage (like Odin).
Paladin - Invincible - Grants immunity to physical damage. Grants Immunity to Magical Damage.
Puppetmaster - Overdrive - Augments the fighting ability of your automaton to its maximum level. Allows puppet to perform a 2hr based on his build (Invincible from a tank type, Manafont or Chainspell from a Mage type, Benediction from a Healing type, Eagle Eye shot from a ranger type, ect. Effect won't be as potent or last as long, however).
Ranger - Eagle Eye Shot - Delivers a powerful and accurate ranged attack. Has a 30 second timer after activation and after the initial shot and consumes 20 arrows at a time for another shot with appropriate ranged attack delay between each shot. Damage gradually gets weaker with each shot.
Red Mage - Chainspell - Allows rapid spell casting, without casting time or recast timers. Adds potent Refresh and Enfeebling Skill boosts.
Samurai - Meikyo Shisui - Reduces cost of weapon skills and grants 300% free tp. Increases Weapon skill Accuracy and Damage. Increases Skill chain damage.
Scholar - Tabula Rasa - Optimizes both white and black magic capabilities while allowing charge-free stratagem use. Increases White and Black magic capabilities another step more.
Summoner - Astral Flow - Allows Avatars to use their full power. Reduces MP cost on Avatars.
Thief - Perfect Dodge - Evades all physical attacks. Evades all Magical attacks.
Warrior - Mighty Strikes - Causes all attacks to become critical hits. Increases Critical Hit damage.
White Mage - Benediction - Restores a large amount of HP and removes all status ailments for party members within area of effect. Instantly raises and removes weakness within area of effect.
Spamtastic
04-09-2011, 07:51 AM
CONTRIBUTING!
perhaps instead of a new 2 hour, the upgraded version could give the effect to the entire party. examples:
WAR: Mighty Strikes +1: Turns all party members melee attacks into critical hits.
MNK: Hundred Fists +1: Speeds up all party members attacks.
THF: Perfect Dodge +1: Allows all party members to dodge all melee attacks.
WHM: Benediction +1: Restores a large amount of HP and removes all status ailments for party members within area of effect. Also grants all party members the ability to use Benediction once regardless of job.
BLM: Manafont +1: Eliminates the cost of magic spells for all party members.
RDM: Chainspell +1: Allows rapid spellcasting for all party members.
PLD: Invincible +1: Grants immunity to all physical attacks to all party members.
DRK: Blood Weapon +1: Causes all attacks to drain enemy's HP. All party members receive HP equal to the Drk's damage.
BST: Familiar +1: Summons forth a pet of the same type as the Bst's pet to fight on behalf of each party member
BRD: Soul Voice +1: Doubles the effectiveness of songs and allows the BRD to cast one addtional song per party member.
RNG: Eagle Eye Shot +1: All party members deliver a single powerful and accurate attack.
SAM: Meikyo Shisui +1: Reduces cost of weapon skills for all party members.
DRG: Spirit Surge +1: Adds wyvern's strength to all party members.
NIN: Mijin Gakure +1: All party members get an option to drink the kool-aid.
SMN: Astral Flow +1: Summon a terrestrial avatar to fight on behalf of each party member.
BLU: Azure Lore +1: Enhances accuracy and magic accuracy of Blue Magic. Gives all current BLU job traits to all party members and opposite effect debuffs to all engaged monsters (i really didn't know what to do with this one)
COR: Wild Card +1: Allows all party members to make a single Wild Card roll.
PUP: Overdrive +1: Augments the fighting ability of your automaton to its maximum level and grants the same bonuses to all party members
DNC: Trance +1: Allows all party members access to all of the DNC's dances.
SCH: Tabula Rasa +1: Allows all party members access to all of the SCH's spells.
obviously a few of them would need some tweaking. :P just an idea.
Shadobi
04-09-2011, 08:05 AM
Summoner 72 Hour ability Eidolon Astra: Avatar surrounds itself with 2 powerful elementals. (One elemental cures and buffs avatar well the other nukes and add debuffs on target. The newer designs of the elementals.
Corsair 72 Hour ability Joker Roulette: Random opposite effect of wild card on target. (Example:Roll VI) All job abilities timers are down Mp reduced to 0% on target.
Thief 72 Hour ability Treasure Trove: Duplicates one (Rare Ex) or (Rare) or Normal item. (double crystal Yay!)
Tsukino_Kaji
04-09-2011, 08:53 AM
Whm - Final Prayer - Raise, fill health, and eliminate ALL negative status' of all party members (even weakness)Everyone else that posted a WHM 2hr is forgetting the purpose of WHM. Miiyo here is the only one I agree with. This shows off what it should be capable of.(Bennediction should have always had the ability to remove weakness...)
Cruxus
04-09-2011, 09:03 AM
I believe that something along the lines of a T3 1hr ability could be a feasible solution to a new job specific enhancer:
WAR: Frenzied Strikes - Grants 100% double attack rate with increasing critical hit rate for each successful hit. Durration: 30 sec.
MNK: Recoil Stance - Grants 100% guard rate and redistributes damage into user's next attack. (mob normally hit for 100 dmg, blocks and takes 20 dmg, 80 dmg is distributed between all attacks in next attack round) Duration: 1 min
WHM: Soothing Prayers - Creates a regenerative aura around user granting all in range high resistance to status effects, and grants high regen/refresh effect. Duration: 1min
THF: Encumbering Assault - Grants user random status affliction (lowers evasion/defense/attack/accuracy) upon striking an enemy and increases duration affliction for each successful strike with. Duration: 1min
PLD: Divine Retribution - Absorbs enmity from party members within range and grants damage mitigation effect. Doubles all mitigated damage and inflicts it upon current target. Duration: 45 seconds
DRK: Devilish Strike - An accurate strike against targeted monster dealing critical damage based on current enmity and terrorizes foe. Duration: Instant
DRG: Lancer's Fury - Allows user to perform numerous Jump commands within the effect's duration. Duration: 15 sec
COR: Pirate's Bounty - User performs instant damage. Damage is calculated based on enmity multiplied by active roll status. Duration: Instant
PUP: Grand Performance - Automaton and master perform a coordinated attack inflicting critical damage and random status effects. Must have an activated Automaton. Duration: Instant
That's all that i could think of atm...lol
Maybe something along the lines of the second 2hr abilities enhancing the original 2hr?
Since my main is rdm how about something that "while under the effect of chainspell user takes 0 damage and duration of chainspell increased by an aditional 30sec... chainspell retimer increased to 4 hours after use" If chainspell is used by itself it acts as normally would.
Just a quick idea instead of a second 2 hour in itself just something to help out our already weak 2 hour abilities....
The only one i use a lot is summoner's astral flow for some BCNMs and thats it. In all honesty it doesn't matter at all to me if SE adds new 2 hours but just giving ideas to think about it differently.
Bayohne
04-09-2011, 09:31 AM
As an aside, I just want to express I'm glad to see some (playful) conversation from the CT. While I don't expect everything we suggest to hit the game, it helps knowing we're not babbling into the ether.
Especially since ethers (http://wiki.ffxiclopedia.org/wiki/Ether) are like... 5000 gil a piece.
Alhanelem
04-09-2011, 10:19 AM
Especially since ethers (http://wiki.ffxiclopedia.org/wiki/Ether) are like... 5000 gil a piece.
Well... *I* thought it was funny.
COR: Wild Card +1: Allows all party members to make a single Wild Card roll.I'd just keep it simple: Wild Card +1 always rolls a 6.
Jakary
04-09-2011, 12:29 PM
i like the whole jobemotes being incorporated into the 2hr animation, i would love to see the nin 2hr be poof a giant frog, then explode hahaha
Harukusan
04-09-2011, 12:59 PM
I can't think of anything that wouldn't break the game (as if certain aspects already haven't). Except one thing for Black Mages: taking FF9's ability to cast magic with no elemental property. Black Mages should have an ability that allows them to cast magic with no elemental base, just straight magic damage, perhaps allowing them to make use of more spells that they wouldn't normally use, or perhaps enhancing the ones that they do.
Or to make it simpler, enhance magic accuracy and attack, or ignore your target's elemental and magical defenses to gain the full benefits of your magic.
Alkalinehoe
04-09-2011, 01:04 PM
I can't think of anything that wouldn't break the game (as if certain aspects already haven't). Except one thing for Black Mages: taking FF9's ability to cast magic with no elemental property. Black Mages should have an ability that allows them to cast magic with no elemental base, just straight magic damage, perhaps allowing them to make use of more spells that they wouldn't normally use, or perhaps enhancing the ones that they do.
Or to make it simpler, enhance magic accuracy and attack, or ignore your target's elemental and magical defenses to gain the full benefits of your magic.
Well BLMs are supposed to be getting Meteor....
Shibayama
04-09-2011, 01:13 PM
How about...
Paladin: God Warrior - All dark-sided creatures are banished. If you believe in Altana you can stay.
On a more serious note...
For Dancer: Entrechat Deux - The dancer's masterful movements create the illusion of a duet. Makes a clone of the dancer that lasts for one minute, doubling attack power, Finishing moves earned and Waltz potency.
Harukusan
04-09-2011, 01:23 PM
Well BLMs are supposed to be getting Meteor....
True, but I believe Meteor is a Dark elemental spell. Also, something that isn't AoE would likely be better, depending on the situation.
Paladin: God Warrior - All dark-sided creatures are banished. If you believe in Altana you can stay.
I challenge you Warrior of Light to try and slay me in battle.
Shibayama
04-09-2011, 01:28 PM
I challenge you Warrior of Light to try and slay me in battle.
"I don't wanna see another book of Scholars - I don't wanna see any Starbursts! Those Dark Knights will be on my Emnity List till the day I die now get out!"
...Please tell me atleast somebody gets the reference lol.
Harukusan
04-09-2011, 01:33 PM
"I don't wanna see another book of Scholars - I don't wanna see any Starbursts! Those Dark Knights will be on my Emnity List till the day I die now get out!"
...Please tell me atleast somebody gets the reference lol.
lmao I don't know your reference but I found this hilarious.
Alkalinehoe
04-09-2011, 01:52 PM
True, but I believe Meteor is a Dark elemental spell. Also, something that isn't AoE would likely be better, depending on the situation.
I challenge you Warrior of Light to try and slay me in battle.
Meteor is non-elemental IIRC.
Siiri
04-09-2011, 02:02 PM
I believe that something along the lines of a T3 1hr ability could be a feasible solution to a new job specific enhancer:
DRK: Devilish Strike - An accurate strike against targeted monster dealing critical damage based on current enmity and terrorizes foe. Duration: Instant
l
Poor DRK even gets screwed in people's broken fantasy job abilities. How about something more along the lines of Max haste and Souleater bonus on every swing without losing HP-Duration 2 minutes.
Fiarlia
04-09-2011, 02:06 PM
Meteor is non-elemental IIRC.
Nope, bring a Dark Resist set and test it yourself against mobs that can cast it. Also, it's listed as Dark Element in the dat files.
Also, many people are guessing that Impact was them "giving us Meteor."
Though I do wish we'd have some sort of non-elemental nuke, preferably single-target. Might actually make the Mythic Staff worth something, since none of the staves would enhance its damage. >_>
Alkalinehoe
04-09-2011, 02:11 PM
Nope, bring a Dark Resist set and test it yourself against mobs that can cast it. Also, it's listed as Dark Element in the dat files.
Also, many people are guessing that Impact was them "giving us Meteor."
Though I do wish we'd have some sort of non-elemental nuke, preferably single-target. Might actually make the Mythic Staff worth something, since none of the staves would enhance its damage. >_>
Really, cause I've heard it the opposite. Supposedly AV's Meteor is Dark damage while others is non-elemental.
Fiarlia
04-09-2011, 02:17 PM
Nope, people thought others were long ago (KB and such) because, well, we were all silly and didn't know as much back then.
Airget
04-09-2011, 02:37 PM
I guess I"ll have some fun with this lol
WAR:Merciliess Destruction: Increases attack speed to hundred fist like potency but lower accuracy by 50%, swinging in succession causes accuracy to rise during duration (Duration 45 seconds)
MNK:Asuran Destruction: Focuses a series of one inch punches on a single spot on the target which causes the target to lose DEF as it's getting hit (duration 30 second)
WHM:Divine Resurrection:AOE that causes instant HP recovery, and a reraise/raise effect with no weakness upon reviving
BLM:Forbidden Words: AOE that surpresses both the user and targets ability to cast magic but leaves the user with HP Fatigue (1/1HP) (Duration: til user dies or 5 minutes) Causes major enmity spike
RDM:Cursed Omen: Strikes the Enemy with a devastating enfeeble that leaves the user with HP Fatigue . Causes monster to fixate itself on the user. (The curse itself weakens the enemeies overall abilities but once the user dies the effect wears off )
THF:Fool's Game: Tricks target to focus on user causing massive loss in evasion and defense (Duration 1 min)
PLD:Guardian's Soul: AOE invincible effect
DRK:Dark Soul: Deals damage based on amount of HP left (The lower the better will continue to attack even at 0 HP but once the effect wears off the user will die) Duration 1 min
RNG:Piercing Eagle: Fires a destructive projectile that pierces through the mob and resonates with all other mobs in the area causing intense DoT
NIN:Forbidden Summon "uses Forbidden Knowledge to call upon a mighty beast that may or may not aid the user" (Through training though one can learn how to call the beast or even tame the ones that act against them.) duration: til death of pet or user or 30 mins.
SMN:Grand Summon:Summon an avatar in astral projection mode taken direct control over the avatar for 1 minute(allows use of moves with no wait time in between and granted access to a destructive ability hidden by the avatar) *Leaves the user in "MP fatigue" which reduces their max MP to 0 for a small duration
SCH:Hidden Chapters: Strikes the Foe with an unknown spell that leaves the user with "MP Fatigue", (spell can range from a single target to an AOE that may cause destructive dmg to allies, though with "proper training" one can gain control over what spell they use)
DNC:Invigoration: a feverish dance which grants AOE Regen/refresh/regain 10/tick, as well as increases all attributes based on the number of steps active when used(Duration 1 minute)
PUP:Alexander's Blessing: Unlocks all of the automatons limiters allowing for direct operation of commands, (direct commands cause damage to the automaton and the duration last for 1 minute)
BLU:Demon Within:Emits a dark energy from within that does damage based on the amount of blue magic spells learned, (based on amount learned other effect may come into effect)
COR:Hexa Prism "Expel 6 bullets to fire down a rain of elemental destruction on enemies, an AOE that causes mobs to have their elemental resist lowered towards all the elements
DRG:Dragon's Wrath: AOE which deliver destructive dmg and causes terror(terror duration is based on type of mob with NMs having high resistance to it) *the effect itself would sacrifice the wyvern and call upon a mighty dragon which breaths fire and causes all mobs to get hit by it to fall into fear/terror*
SAM:Cosmic Elucidation: Next self-made SC creates Cosmic Erluciation (potency is
based on SC that would've been made)
BST:Tamer's Eye:Unlock pets hidden ability and increase it's summon duration
BRD:Harmonic Resolve:AOE causes all engaged mobs and players to be unable to
attack or cost offensive magic for 30 seconds(allowing players
to raise/cure or take advantage of DoTs that may already
be on the mob)
Well I tried, I was trying to aim for things that would help in a bad situation but at the same time trying to think of ones that could be fun to use/test out.
LeaderofAtlantis
04-09-2011, 05:02 PM
BRD (Perfect Harmony) - Number of songs allowed to be cast on a party member is increased to four. Songs already cast upon a party member will only be overwritten if four songs already exist on targeted party member. Duration: 1 minute
If you cast Mage's Ballad II, activate Perfect Harmony, then cast Mage's Ballad III, followed by Mage's Ballad II again, then Mage's Ballad, then Mage's Ballad III again, all party members within the area of effect will have Mage's Ballad III x2, Mage's Ballad II, and Mage's Ballad on. If Mage's Ballad III is cast again after Perfect Harmony wears and while the other 2 are still active, both are overwritten by the new song.
BST (Primal Rage) - Pets will use TP moves in rapid succession and at minimal TP use and pet will be hastened. Duration: 3 minutes
Upon reaching 100% TP, the BST's pet will pick 3 TP moves and use them 1 after the other. They can't be chosen, but to prevent CourierCarrie from using Metallic Body 3 times in a row, a TP move can only be used once in that series.
BLM (Malleus Maleficarum) - Increases Magic Critical Hit rate to 100%. Duration: 2 minutes
BLU (Immortal Soul) - All spells at 300% TP potency plus will have a permanent Chain and Burst Affinity effect. Duration: 3 minutes
COR (Luck of the Draw) - A single 5 card draw determines your fate. Duration: Varies by effect
With the 6 card system in this game without suits, we won't have a ton of options, but here goes:
High Card: HP & MP Recovered = 15 x Highest number
Pair: HP, MP & TP Recovered = 15 x # on card pair
Three of a Kind: Regen & Refresh = 2 x card number (Duration: 90 seconds)
Four of a kind: Regen, Refresh, & Regain = 2 x # on card (Duration: 90 seconds)
Full House: Regen, Refresh, & Regain = 5 x # on high cards (Duration: 90 seconds)
Low end Straight (1, 2, 3, 4, 5): All abilities restored & spell recasts restored
High end straight (2, 3, 4, 5, 6): All abilities & spell timers reduced to zero plus HP & MP Restored 50%
Five of a Kind: All timers reduced to 0, Full restore of HP, MP, & TP, and all enemy targets lose 25% of their current HP (NOTE: If the enemy has 1 HP remaining, it dies instead)
Like Wildcard, COR 2 hour abilities will be left unaffected by timers going to zero.
DNC (Bhangra) - A dance that harvests HP, MP, & TP from enemy targets in 1 swing for its duration. (Duration: 1 minute)
Yes, 1 swing drains 5 then that means you or party members attacking the target recover 5 HP, MP, and TP from that hit.
DRK (Soul Reaper) - Melee and Magic damage restore HP & MP equivalent to damage dealt. Effect will trigger 100% on weapon skills, but use of a weapon skill reduces current time remaining on effect by 50%. (Duration: 3 minutes)
DRG (Extraho Phasmatis) - Your wyvern becomes an adult in look, doubling it's HP, stats, and breath potency. It also immediately copies all buffs effects you have on (except for reraise). Since the DRG's wyvern is Blue, the adult form will look similar to Seiryu or Balaur. It replaces all original breaths (except for Healing Breaths) with the elemental breaths used by Balaur. Healing Breath Potency will increase by 100%. (Duration:5 minutes)
MNK (Subtle Strikes) - All melee, weaponskill, and chi attacks will reduce enemy TP instead of increasing it. (Duration:3 minutes)
NIN (Binshou Ninjutsu) - All Ninjutsu spells cast will have cast times and recast times reduced by 90% and Ninja Tool Expertise activation rate will increase by 10%. (Duration:1.5 minutes)
PLD (Divine Judgment) - All melee hits will have an additional Enlight effect where damage will be 50% of the PLD's current enmity. In addition, any cure spell cast upon the PLD will have its Potency automatically increased by 50% (so a WHM with 40% Cure Potency casting a spell upon the PLD will cast a cure spell with +90% to Cure Potency but without any additional enmity gain). All spells cast by the PLD will have their effects enhanced by 50% as well (Holy dmg + 50%, Protect V defense bonus +50%, etc.) (Duration: 1.5 minutes)
PUP (Upgrade) - The effect of all Maneuvers will be equivalent to having 3 of those maneuvers up. Burden produced during this time will be reduced by 50%. Also, the Attack, Ranged Attack, Accuracy, Ranged Accuracy, Magic Attack, Magic Accuracy, Defense, and Evasion of the Automaton will be increased by 25%. (Duration: 2 minutes)
RNG (Eagle Eye) - All shots will always hit their target with maximum effectiveness. In other words, no matter where you stand, you're always at the "sweet spot" and will always critical. (Duration: 1 minute)
RDM (Double Magic) - Cast two spells for the price of one. (Duration: 3 minutes)
For the duration of this effect, you will cast 2 spells simultaneously. Let's say that you select to cast Fire IV. During the casting of the spell, you hit to cast Cure IV as well. Upon completion of Fire IV's casting, Cure IV will also cast, but you will only lose MP for Fire IV. If you cast Refresh II on yourself, and hit to cast Refresh on yourself during the cast of Refresh II, again, both will trigger simultaneously, but you will only be charged MP for Refresh II.
SAM (Zekkou Samurai) - Grants Store TP +50 for all melee and ranged attacks. In addition, Zanshin will trigger 100% upon missing and Zanshin attacks will gain an extra +25 to Store TP. Also, upon missing a weapon skill, the animation will instantly trigger again and the weapon skill accuracy will be 100%. (Duration:1.5 minutes)
SCH (Suma Cum Laude) - Temporarily activates all strategems for your current Arts. (Duration: 2 minutes)
SMN (Astral Fury) - MP Required to use Astral Flow abilities is reduced by 50% and Potency increased by 50%. So Astral Fury is essentially Astral Flow II. (Duration:3 minutes)
NOTE: Alexander and Odin can still be used only once, but the power of their Astral Flow abilities will still be enhanced by 50%
THF (Master Thief) - Reduces recast timers for all job abilities by 75%, and increases Treasure Hunter activation rate and cap by 50%. Does not effect Master Thief or Perfect Dodge. (Duration:3 minutes)
Assuming no merits in recast timer reductions, you could effectively use Sneak Attack and Trick Attack every 15 seconds. Using Accomplice will put the recast timer for Collaborator and Accomplice at 1 minute 15 seconds.
WAR (Berserker) - You lose all control and enter a blind rage. (Duration: 1 minute)
During this time, you will be unable to control your Warrior, but all attacks will be critical hits and your attack power will be equivalent to having Berserk and Warcry active. Also, upon hitting 100% TP, your Warrior will use the most recently obtained weapon skill. It will ignore AoE weapon skills in favor of a safer one. Also, attack speed will be increased by 15% (as if hit by Haste spell).
WHM (Divine Touch) - Restores all HP & MP of allies, removes all status ailments, and grants one potent, positive effect to all allies within Area of Effect. (Duration: instant)
Possible positive effects include:
Haste - Duration of this haste is double that of the spell
Stoneskin - Strength of this Stoneskin is equal to the strength of the Stoneskin the user WHM can cast on themselves + 150 HP worth of damage.
Protect +1 - Take the highest level protect spell the WHM user can cast and add 1 level to it
Shell +1 - Same as Protect above
Barall - Enhances the resistance for all elementals and ailments by 100
Reraise IV - Reraise without weakness and at 25% of max HP. XP loss is equivalent to Reraise 2 (for balance)
Regen +1: See Protect +1 above
GlobalVariable
04-09-2011, 08:10 PM
Nope, people thought others were long ago (KB and such) because, well, we were all silly and didn't know as much back then.I recall KB's being claimed to be light based years ago. I don't think there was even enough light resist gear to test it proper back then, lol.
buff for existing 2h(add to existing effect):
MNK:100%KA rate, kicks work like under footwork
WAR : 100% DA rate
WHM : remove all debuff on pt member (weakness too), give player a 100hp/tic regen (stack with other regen)
RDM : Magic affinity +2 , buff/debuff efect +15% (go over cap)
BLM : double your MAB
PLD: absorb physical dmg taken, can go over max HP
DRK : HP drained that exceeds the amount necessary to fully heal the Dark Knight will temporarily boost maximum HP
SAM : 34TP regain
BRD : double # of song (up to 6 with empy harp)
DRG : higher stat boost, jumps recast affected by haste, haste bonus is ja haste
BLU : chain / burst affinity effect on all spells
COR : all rolls active on pt member gain a boost multiplier (10%+15%*WC roll ),ex player have a 9 chaos roll(17%), cor WC 4, new chaos roll value is 17*(1+(10+15*4)/100 )=28.9%; rolls duration is reset
PUP : pupet gain a 2H effect based on frame (harlequin=HF, valoredge=invincible,sharpshot =EES, stormwalker =CS)
DNC : steps: 0tp cost, 5sec recast; flourish: cost 1FM, effect based on total FM you have, lower recast
SCH : all double weather bonus effect
Karbuncle
04-09-2011, 08:47 PM
Pretty sure I saw some conclusive testing on Absolute Virtues Meteor, and proof it was Dark Based. Its on BG somewhere :\
Shadobi
04-09-2011, 08:54 PM
Dancer 72 Hour ability Dazzling Tango: Inflicts the next target you strike with TP daze, allowing all those engaged in battle with it to drain 25 TP per hit.
Monk 72 hour ability Ansatsuken: Forbidden technique which causes Instant death or Inflicts the status effect of Terror on the target.
Karbuncle
04-09-2011, 09:05 PM
An Ability you can use once everytime your Tidal Talisman is up :P? Jeez. You know, I think I've been outdone in Insanity, This cannot be allowed.
Shadobi
04-09-2011, 11:30 PM
Ninja 72 Hour ability Kage Suitchi: Technique which switch the target with yourself. (Any form of attack monster does to you will damage the monster and Any damage you do to target will damage yourself.) Kage Suitchi means Shadow Switch.
Karbuncle
04-09-2011, 11:32 PM
Ninja 72 Hour ability Kage Suitchi: Technique which switch the target with yourself. (Any form of attack monster does to you will damage the monster and Any damage you do to target will damage yourself.) Kage Suitchi means Shadow Switch.
Thats Actually rather creative :)
Shoko
04-09-2011, 11:44 PM
Pretty sure I saw some conclusive testing on Absolute Virtues Meteor, and proof it was Dark Based. Its on BG somewhere :\
It is indeed. Do believe it was Mojo, or someone. Meteor apparently didn't do much to either Diabolos or Fenrir, both of which are obvious darkness-based summons.
Karbuncle
04-09-2011, 11:50 PM
Dancer 72 Hour ability Dazzling Tango: Inflicts the next target you strike with TP daze, allowing all those engaged in battle with it to drain its TP.
Samurai 72 Hour ability Mushi Dokugo: TP remains at 100% for 30 secs. (Can Weapon skill continually but cannot skill chain.)
Monk 72 hour ability Ansatsuken: Forbidden technique which causes Instant death or Inflicts the status effect of Terror on the target.
My Original DNC Two hour idea was going to be like "Duet", Where it would summon a clone of yourself to fight by your side for 30 seconds, mimicing your actions.
Similar to how Dracula in the Assault can Clone a character.
Duzell
04-10-2011, 01:48 AM
I always favored the idea of the whm ability killing the WHM to raise everyone else in the party without weakness at full HP/MP. Divine Sacrifice.
Miiyo
04-10-2011, 03:21 AM
I always favored the idea of the whm ability killing the WHM to raise everyone else in the party without weakness at full HP/MP. Divine Sacrifice.
DON'T YOU GO SACRIFICING ME! I'M POWERFUL ENOUGH TO RAISE EVERYONE WITHOUT WEAKNESS AND WITHOUT COMMITTING SUICIDE!
Denabond
04-10-2011, 04:43 AM
Some ideas I thought up.
Rdm Spell Blade: Increases Acc and each melee hit the rdm does, it instantly casts a T3 elemental spell, depending on which enspell the rdm currently has on. The T3 that is instant casted does not use MP. If the rdm doesn't have a enspell buff, it defaults to light elemental magic. Duration: 1 min
Blm Mana Overload: All spells the blm casts does double damage, but also consumes 1.5X the MP. Duration 1 min
Bst Stampede: Makes 4 copies of the bst's current pet(for a total of 5 pets). All pets will have 300 TP when Stampede is used. Commands given will apply to all pets (ex when using Sic, all pets will do a WS at the same time). Duration 2 mins
Nin Utsusemi San: Ninja gets infinite Shadows. When 2hr effect wears off, the nin will have 10 shadows remaining. When use with Sange, will consume 10 ammo. Duration 30 sec
Samurai Zantetsu: same as smn useing Odin, but single target
Cor Risky Gamble: Buffs the pt with 2 2hrs depending on the number rolled
6: Mighty Strikes + Hundred Fists
5: Manafont + Chainspell
4: Invincible + Benediction
3: Meikyu Shisui + Blood Weapon
2: Perfect Dodge + Blood Weapon
1: Benediction > Mijin Gakure
Yes a roll of a one will fully heal the cor's pt, then eveyone uses nin 2hr and dies.
Sch (insert cool name here couldn't think of one): Increases spell potency depending on day/weather. Duration 1 min
Same day or single weather effect = 50%.
Same day + Single weather or double weather effect = 100%.
Same Day + Double Weather = 150%
Shadobi
04-10-2011, 05:28 AM
Whitemage 72 Hour Ability: Sacrum Terra: Divine area of effect barrier that Constantly knocks back any aggressive enemy target that approaches you, Also within the barrier (Shorten sickness timers) (Enemy magic immunity ~weaken state party only) (Weaken state party members get auto raise status)
Teraniku
04-10-2011, 05:31 AM
Bst Stampede: Makes 4 copies of the bst's current pet(for a total of 5 pets). All pets will have 300 TP when Stampede is used. Commands given will apply to all pets (ex when using Sic, all pets will do a WS at the same time). Duration 2 mins
Sch (insert cool name here couldn't think of one): Increases spell potency depending on day/weather. Duration 1 min
Same day or single weather effect = 50%.
Same day + Single weather or double weather effect = 100%.
Same Day + Double Weather = 150%
BST Stampede could be like Choco / Mog Summon in Final Fantasy VII. Have a Mob come and run over the mob you're fighting. Higher the level, the better the mob call and Damage.
Since the SCH 2 hr you propose is all about Day and Weather then calling it Carpe Diem ("Sieze the Day" in latin) seems appropriate.
Harukusan
04-10-2011, 05:46 AM
It is indeed. Do believe it was Mojo, or someone. Meteor apparently didn't do much to either Diabolos or Fenrir, both of which are obvious darkness-based summons.
Meteor is 100% dark based. I only originally said "I believe it is" because I thought everyone else knew lol. I guess not. Meteor is an AoE dark-based elemental spell. And as a BLM, I'm honestly not looking forward to it. That spell lags me to all hell. I still think a realistic 2hr ability for BLM would be to nullify all elements of its spells and maybe beef up the MACC and MAB a bit. Or wouldn't it make sense to simply decrease the casting time of nukes with our existing 2hr Manafont?
AyinDygra
04-10-2011, 07:36 AM
Remember, you guys asked for it ;)
First, additions to existing 2-Hour Job Ability effects:
Perfect Dodge: Allow dodging ranged attacks.
Invincible: Nullify ranged attack damage.
Azure Lore: Increase duration and apply Chain Affinity and Burst Affinity to all Blue Magic for the duration.
Benediction: Raises dead party members, and those raised do not have weakness. Always removes all status ailments, including doom, and adds "bar-all elements and status" and Regen aura for an extended duration after.
Overdrive: Each maneuver counts as three of that element active. All attachments are active, regardless of current maneuvers. Attachments that normally consume maneuvers do not. Automaton combat skills increase +20.
Eagle Eye Shot: Never misses unless target has Perfect Dodge active.
---
Advanced additional 2hrs (or new 1 hour abilities!):
Warrior: Rend - Attacks ignore enemy defense for duration and inflict a "bleeding" Damage over Time effect that also reduces enemy defense. (ignored defense includes weapon-type defenses, physical defense, etc)
Thief: Master Thief - Critical hits have the same chance as Sneak Attack and Trick Attacks to increase the Treasure Hunter effect count. Critical hit rate and damage increases greatly. Hitting the enemy adds an effect that lowers the enemy's defensive critical hit evasion rate and offensive critical hit rate. All the thief's attacks include a chance to steal from the enemy. (can steal an item, gil, buff, TP, HP and MP. If the enemy does not have an item, gil or buff, it only attempts to steal the remaining options, stronger than Twilight Knife)
Monk: Grappling - Monk's defensive skills activate more often. All monk attacks gain accuracy and bypass enemy defensive skills (parry, counterattack, guard, shield) for the duration. Monk attacks have the additional effect of dealing damage to the enemy's TP.
White Mage: Divine Hammer - For the duration (fairly long), all Whm attacks are converted to "divine magic" damage. The damage done by Whm weaponskills is multiplied by at least double and split among party members in range as HP restoration. When the whm uses a weaponskill, remove an ailment from the party members in range. The Whm's weaponskills are always accompanied by the "Holy" spell, even if they have not learned the spell for normal use.
Black Mage: Mana Burst - All spells cast for the duration land with "Magic Burst" bonus. There is a chance after each spell cast, that the MP cost to cast it is distributed to party members who do not have max MP (including the Blm who cast.)
Red Mage: Spell Sword - The next offensive single-target spell cast by the Rdm is "Cast" at no MP cost during the first hit of all auto-attack rounds for the duration.
Beastmaster: Master's Rage - For the duration, grant the "all-killer" effect to Beastmaster and any pet called or charmed. This "all-killer" effect has a higher activation rate than normal killer effects. Adds 3 charges to ready. Reduces the recast of Sic. Allows the use of pet's TP moves when the pet only has 50TP through either Ready or Sic.
Bard: Hero's Song - Raises the stats of the party and raises the "effective level" of the party +10 for combat calculations. This 2hour adds a separate effect (not a song slot).
Paladin: Altana's Light - The Paladin cannot be killed when they reach 0 hp for the duration of this status. The Paladin's HP can exceed their max HP by double - this effect lasts for a while after the end of Altana's Light (their HP does not automatically drop back to their normal max HP at the end of the "Altana's Light" effect)
Dark Knight: Fearful Strikes - For the duration, critical hits inflict terror. The lower the enemy's life, the higher the Dark Knight's critical hit rate. While the enemy is afflicted with this special terror, the Dark Knight drains its HP over time.
Ranger: Death from Above - Firing arrows at high arcs, they land with tremendous force, negating any distance penalties. Since the attacks seem to come from directly above, the enemy does not know who shot them, thus not increasing the enmity toward the Ranger. Reduces time between ranged attacks.
Samurai: TP Generator (needs a better name) - For the duration, the Samurai gains +10 store TP and all of the Samurai's auto-attacks grant a fraction of the gained TP to party members within range as well. Weaponskills can give between 25 and 100% TP to each party member (rarely 100%). This sharing is not subtracted by the TP gained by the Samurai, it is generated as a bonus to the party members including the Samurai (even when solo).
Ninja: Striking Shadow Image - For the duration, as long as the Ninja has at least 1 Utsusemi shadow image active, a "pet" ninja clone will join them in battle. If Mijin Gakure is used while this is active, each shadow will add to the damage. (only one pet ninja clone will ever be present despite having multiple shadows active, however, it will continue to exist as long as any shadows are up, mimicing every move the Ninja makes, with lower power)
Dragoon: Sky Splitter - All jump timers reset, All jump recasts are reduced to 10 seconds for the duration. (Shared timers are split.) All jumps are accompanied by bright lightning strikes (just graphic effect) and the crash of thunder.
Summoner: Astral Gate - For the duration, reduces Bloodpact Rage and Ward recast timers. Summoned monster gains all stats. Perpetuation costs are suspended. Summoner cannot move, holding open the summoning circle.
Blue Mage: Mark of Zahak - Allow use of all blue magic known to the blue mage for duration, regardless of being set or not. (If they have to temporarily turn into Soul Flayers for this effect, so be it)
Corsair: Jinx - Inflicting the enemy with this status makes all sorts of things go wrong for them. They have lower chances of anything "good" happening, such as: critical hits turn into critical misses, evading an attack can turn into getting hit with a critical hit, TP attacks can backfire causing damage or effects on themselves instead. Player attacks have much higher rates of success against the jinxed enemy.
Puppetmaster: Ensemble - The current automaton temporarily disappears (if active) and each automaton available to the Puppetmaster as a full set appear together at one time, each performing a powerful attack before disappearing, and the original automaton returns to battle (if one was active). (only head and body matching appear, not combinations: Valoredge/Slashing, Sharpshot/Ranged-Piercing, Harlequin/Blunt, Stormwaker/Magical, and any future models should be added)
Dancer: Vivifying Waltz - For the duration, whenever the dancer gains 50tp, they trigger the Vivifying waltz effect which costs no TP and restores some HP to the party members within range plus gives each healed party member some TP (10-25). The count for the required 50tp is kept separate from current TP%, and excess TP earned above 50 in this separate counter is reset to 0 upon activation of the Vivifying Waltz effect each time.
Scholar: Martial Tactics - Declaring Martial Tactics on an enemy will enhance skillchain and magic burst damage to that target. Additionally, the strict time limits normally required to enable these effects are removed, and any weaponskills or magic cast on the enemy that can chain together, will chain together, regardless of the time between actions.
---
I sorta held back a little... oh well.
Bulrogg
04-10-2011, 08:26 AM
Ninja: Striking Shadow Image - For the duration, as long as the Ninja has at least 1 Utsusemi shadow image active, a "pet" ninja clone will join them in battle. If Mijin Gakure is used while this is active, each shadow will add to the damage. (only one pet ninja clone will ever be present despite having multiple shadows active, however, it will continue to exist as long as any shadows are up, mimicing every move the Ninja makes, with lower power)
I'd like to see that as an job ability 3 minute active/5 minute timer vs 2hr. When shadows wipe clone disappears, recast re-calls a new clone. Mind if post it in the NINJA forum? <.< (I know twelveozmouse will bash it like everything else over there but I still like the idea) :D
axlzero
04-10-2011, 09:39 AM
how about abilities based on jobs you have leveled and your subjob why not make it available where you do both subjob quest and you have 2 subjobs like pld99/war49/mnk49 then you get the two hour abilities of your subjobs. you can use each seperatly and when you mix the jobs you get a unique 2 hour example pld/war/mnk finest hour hundred fist mighty strikes and invicible all rolled into one would be an uber hate holder for pld. or pld/rdm/blm you get invincible with chainspell and manafront.
i would also like to see ninja 2 hour change from Mijin Gakure to a ninja clone ability where your char splits into 2 or 3 and ther attacks and actions are threefold basically the clones do what the main does. make Mijin Gakure and 30 min ability or something
i would like also to see drk get an ability where a blm or other black magic caster can target there weapon with an elemental spell that when a drk closes a ws it automatically causes a magic burst effect with lots more damage and inflict a status alement like burst with ice causes paralize
just some ideahs
AyinDygra
04-10-2011, 10:22 AM
I'd like to see that as an job ability 3 minute active/5 minute timer vs 2hr.
Having it active that much of the time would make Ninja too much like pet jobs. This is really more of a way to augment ninjutsu:
Cast once, and get each shadow magnifying the attack by casting the same ninjutsu.
Throw a shuriken and have all shadows throw shadow shuriken. (not ammo)
Mijin Gakure and all your shadows blow up.
In the meantime, one shadow attacks along side you, only because the boss NPCs get this bonus on multiple copies that can actually fight independently, and it's based on that ability (only one pet is supported by the combat system, not counting Adventuring Fellow, otherwise I'd have copied it directly from the bosses).
In short, I don't think the ability should be active very often.
Cruentus
04-10-2011, 11:05 AM
So let me get this straight. Every job will have two Two-Hour Abilities, one for use when it's your main job, and one for when it's your support job? That sounds awesome.
Fell Weapon
Dark Knight's Main Two-Hour Ability
Duration: 1 minute
Critical hit rate doubles, all changes to HP are nullified while in effect (meaning you can't be healed, but you also can't be hurt, nor do you take damage over time from effects like Poison or Dia), your current level of Haste is doubled, ignoring the current Haste caps (i.e., you had 26% Haste in equipment, this would double to 52% Haste), and your attacks never miss. When this effect wears off, you instantly drop to 1 HP.
Make Blood Weapon the support Two-Hour Ability, since it kind of sucks. A support job's Two-Hour Ability should never exceed the potential power of the main job's Two-Hour Ability.
Also, your main job should have access to both of its Two-Hour Abilities, but in that case, have them share a recast timer, so you can still use your support job's Two-Hour Ability.
Krystal
04-10-2011, 01:54 PM
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
sounds good to me! here i go!
These are all the ideas i had and i put alot of effort into them. for those of you who may go"why the hell does this do that to my job? that's stupid!" the reason is this: For each ability that has a great amount of power their must be an equal or greater drawback to using them to prevent the ability from being abused and being overpowered.
List of 2hrs:
White Mage: Divine Protection: For 30 seconds any healing or enhancing spell a whm casts also gives a temporary invincible effect that lasts for 3-5 seconds.
Black Mage: Super Nova: A huge explosion occurs dealing HIGH amounts of non-elemental damage to all foes in the range of black mage.
Warrior: Kamikaze: The Warrior charges at a foe and explodes apon impact dealing one-hit K.O. to any normal monster and a high amount of damage to an NM. After the 2hr is over the Warrior can not be raised and is sent directly to their Home point,losing the standard exp they would lose had they died normally at their level.
Monk: Black Belt: For 30 seconds ANY attack directed at the monk is countered and deals triple the normal damage done by the monk.
Thief: Master Thief: The Thief can steal one rare item from the NM/normal monster that would normally drop from being killed. This item would be chosen at random and would NEVER be a common item plus be Rare/Ex no matter what the original property of the item is.(this is to prevent RMTs from monopolizing this ability since it could not be traded or auctioned)
Red Mage: Triple cast: The Red mage could cast up to three spells at once for their normal cost for 30 seconds. For each spell the red mage would choose the target of each spell then once they confirmed all spells and targets all three spells would be cast at once in the order they were chosen(The order is for the sake of the following). while this 2hr is in effect the rdm however could NOT use its convert ability. If the Red mage does not have enough MP to cast one of the three spells then it is skipped and the next chosen spell is cast instead.
Paladin: Holy Nova: The Paladin performs a strike on a selected monster for a huge amount of holy damage which negates resistance. If the target of this ability is undead the monster is instead instantly K.O'd unless it is a NM in which case the damage is increased by 1.5x
Dark Knight: Unholy Might: The Dark Knight gains a large attack boost and can continue to fight even with it's HP at zero for sixty seconds. Once the Dark Knight's HP reaches zero it can no longer be healed or more the case healing spells will read"has no effect" when cast on the Dark Knight. Once the sixty seconds are up however the Dark Knight falls dead losing double the standard exp it would lose for it's level.
Beastmaster: Untamed Beast: The BeastMaster would be able to charm a normally non-charmable monster and control it for five minuets. This includes NMs however BCNM monsters would remain immune. When the NM is uncharmed it would turn on it's master and yield no exp or drops like a normal charmed monster would.
Bard: The Last Verse: The Bard would play a song that gives all party members in the area of effect a Large attack,evasion,defense, and accuracy boost as well as a Reraise III effect which would last the standard amount of time a song lasts. However when the song wears off all party members who gained the effects of the song would be inflicted with Weakened status for five minuets.
Ranger: Bullseye!: The Ranger would gain a huge ranged accuracy and critical hit rate boost for 30 seconds.
Samurai: Seppuku: The Samurai commits suicide by stabbing themselves but does not lose exp on top of that they raise non-weakened.(well aware this is a ninja copy but hey..if you look em up on wiki they had it first!)
Ninja: Kage Bunshin: The Ninja creates a real copy of themselves that lasts for three minutes. this copy would mimic the original player's movements and actions move for move and action for action. However the copy's stats would be roughly 1/4 less than the original Ninja.
Dragoon: Dragon's Crest: The Dragoon and their wyvern would merge into one instead of the wyvern leaving the field like it does with the other 2hr. The Dragoon's attack,defense, would be given a large boost along with a full TP gauge that does not go down when a weaponskill is used. During the time of this effect the Dragoon would have access to a new weaponskill called "Crest Breaker" This weapon skill would be a ten fold attack against the monster this weaponskill would deal an extremely high amount of damage even to NMs however once used the ability's effect's disappear and your "Call Wyvern" Recast Timer is set to a one time 2hrs instead of it's normal 20 minuets. if the "Crest Breaker" Weapon skill is not used this 2hr lasts for 30 seconds and the Dragoon's "Call Wyvern" Recast timer remains unchanged.
Summoner: Odin's Pact: Once activated all party members in the summoner's party are given a "Protected by Odin" Status effect which lasts for 5 minuets. If a Party member under this effect would be killed by an attack Odin appears for a moment and shields them by throwing down a spear in front of the monster stunning it and removing all hate from the party member. Once three of the six members of the party or one member is protected three times the effect disappears from all party members. During this time Odin CAN NOT be summoned by any summoner in the party while under the effects of "Astral Flow".
Blue mage: Azure Rush: The Blue mage can instant cast blue magic spells they have prepped for 30 seconds at their normal cost.
Corsair: Russian Roulette: The Corsair fires a instant K.O shot at a random character. this can be a fellow party member,themselves, or monster. this is chosen by a cursor running along all members and monster's within the area of effect slowing down after a few seconds and stopping randomly. The Monster.Player, or Corsair the cursor lands on it instantly K.O.'d not even NMs are immune to this 2hr skill and will be instantly K.O.'d as well. This ability CAN NOT BE USED if there is less than 3 members in the Corsair's party.
Puppet-Master: Overload: For 30 seconds the Puppet-Master's automation is given a huge attack,defense,accuracy, haste boost. Once this effect ends you will be inflicted with an overload effect that lasts for up to 5 minuets.
Dancer: Final Flourish: The dancer sacrifices all remaining TP to use a Raise effect on all party members. The tier of raise depends on how much TP the Dancer has. 100%=Raise 1, 200%=Raise II, 300%=Raise III. Once used the Dancer is unable to accumulate TP for 5 minuets. The Dancer MUST have at least 100% TP to use this Ability.
Scholar: Eureka: Scholar gains access to all spells and stratagems for 30 seconds and every Black magic spell cast will have the effect of Parsimony,Alacrity,Ebullience,Focalization,Equanimity, and Immanence. Each white magic spell will have the following effects of Penury,Celerity,Rapture,Altruism,Tranquility, and Perpetuance. Once this effect ends however the scholar will be unable to use ANY stratagem or their light and dark arts for 20 minuets.
Krystal
04-10-2011, 02:11 PM
I sorta held back a little... oh well.
Not trying to wipe your quote off but i'd rather not quote a text block...lol
anyways...while all those abilities are awesome..most of which if not all are severally over-powered there are no substantial drawbacks to using them at all.
AyinDygra
04-10-2011, 02:22 PM
most of which if not all are severally over-powered there are no substantial drawbacks to using them at all.
This is true... because...
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
I'll let SE add drawbacks, if any are needed.
Very few of our current 2hrs have drawbacks that I'm aware of:
Ninja (dead, can be used strategically to be a bonus)
Dragoon (lose wyvern, but the call wyvern timer could be up when they use it, and call it right back)
A few others give a large amount of enmity based on their actions, but that can't really be called a drawback.
Shadobi
04-10-2011, 03:24 PM
Blue Mage 72 Hour ability: Immortal Lore: Access to ancient blue magic long forgotton: Dischord Grand Train Aqua Breath Quasar Force Field Rippler Mighty Guard Step Mine Pearl Wind Matra Magic (Under the effect of Immortal Lore all attributes are enhance by 5 and the Job Trait: Azure Guard: Occasionally enemies blue spells have no effect on you.)
Denabond
04-10-2011, 04:52 PM
Important thing to remember is one of its major drawbacks is it can only be used once ever 2 hours. Its because of this that most people see 2hrs as a OH S#!% button. Its best to think of what all the positives it should do first, then have SE decide whether or not they should have another drawback on top of the 2 hour cooldown.
Jadey
04-10-2011, 05:52 PM
Puppetmaster: Curtain Call
Duration: 00:05:00
On activation, the player's automaton disappears (with no reset of Activate timer even if automaton is at 100% HP) and a percentage of its HP and MP are transferred to the master. For the duration, the master is given access to the abilities of the automaton's frame/head combination, including weapon skills, magic spells, and abilities/traits granted via attachments. Player may continue to use Maneuvers (and gain stats/increase the power of related attachments) without any cooldown timer - however, Overloading immediately ends the two-hour effect.
Paladin: Altana's Beacon
Duration: 00:01:00
This ability requires the Paladin to target a single enemy. All other player enmity is wiped on that target, and only the Paladin may build enmity. Paladin is given a flat -10% damage taken bonus (stacks with gear, can go beyond 50% cap) and every successful shield block gives the Paladin an extra -5% damage taken bonus and an additional 15 seconds of ability time (caps at -50% damage taken and +120 seconds of bonus time.)
Dark Knight: Contract From Below
Duration: 00:02:00
Upon activation, all damage dealt and damage taken by the Dark Knight will be an automatic critical hit.
Bard: Cacophony
Duration: 00:03:00
The Bard gains an Aura that inflicts Attack Down, Defense Down, Magic Accuracy Down, and Magic Evasion Down on all claimed targets within area of effect. Aura effect builds in intensity over time in a similar manner to Avatar's Favor.
Chiibi
04-10-2011, 08:23 PM
Monk 2hr V2: Chuck - Kick attack 100% delay 0 for 30 seconds.
Teraniku
04-10-2011, 09:52 PM
Dark Knight: Contract From Below
Duration: 00:02:00
Upon activation, all damage dealt and damage taken by the Dark Knight will be an automatic critical hit.
No, It needs a cooler name. How about Promathia's Bane ?
Karbuncle
04-10-2011, 10:46 PM
Milord Promathia would never off such weak power to a Dark Knight. Its like Mighty Strikes except it nerfs you too.
a Contract with Milord would be no less than A combo of Hundred Fists, Mighty Strikes, and Blood Weapon.
Dohati
04-11-2011, 12:33 AM
Puppetmaster: Frame of Mind - Automaton Attachments Work At full Power. -Dur.30sec
so the pup one is just... overdrive again... but less good? btw overdrive is so lame i had to look it up on wiki to find out what it was called, and pup is my main job.
Dohati
04-11-2011, 12:35 AM
No, It needs a cooler name. How about Promathia's Bane ?
i actually think the name "Contract from Below" is pretty cool.
Karbuncle
04-11-2011, 12:41 AM
so the pup one is just... overdrive again... but less good? btw overdrive is so lame i had to look it up on wiki to find out what it was called, and pup is my main job.
I was unaware Overdrive gave the effect of 3x Maneuver to all Attachments making them all work at Full power.
nowait, It doesn't. It allows you to use unlimited Man. but theres still a max of 3. On top of that it just enhances acc/atk/etc, Doesn't Bring all Attachments to their full-Manuever power. (This is obvious when using Attachments like Coiler).
Unless wiki is wrong and my Automaton just doesn't like maximizing Coiler :(
Merton9999
04-11-2011, 12:41 AM
I like the idea of additional 2 hours and a lot of the examples on here. One common element for the WHM ideas is removing weakness, of course. I was always hoping for WHM 95-99 to get the spell Revivessence (sp?), which I believe is cast by Ferrous Coffin in Campaign, and removes weakness on the target party member. It may seem overpowered to allow this as a standard learnable spell instead of a 2 hour, but there are easy ways to mitigate that, like a long recast timer, long casting time, large MP cost, etc.
For the new WHM 2-24 hour ability, I'd like to see a Benediction + revive dead members and remove weakness. I just wouldn't want the weakness removal limited to only this ability.
Dohati
04-11-2011, 12:41 AM
Puppetmaster: Curtain Call
Duration: 00:05:00
On activation, the player's automaton disappears (with no reset of Activate timer even if automaton is at 100% HP) and a percentage of its HP and MP are transferred to the master. For the duration, the master is given access to the abilities of the automaton's frame/head combination, including weapon skills, magic spells, and abilities/traits granted via attachments. Player may continue to use Maneuvers (and gain stats/increase the power of related attachments) without any cooldown timer - however, Overloading immediately ends the two-hour effect.
Paladin: Altana's Beacon
Duration: 00:01:00
This ability requires the Paladin to target a single enemy. All other player enmity is wiped on that target, and only the Paladin may build enmity. Paladin is given a flat -10% damage taken bonus (stacks with gear, can go beyond 50% cap) and every successful shield block gives the Paladin an extra -5% damage taken bonus and an additional 15 seconds of ability time (caps at -50% damage taken and +120 seconds of bonus time.)
Dark Knight: Contract From Below
Duration: 00:02:00
Upon activation, all damage dealt and damage taken by the Dark Knight will be an automatic critical hit.
Bard: Cacophony
Duration: 00:03:00
The Bard gains an Aura that inflicts Attack Down, Defense Down, Magic Accuracy Down, and Magic Evasion Down on all claimed targets within area of effect. Aura effect builds in intensity over time in a similar manner to Avatar's Favor.
me likey the pup one c.c i dont think the pld one needs to have a dmg cap of 50% though. i think 90% would be fine, because it only lasts for 2 minutes tops, and may not even get that high depending on the shield skill and type the pld wields. maybe cut the effect boost down to like 2.5% per block so paladins with aegis or ochain don't get the 90% right off the bat.
Dohati
04-11-2011, 12:47 AM
I was unaware Overdrive gave the effect of 3x Maneuver to all Attachments making them all work at Full power.
nowait, It doesn't. It allows you to use unlimited Man. but theres still a max of 3. On top of that it just enhances acc/atk/etc, Doesn't Bring all Attachments to their full-Manuever power. (This is obvious when using Attachments like Coiler).
Unless wiki is wrong and my Automaton just doesn't like maximizing Coiler :(
you didn't specifiy that it would be the effect of 3 of every maneuver. i just thought "attachments work at full power" just sounds a lot like the overdrive description. the only decent thing about overdrive in my opinion though is that it makes valoredge attack so fast with 3 wind maneuvers and turbo charger. unfortunately valoredge is so poorly imbued in the weaponskill dept. outside the use of bonecrusher in abyssea with crit atmas. (i haven't tried it yet, nobody flame my post if it's still not that strong. lol.)
Karbuncle
04-11-2011, 12:49 AM
you didn't specifiy that it would be the effect of 3 of every maneuver. i just thought "attachments work at full power" just sounds a lot like the overdrive description. the only decent thing about overdrive in my opinion though is that it makes valoredge attack so fast with 3 wind maneuvers and turbo charger. unfortunately valoredge is so poorly imbued in the weaponskill dept. outside the use of bonecrusher in abyssea with crit atmas. (i haven't tried it yet, nobody flame my post if it's still not that strong. lol.)
Ah, Well, By "Attachments work at full power" I meant of course "Each Attachment works like there was 3x Matching Manuever" for it :)
Which I thought would be badass >.>
Shadobi
04-11-2011, 04:55 AM
Puppetmaster 72 Hour ability: Marionette Rex: Access to choose 1 of 3 unique Marionette frames.
Soldier Frame: Marionette Technique: Limit: Brave Slash Cross Slash Blade Beam Climhazzard Meteorain Finishing Touch Omnislash Cherry Blossom
Mime Frame: Marionette Technique: Mimic: Duplicates any Magic, Weapon skills or Job abilities used.
(Not 2 hours)
Necromancer Frame: Marionette Technique: Possess: Can take control over any fallen "beastmen" body through possession.
Antica Bugbears Gigas Goblins Lamiae Mamool Ja Orcs Moblins Orcish Warmachines Poroggos Qiqirn Quadav Sahagin Tonberries Trolls Yagudo.
Alkalinehoe
04-11-2011, 05:02 AM
Monk 2hr V2: Chuck - Kick attack 100% delay 0 for 30 seconds.
Lol, infinite kicks? I like that.
Karbuncle
04-11-2011, 05:15 AM
Lol, infinite kicks? I like that.
I think its funny, cause technically, with 0 Delay, anything you engage would simply Die the second you swung. Cause you would create an infinite loop of attacks.
I think it would be funny that, In some cases, the mob would likely "Die-Spawn (Dissapear)" before you even finished swinging :P
SubDragon
04-11-2011, 01:53 PM
Well BLMs are supposed to be getting Meteor....
And SMN's were supposed to get new avatars in 2006 and then again in 2007 and wait 2008 and 2009..... :P
Daniel_Hatcher
04-11-2011, 05:59 PM
True, but I believe Meteor is a Dark elemental spell. Also, something that isn't AoE would likely be better, depending on the situation.
Isn't it comet that is Dark Based, whereas Meteor in non-elemental.
Isn't it comet that is Dark Based, whereas Meteor in non-elemental.
=>
searched a litle on BG found : (post by Virtuous Saint)
they aren't non-elemental, they are dark. I resisted both KB's meteors and AV's with a dark elemental build of around 200, granted I only got a few resists against AV, but if you had best possible you could likely resist with decent frequency. The thing about having a dark element build is obviously you can't have much, if any -MDT +MDB gear if you want to resist with any noticeable frequency so if you don't resist you are very likely dead, unless it is a non-manafonted, non-bracelets meteor, e.g. 60-79%HP.
No, I understand the confusion with Meteor, and obviously I'm not saying it is just dark based, but I am 100% sure that dark elemental build can resist Meteor from both KB and AV, as I tested it personally. I have no more info about Meteor's element than it is resisted by dark resistance gear, it could be multiple.. light+dark, idk, I haven't tested other elemental builds against it.
Sasaraixx
04-11-2011, 08:58 PM
I'll take a stab as well!
First, I agree with others that I would like to see some tweeks to our existing 2hr abilities first. Some jobs like BLU and SCH could use a little work. Lowering the timer to 1 hour would also be a plus.
Now for the new abilities! I would place them on a 48 or 72 hour timer.
WHM "Divine Blessing" - Duration: 5 minutes. Increase potency and duration of all Cure and Regen spells. Regen spells receive additional Refresh effect. Curaga and Erase spells effect all PC's. Grants the Pax effect. Allows Erase to remove multiple ailments and new debuffs, including amnesia and weakness. Esuna removes debuffs regardless of whether the WHM also has them. All status removal spells become area of effect. Raise spells becomes area of effect. Greatly enhances all Job Traits and Abilities. White Mage receives the benefits of both Afflatus: Misery and Afflatus: Solace. White mage learns the "Reflect" spell - reflects one magical spell on targeted party member.
RDM "Estoqueur's Fury" - Duration 5 minutes. Increase potency and duration of all Enhancing and Enfeebling magic. Enhancing magic skill increased to A+. Increases sword skill to A+ and increases accuracy, attack and lowers delay. Enspells receive additional effects: Mag Atk down, Eva down, Def. Down, Acc down, Mag Def Down, Attack down and lower resistance to corresponding element. Enspell damage is also increased. Red Mage learns "Death" - instantly KO's a single foe when successful. Ineffective against Undead.
BLM "Mage's Wrath" - Duration 5 minutes. Doubles magic attack and accuracy of all elemental magic spells. Grants Mana Wall effect for the duration. Increases duration/potency of all dark magic (including stun). Greatly enhances all job traits. While under effect, occasionally converts a portion of magical damage into MP. Occasionally converts damage taken into MP. Learns the spell "Death Spikes" Physical damage taken: deals darkness damage and occasionally inflicts "Doom"
BLU "Azure Heart" Duration 5 minutes. Reduces casting time and recast of all blue magic. Increase attack, accuracy, magic attack and magic accuracy. Enhances monster correlation. Blue magic deals increased damage. Allows access to ultimate blue magic. (spells exclusive to certain HNM's). Gains access to all learned blue magic spells and possible job traits white under the effect.
SMN "Grand Summon" Duration 5 minutes. Allows summoner to call forth an avatar and 2 corresponding elemental spirits. (One buffs/heals the avatar, the other attacks.) Avatars are enhanced receiving stat boosts, reduced delay and enspells. Blood pact timers are reduced. Casting time for spirits is greatly reduced and they receive HP, MP, defense and magic defense bonuses. Elemental spirits gain access to all spells of their element. Both spirits and avatar are healed by the corresponding elemental magic. Perpetuation cost reduced to 0. While under the effect of Avatar's favor, all alliance members and pets receive enhanced versions of the favor and the avatar receives no penalty. (Side note: the penalties should be removed permanently and the avatars should receive the effect in my opinion.)
SCH "Absolute Knowledge" Duration 5 minutes. Enhances all magical skills to A and provides Fast Cast, Magic Attack Bonus and Magic Defense Bonus Job Traits (tier IV). Stratagem effects remain active but can be toggled. Gains access to Crimson Grimoire spells. Enhances stratagems are as follows:
Accession - Alliance wide area of effect. Usable with additional spells.
Manifestation - Increase area of effect. Usable with additional spells.
Penury/Parsimony - 75% MP reduction
Celerity/Alacrity - 75% casting time/recast reduction
Rapture/Ebullience - Increases potency by 75/50%
Altruism/Tranquility/Equanimity/Focalization - Doubles merited effect
Perpetuance - Triples duration effect. Usable with additional spells.
Immanence - Increases skillchain damage. Grants Magic burst damage bonus to all party members.
Those are the jobs that I play! I think I thoroughly broke the game :) There are some usable bits in there I think hehe
i like the idea of over powered ja with 24hr+ recasts that cant be reset by items or wild card
Shadobi
04-11-2011, 10:02 PM
I'll take a stab as well!
First, I agree with others that I would like to see some tweeks to our existing 2hr abilities first. Some jobs like BLU and SCH could use a little work. Lowering the timer to 1 hour would also be a plus.
Now for the new abilities! I would place them on a 48 or 72 hour timer.
WHM "Divine Blessing" - Duration: 5 minutes. Increase potency and duration of all Cure and Regen spells. Regen spells receive additional Refresh effect. Curaga and Erase spells effect all PC's. Grants the Pax effect. Allows Erase to remove multiple ailments and new debuffs, including amnesia and weakness. Esuna removes debuffs regardless of whether the WHM also has them. All status removal spells become area of effect. Raise spells becomes area of effect. Greatly enhances all Job Traits and Abilities. White Mage receives the benefits of both Afflatus: Misery and Afflatus: Solace. White mage learns the "Reflect" spell - reflects one magical spell on targeted party member.
RDM "Estoqueur's Fury" - Duration 5 minutes. Increase potency and duration of all Enhancing and Enfeebling magic. Enhancing magic skill increased to A+. Increases sword skill to A+ and increases accuracy, attack and lowers delay. Enspells receive additional effects: Mag Atk down, Eva down, Def. Down, Acc down, Mag Def Down, Attack down and lower resistance to corresponding element. Enspell damage is also increased. Red Mage learns "Death" - instantly KO's a single foe when successful. Ineffective against Undead.
BLM "Mage's Wrath" - Duration 5 minutes. Doubles magic attack and accuracy of all elemental magic spells. Grants Mana Wall effect for the duration. Increases duration/potency of all dark magic (including stun). Greatly enhances all job traits. While under effect, occasionally converts a portion of magical damage into MP. Occasionally converts damage taken into MP. Learns the spell "Death Spikes" Physical damage taken: deals darkness damage and occasionally inflicts "Doom"
BLU "Azure Heart" Duration 5 minutes. Reduces casting time and recast of all blue magic. Increase attack, accuracy, magic attack and magic accuracy. Enhances monster correlation. Blue magic deals increased damage. Allows access to ultimate blue magic. (spells exclusive to certain HNM's). Gains access to all learned blue magic spells and possible job traits white under the effect.
SMN "Grand Summon" Duration 5 minutes. Allows summoner to call forth an avatar and 2 corresponding elemental spirits. (One buffs/heals the avatar, the other attacks.) Avatars are enhanced receiving stat boosts, reduced delay and enspells. Blood pact timers are reduced. Casting time for spirits is greatly reduced and they receive HP, MP, defense and magic defense bonuses. Elemental spirits gain access to all spells of their element. Both spirits and avatar are healed by the corresponding elemental magic. Perpetuation cost reduced to 0. While under the effect of Avatar's favor, all alliance members and pets receive enhanced versions of the favor and the avatar receives no penalty. (Side note: the penalties should be removed permanently and the avatars should receive the effect in my opinion.)
SCH "Absolute Knowledge" Duration 5 minutes. Enhances all magical skills to A and provides Fast Cast, Magic Attack Bonus and Magic Defense Bonus Job Traits (tier IV). Stratagem effects remain active but can be toggled. Gains access to Crimson Grimoire spells. Enhances stratagems are as follows:
Accession - Alliance wide area of effect. Usable with additional spells.
Manifestation - Increase area of effect. Usable with additional spells.
Penury/Parsimony - 75% MP reduction
Celerity/Alacrity - 75% casting time/recast reduction
Rapture/Ebullience - Increases potency by 75/50%
Altruism/Tranquility/Equanimity/Focalization - Doubles merited effect
Perpetuance - Triples duration effect. Usable with additional spells.
Immanence - Increases skillchain damage. Grants Magic burst damage bonus to all party members.
Those are the jobs that I play! I think I thoroughly broke the game :) There are some usable bits in there I think hehe
Yes I agree 2 hours should probably be reduced to 1 hour.
All the idea's I wrote are 72 hour abilities also we have same Idea for summoner. Page 5 I wrote that >.> so we think alike.
Dazusu
04-11-2011, 10:07 PM
PLD - Savior - "Grabs the attention of All opposed enemies within range and negates all damage taken for a short time."
That sound suspiciously like Invincible. Hate spike, damage mitigation. Yep. That's invincible.
Ordoric
04-11-2011, 10:08 PM
im tellin ya Ultima for bm and meteor for rdm
Dazusu
04-11-2011, 10:13 PM
Yes I agree 2 hours should probably be reduced to 1 hour.
Don't you think all the Revitalizers and Refresh chests we get in the only existing end-game (Abyssea) we have is enough? :P
Would basically turn you into "god" for a set period of time.
Don't you think Brews are enough? Now you want a god-ability?
If they're going to add new two-hour abilities, why not just make old two-hour abilities meritable, it should be something much more conservative.
Benediction recovers 10% of your MP with 1 merit, meritable upto 5 times, recovering 50% of your MP.
Chainspell reduces the MP cost of spells by 5%, meritable upto 5 spells with a total reduction of 25% per spell.
Manafont - 3% fastcast, 5 merits, total of 15%
Soulvoice allowing a third song for it's duration
Eagle eye shot firing twice instead of once, then attack bonuses for each additional merit
Just some basic examples that aren't too over-powered, but would add something good to already powerful abilities.
Chiibi
04-11-2011, 10:23 PM
Lol, infinite kicks? I like that.
Thought you might xD
Shadobi
04-11-2011, 10:26 PM
[QUOTE=Dazusu;70360]Don't you think all the Revitalizers and Refresh chests we get in the only existing end-game (Abyssea) we have is enough? :P
What you can never have enough... I want more!!!!
Glamdring
04-12-2011, 01:58 AM
Dancer: "Deadly Glide" Grants a 100% Parry and Riposte and Haste for 2 minutes, allows full movement, reflects magic back to caster during the duration
Beastmaster: "Rage" Pet will Rage for 3 minutes (Delay 0 on attacks, all attacks do double damage [including critical hits], defense and evasion are doubled, and Sic/Ready interval is set to 0 but pet must have TP-ignores charges for Ready), unlike NM Rage at the expiration of Rage the pet drops dead.
Puppetmaster "Guipetto's Mastery" Automaton gains the 2-hour of the job they emulate (Valoredge Head "Invincible", Spiritreaver "Manafont", Soulsoother "Benediction", Sharpshot "Eagleeye Shot" [but please enhance this, EES stopped being viable some levels ago], Harlequin "Hundred Fists" [Harlequin doesn't really have a particular job to emulate]). Either that or have the Auto pull a Whale out and club their enemy (ala Hancock).
Bard "Banshee Wail" In a Colassal radius instantly inflicts Doom or Terror (random chance of either) for 10 ticks of the game clock on all targets in range (enemies can remove if they have Cursna or Erase abilities), Hate generation equal to Benediction, enemies become immune to sleep during the countdown timer, Light-based.
Thief "Coup de Grace'" Identical to Throat Stab, can miss but does Stack with SA, TA, and Assassin (no increase in damage, just ACC).
Ranger "Called Shot" Allows a ranger to attempt a shot that wounds with normal accuracy-Sharpshot cannot be used-(inflicts a specific Permanent effect on target [if hate is lost and mob regens to full or depops to respawn the effect is removed once 100% is reached, but no other abilities can clear the effect]. Desired effect must be chosen before shooting. Available effects are:
a. "Nail" Target is unable to move or turn to defend itself (but can strike as per their normal behavior so those that can Attack behind/beside themselves may still do so)-flight will also be disabled, but shot can only be fired while grounded
b. "Pin" Hits an aggressive limb, impairs a mob's accuracy -25% and no multiple hits except TP moves will process
c. "Gut Shot" Delivers a painfull blow that causes DoT (20/tic, can be resisted) and 25% spell interruption.
d. "Crippling Strike" Wounds a movement limb, acts like Gravity
e. "One-Shot" Shot to a vital organ, inflicting Death, may be resisted as the Dark Knight attacks of the same name, undead immune; all of these abilities create massive hate on the Ranger whether they succeed or fail, analogous to Invincible
Dark Knight "Menace" While Dark has hate all attacks (physical and Magical) inflict a 10 second Terror effect on the target, Duration 5 minutes.
Paladin "Rightous Wrath" Duration 2 minutes Paladin immediately gets full hate on target and cannot lose for the duration, during the effect all paladin atacks (physical and magical) ignore target defense/resistance.
ringthree
04-12-2011, 02:07 AM
I have an idea!
How about all jobs get a new ability called "Broken game"... because that is what would happen if any of these ridiculous suggestions were implemented.
Shadobi
04-12-2011, 02:22 AM
I have an idea!
How about all jobs get a new ability called "Broken game"... because that is what would happen if any of these ridiculous suggestions were implemented.
They have that already its called Abyssea brew. I think you should read the post carefully.
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
Kagato
04-12-2011, 02:32 AM
I have an idea!
How about all jobs get a new ability called "Broken game"... because that is what would happen if any of these ridiculous suggestions were implemented.
A million facepalms just occurred.
Karbuncle
04-12-2011, 02:57 AM
Reading is clearly Hard :|
BurnNotice
04-12-2011, 03:58 AM
I am seeing some awesome ideas for Two Hour abilities and some 'wishful' ones as well.
My only suggestion is to make current 2-hour abilities at 1 hour...or even less, and create new 2-hr abilities. Now, if this is considered, the new abilities should be obtained via merits.
Glamdring
04-12-2011, 04:04 AM
I have an idea!
How about all jobs get a new ability called "Broken game"... because that is what would happen if any of these ridiculous suggestions were implemented.
My proposals were based on the idea that the game would continue with its current trend of both mobs and players in a permanent state of 'roid rage. They were also to accomodate my sincere hope that the 90-99 content will be outside Abyssea where jobs will go back to their old roles.
Certain traits would also be appropriate, based on the patterns with level progression in the past. Unfortunately, without knowing the direction the game is moving we can't really know what will fit within the balance. However, a 2-hour ability SHOULD be an ability-based on the job-that is tremendously powerful (several orders of magnitude above what the job can do without the 2-hour), and many of our 2-hours simply don't do anything all that relevant anymore, EES, Azure Lore, etc. Our 2-hours need to either be revampped, replaced, or a 2nd 2-hour that does what a 2-hour should do-something to increase your power when it all hits the fan-given to players.
In keeping with that:
Summoner "Omega Flow" Allows you to use your astral flow every 30 seconds without consuming MP, Duration 2 minutes. NOTE: for those fearing balance issues, all that is necessary to stop this on the mob's part is to kill the SMN, not the avatar, and any mob that requires use of a 2 hour should be able to 1-2 shot any summoner in the game.
Dragoon "Draconic Appetite" Double damage on all Wyvern attacks, attacks drain HP if Dragoon has offensive breath, MP if set for defensive breath or TP if set for both, equal to damage dealt, amounts split between Wyvern and Master, duration 2 minutes.
Gukai
04-12-2011, 05:30 AM
I like the idea of having a new ultimate ability, whether its 2hr/24/72hr. I think we need to get back to the original design of the 2hr move - it was meant to use in those situations when all hope is lost and we try to pull victory from the ashes. Nowadays some of that has changed, such as the NIN using it so they can get back into action right away. Also, some of the 2hrs are weaker than normal WS moves, such as the EES of Ranger falling behind Sidewinder even before level cap increases. So new moves should be made to bring us back to the true concept of ultimate damage meant to salvage a victory, being stronger than any current WS offered by that weapon/job. But here is the catch... they are fatally flawed. If you use it, you will pay the ultimate price.
I havent thought of every job, but I've had a few in my head for a few years. I'll let SE figure out names, they get paid for it.
BLM: Using an animation similar to the MNK emote, but with black lightning. A black circular void appears under the BLM who begins spellcasting (using unique casting animation that for once doesnt suck). After 5 seconds of the spells startup, a similar black circular void appears under the mob, and the BLM's casting animation continues for another 5 seconds, then thick black bolts (about the thickness of a Burst) come up one after another from the black void under the monster, at various areas in the void. Then one comes up from the void under the BLM, who is consumed by it and falls dead.
PLD: I came up with this after watching the anime Ragnarok, I liked the Crusader concept of sacrificing oneself for the sake of the party. So with that in mind, I too suggest an AOE invincible. The difference is that any damage taken by a party member is absorbed by the PLD at a reduced amount of 80%. So if someone is hit for 100, the PLD's hp drops by 20. This last 1 minute or until the PLD dies, whichever comes first. The animation will be the pld kneeling and striking whatever weapon they have into the ground, which glows. The PLD cannot move or do any other action during this time, nor can the PLD be cured by others. When someone gets hit, you see the animation of being hit on the PLD and not the person who the attack was directed to.
SAM: I like the Gatotsu move from Kenshin. So for SAM, I envision them rearing their GKT back with one hand, and the blade is engulfed by flames as the move charges. Then the SAM thrust it forward and into the mob. Simultaneously the image of the GKT appears stabbing through the back of the SAM. When the SAM removes the GKT from the mob (after a few seconds of epicness), the GKT stabbing the SAM is also removed, and the SAM dies. Damage will be influenced by the weapon, gear, stats of course.
RNG: A bow of light appears in front of the RNG, and an arrow pulled from their chest. The RNG pulls back on the bow and the tip glows brighter. The arrow is released and explodes against the mob, pushing it backwards. The image of the bow fades, the RNG salutes it, then dies. Damage again influenced by weapon, gears, ammo, stats.
Thats all I thought of, but you can see my concern being more on concept of it being a true epic move and a last resort and visual design. We want to look at it and go 'dang' and be fulfilled by the sacrifice and impact and not simply try to epeen and break the game. It shouldnt be rechargeable by a COR 2hr or restore chest.
ringthree
04-12-2011, 05:56 AM
They have that already its called Abyssea brew. I think you should read the post carefully.
There is a difference between using your imagination, and just offering up ridiculous game breaking ideas that will never ever be used. It's the difference between doing something useful and useless. It's pretty easy to tell the difference between the good ideas and the bad ones.
Karbuncle
04-12-2011, 06:05 AM
Yah, But Its much less frustrating to quietly facepalm rather than being harsh about it.
the GM's/etc on this forum are pretty strict on Insults, even if you're defending yourself. I know from experience =.=a
Shadobi
04-12-2011, 06:58 AM
There is a difference between using your imagination, and just offering up ridiculous game breaking ideas that will never ever be used. It's the difference between doing something useful and useless. It's pretty easy to tell the difference between the good ideas and the bad ones.
I would agree since your idea "broken game" falls short.
Landrss
04-12-2011, 11:40 AM
Would this mean BLM's could finally get Ultima?
KazeGeminai
04-13-2011, 10:58 PM
*Edit: Made some changes per Eadieni's suggestions.
Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.
Tier II 2hr. Abilities
War: (Devastation) -Dur. 1min- 20% of normal melee attack damage returned as tp in addition to normal tp gain.
Mnk: (Occlusion) -Dur. 1min- Melee attacks are infused w/ add'l effect: stun. 100% activation. Subject to resistance.
Whm: (Saving Grace) -Dur. 30sec- Makes party incapable of being KO'd. Members HP can fall to 1 and will remain there for the duration of the effect.
Blm: (Omnipotence) -Dur. 3min- All elemental magic cast while under effect will inflict target with debuff of associated element. Potency and duration of debuff affected by tier of spell cast. (Ex.Freeze II=Paralyze III)
Rdm: (Touch of Solace) -Dur. 1min.- Grants target immunity to all magical attacks.
Thf: (Sundering Strikes) -Dur. 1min.- Grants party 100% triple-attack status with each successful -initial- hit of your attack round. If the target is missed by the user, the triple-attack wears, however, the ability will remain in effect for the duration.
Pld: (Cheveyo's Mercy) -Dur. 1min.- Redirects 50% damage taken by party back to the Paladin. Heavily boosts enm while in effect.
Drk: (Force Reaver) -Dur. 1min.- Sets enemies TP to 0 upon successful strike. Enemies will receive no tp from attacks or weaponskills performed while under this effect.
Bst: (Ambient Roar) -Dur. 1min.- Grants all status enhancements and stats of the user to the users pet. Transferred stats -will- stack with pets native stats and enhancements from gear/equipment.
Brd: (Merciful Hymn) -Dur. 1min.- Reflects 100% of damage received by party back to attacker.
Rng: (Bombardment) -Dur. 5min.(or until used)- Allows 'barrage' to be used in conjunction with your next weaponskill. Generates no enmity toward user.
Sam: (Musha Majikku) -Dur. 3min.- All attacks performed by party while under effect are considered magic damage. Attacks while under this effect will receive a significant Magic Attack Bonus.
Nin: (Kage Kuroun) -Dur. 1min.- Creates replica of user. All enmity transferred to clone. Clone is incapable of being healed. If still "alive" at end of duration, replica will despawn.
Drg: (Transcendant Leap) -Effect Dur. 1min.- Delivers a powerful jumping attack that inflicts target with slow, poison, silence, paralyze, weight, bind, blind, and powerful Def. down effect(~25%).
Smn: (Celestial Accord) -Dur. 1min.- Allows use of all Blood Pact abilities without MP consumption and eliminates recast timers while under effect.
Blu: (Forsaken Penance) -Dur. 3min.- Next TP move directed at you by enemy will be absorbed. Ability is stored and can be "cast" against target when ability is used again.
Cor: (Royal Flush) -Dur. 3min.- Allows user to cast up to 4 Phantom Rolls on party members while under effect. Eliminates Phanton Roll recast while under effect.
Pup: (Mime) -Dur. 3min.- Grants enhancements given by attachments/maneuvers to Master and Automaton.
Dnc: (Masterful Mirage) -Dur. 1min.- Allows the use of flourishes without finishing moves and sets recast times to 0.
Sch: (Clairvoyance) -Dur. 1min.- Renders target weak to all elements. This includes targets resistant/immune to magic damage. Grants 20% damage boost to spells cast on the target while under the effect.
Shadobi
04-14-2011, 04:28 AM
Dragoon
72 hour Ability: Draconic Disciple: Dragoon wyvern evolves into a powerful larger darker version wyvern. (Young adult size not the full grown size wyvern)
JOB ABILITY (Under the effect of Draconic Disciple only)
Dragon Jump: Dragoon performs a jumping attack on enemy causing one of the special abilities inactive for 2 mins.
PET COMMAND (Under the effect of Draconic Disciple only)
Dragon Gorge: Wyvern absorbs all positive status effects on the enemy and transfers it to the dragoon.
JOB TRAIT (Under the effect of Draconic Disciple only)
Dragon Skin: Occasionally breath attacks have no effect.
azjazo
04-14-2011, 06:16 AM
I got a couple of Idea for SMN but I dont think it sould be a v2 two Hour, but just another job ability like avatar favor
A "casting" stance
Super Magical Avatar Stance of Happyness (name subject to change everyone names their suggested abilities to sound cool)
- Fuses the avatar with the elemental spirit of their corresponent element, giving the avatar the capacity to cast and behave like the elemental spirits while retaining the ability to command them and normal bloodpacts.
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in damage, reduces recast time on the elemental magic, AI and gives the avatar a "elemental seal" like bonus in accuracy of their bloodpacts.
- It will be required to posses the corresponding elemental spirit magic to activate said ability
A little more out there ability....
a "melee" stance
Super Martial Avatar Stance of Joy
- Fuses the avatar with the player (maybe not literally)
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in their stats as the players gets their stats reduced, stats like attack, defense, str, acc, dex etc, diferent avatars would "drain" certain stats more than others
- It will give the avatar a special bonus like double attack, reduce delay, increase damage etc. depending on avatar.
just a couple of ideas, tunning would be the key.
hordecore
04-14-2011, 06:24 AM
New Ninja 2 Hour Ability: Devastation
2 shadows from utsusemi: NI will manifest in physical form which will:
Help the ninja doing multiple skillchain LV3 during the 2Hour duration
the shadows will use random weapons which help do LV3 skill chains
or if thats too Overpowered they will only spam elemental ninjutsu
Rezeak
04-14-2011, 06:29 AM
I'm not gonna do all the jobs cause a) i hardly play em b) the ideas would such
WHM : Second wind = Bene + Removes all statue aliments inc Amnesia Mute Doom and weakness.
SMN : Pheonix : AoE RR that has no weakness
DRK : Doomed Blade : You get 9999 HP + Souleater effect for 1:30 (can only use a 2 handed weapon) if a mob hits you it heals you but once the 90sec is up you die (Magic dmg still does normal dmg) (you can't be healed by any magic except drain)
SCH : Forever Helix : Next Helix does X2 DMG + has a duration of 1 hour (will wear off if mob loses hate)
COR : Hexa shot : Occsonally shoots 6 times Lasts 20 mins but chance reduces with procs (starts at 100% goes done by 5% a proc)
Shadobi
04-15-2011, 01:50 AM
Samurai
72 Hour ability:Mushi Dokugo:Ability to use weapon skills at 50 TP also grants a TP Bonus effect on each Weapon skill. (Under the effect of Mushi Dokugo you cannot Skillchain.)
(Mushi Dokugo is a Japanese term used in Zen Buddhism which expresses the phenomenon known as "awakening alone, without a master.)
(Combining the 72 hour Ability Mushi Dokugo with 2 Hour ability Meikyo Shisui will require only 50% TP of the 300% under the combine effect skillchain is granted.)
Eadieni
04-15-2011, 04:55 AM
I'm up for at 99 letting us use our subjobs 2 hour.
I've always wanted a Chainspell Manafont on Black Mage.....
Perfect Dodge Hundred Fists
Eadieni
04-15-2011, 05:12 AM
Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.
Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.
I think most of the 30 second ones should be changed to 45 seconds or 1 minute.
For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).
The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.
The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.
The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.
The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.
The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.
Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
KazeGeminai
04-15-2011, 06:30 AM
Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.
I think most of the 30 second ones should be changed to 45 seconds or 1 minute.
For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).
The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.
The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.
The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.
The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.
The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.
Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
Thanks for the reply. I'm actually glad that you brought up the points that you did. A lot of the changes that you cited were actually some of my original ideas. I, however, changed them in the interest of not seeming too over-powered. But I think what happened in some cases, I ended up under-powering a handful of them. I've been away from the game for quite some time and am by no means a numbers whiz.
The THF(Sundering Strikes) ability I originally had placed on a 1min. timer. I also think it deserves a bit of rewording. The 'triple-attack' effect itself would be a 100% effect. The "initial hit" portion that I stated was referring to the THF having to land his initial hit in order to proc the effect on the mob for the party. Similar to the way dancer sambas work.
For the SAM ability, what you stated is exactly the effect I was looking for. You just worded it much better. I was trying to stray away from it being just an AoE 'Formless Strikes' 2.0, and it be more of an unresisted magic damage type, useful not only for mobs who, as you stated, make use of PD/Invincible, but also for those who take reduced damage from physical attacks bringing some usefulness to DDs on mobs who are heavily dependent on a mage-heavy setup.(Not sure how many monsters there are like this at the game's current state that are worth engaging.)
The Merciful Hymn for BRD was actually a typo. 100% is correct. As far as the duration, I guess 1min.+ on that wouldn't be too outlandish. Though I will admit, its usefulness would be very situation specific. Maybe being more useful on mobs who spam heavy Dmg AoEs at certain stages.
As for the PLD ability, I like the direction you took with that one. It would actually be much more useful redirecting the damage taken to the Paladin. And perhaps boosting enm gain while in effect?
BLM whole-heartedly agree. Now looking back on it, I believe it would be much more useful as a singe-use JA. The only thing I would say I omitted would be the fact that it would serve as more of a "super-potent" version of the debuff depending on tier. (i.e. Freeze II = Paralyze III and so forth.)
The RDM ability i'll admit I was a bit perplexed on. Their role has changed so much with the current state of the game. I was assuming with the post-abyssea content they would be reverting back to more of a heavy support role. However, I was in fact attempting to make the timer on that comparable to Chainspell. I was just having a brain fart and couldn't recall exactly how long CS lasted.
Think I'll go back and edit/fix my post per your suggestions. Excellent observations though.
JiltedValkyrie
04-15-2011, 08:04 AM
Make Mijin Gakure II AOE.
Eadieni
04-15-2011, 05:07 PM
Ah yeah the bard one is much more useful at 100% then 10% lol.
Was like 10% ...? mob hits for 800 and takes 80 dmg ... yay!
kingfury
04-16-2011, 03:31 AM
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
-----------------------------
Well there's no shortage of imagination here as you can see ^^ Really cool ideas all around! While reading through everyone's post, though, it hit me that something has not be proposed yet.
2 hour Tier II: Role Reversal Abilities:
While most everyone is proposing what would equate to our current 2hrs +2, I thought it would be fun to approach this topic in a different way. While I believe 2hrs should should always help players potentially turn the tide of battle, the thought of offering a new prospective on just how we do this seems like a refreshing thought. What if instead of simply upping the potency of our current 2hrs, we had "Role Reversing" abilities that give us a unique choice to excel in the exact polar opposite of what our current jobs inertly do by design. Instead of a THF dodging all attacks, they would instead excel in dishing out attacks. Instead of a SMN's Avatar using their full power, the Avatars themselves would summon even more powerful Avatars, and so on. This is not to say that such Role Reversals would force certain jobs to no longer cause damage to a target (ex. a DD can no longer cause dmg to a target), but rather reverse/alter the way they would normally cause damage. These are just my 1st attempts at the concept, so I would love any additional feedback (tweaks, other suggestions based on the ones below, etc. ). I don't think names for my suggestions are really that important at this stage (that, and I don't want to sit for another hour coming up with them ><; ), so I left them out for now. So here goes.
WAR- Absorbs Damage taken and converts 50% of it into additional melee damage dealt to a target.
BRD- Adds potent, random song-like enfeebling/damaging effects to melee attacks to all party members within area of effect..
BST- Allows the BST to perform/mimic the augmented versions of the currently called pet's TP moves.
BLM- Adds potent spell-like elemental damage to melee attacks. Absorbs damage taken and converts 30% of it to MP and HP.
BLU- Adds random top tier additional effect blue magic spell-like damage to melee attacks.
COR- Adds augmented random additional effect elemental damage to melee attacks to all party members within area of effect. Shots fired that match the random elemental melee damage dealt to a target will be tripled in damage.
DNC- Adds potent random syphon effects to all melee attacks that doubles the amount syphoned based on melee attack damage. Syphoned effects benefit all party members within area of effect.
DRK- Drastically enhances spell potency by randomly draining ones own HP or TP.
DRG- Allows your wyvern to perform unique damaging TP/and Breath moves. Wyvern Absorbs damage taken and converts 50% of it to TP for itself and the DRG.
MNK- Drastically enhances Chi Blast by storing and converting 50% of damage taken over time into a single blast.
NIN- Quickly rigs an enemy with multiple explosive ninjutsu tools that creates a powerful AoE blast. Would use up to an entire stack of Inoshishinofuda ninjutsu tools for maximum damage. Fewer tools would result in less potent damage.
PLD- Causes all attacks to become critical and ignore a targets DEF while doubling en-light damage.
PUP- Allows your automation to mirror your exact attacks and TP moves, thus doubling the damage dealt.
RNG- Strings together melee and ranged attacks. Causes all melee attacks to drastically reduce evasion. For each melee attack landed on a target, an equal amount of ranged attacks will be fired.
RDM- Drastically augments En-spells to near potency of Ancient element magic level, Quadrupling En-spell damage.
SAM- Allows the simultaneous, Augmented use of both Seigan & Hasso at once and grants potent Regain to all party members within area of effect.
SCH- Allows Manifestation to be used with melee attacks while randomly adding potent Divine, Dark, and Elemental additional effect damage. This effect is shared by all party members within area of effect. Causes Accession to either half, or mid-agate damage taken based on the number of party members.
SMN- Allows the currently summoned Avatar to summon even more powerful Avatars (ex.Bahamut, Phoenix, etc.) or the Ancient magic versions of Elemental Spirits to fight along side them. Ancient Elemental Spirits would use both potent unique TP moves and powerful Ancient magic spells. Powerful Avatars would appear only to use one ultra ability and then despawn.
THF- Causes all attacks to become critical, triple attacks.
WHM- Causes all attacks to become critical, double attacks with doubled additional en-light effect damage. Absorbs Damage taken and converts it to healing values to all party members within area of effect.
Anathiel
04-16-2011, 03:40 AM
I really liked kaze's idea. But as a drk, if you could have the 2hr make all the hits crtitical, same miss rate as normal, just m/ake them auto crits.
kingfury
04-17-2011, 11:19 PM
I got a couple of Idea for SMN but I dont think it sould be a v2 two Hour, but just another job ability like avatar favor
A "casting" stance
Super Magical Avatar Stance of Happyness (name subject to change everyone names their suggested abilities to sound cool)
- Fuses the avatar with the elemental spirit of their corresponent element, giving the avatar the capacity to cast and behave like the elemental spirits while retaining the ability to command them and normal bloodpacts.
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in damage, reduces recast time on the elemental magic, AI and gives the avatar a "elemental seal" like bonus in accuracy of their bloodpacts.
- It will be required to posses the corresponding elemental spirit magic to activate said ability
----------
Smn's should get duel wield avatars for this :D that would be awesome.
-----------------
I meant to note the similar nature of your concept of SMN T2 2hr, and Kimara's idea with the one I suggested ^^ Though my version is born from the concept of "Role Reversal" 2hrs, I think either of these ideas would be awesome to see, though I would really like to see what Phoenix looks like :)
SMN- Allows the currently summoned Avatar to summon even more powerful Avatars (ex.Bahamut, Phoenix, etc.) or the Ancient magic versions of Elemental Spirits to fight along side them. Ancient Elemental Spirits would use both potent unique TP moves and powerful Ancient magic spells. Powerful Avatars would appear only to use one ultra ability and then despawn.
Volkai
04-22-2011, 12:34 AM
I think we can all look at Krabnuckle's post as an example of not reeling it in. ;) The Corsair one would be pretty interesting while soloing lol.
Except for when it comes to Blue Mage...
My submission for an alternate BLU 2hr v.2 : Cobalt Surge/Rush/Overload
All learned blue magic spells become slotted, granting all relevant stats and traits as well as becoming castable.
Chain Affinity and Burst Affinity (recast timers reduced to 5 second / do not deactivate upon use while this ability is active).
Duration: 2 minutes.
Dazusu
04-22-2011, 01:39 AM
"Broken game"
Abyssea called. They said you have some homework to do.
Windblade
04-28-2011, 05:10 PM
I thought it would be nice to have a 24-hour ability which would combine the 2-hour ability of your main job and your subjob. Imagine Chainspell + Manafont as RDM/BLM. :D
Corsair: Deadly Game - Rolls a dice, 1-3, Enemy and User receives Multiple Debuffs ****,3-6 Target and User Inflicted With Doom***
Are you serious??
Cdryik
05-10-2011, 03:08 AM
BRD- Symphony
Your song, put target in range around you (20") under slow/silence/paralyze/blind (cannot be resisted) for 25s , and buff your party with high regen/refresh for 3 minutes.
Pianissimo can be used on it to use on a single target.
PLD - ????
Grant the party a physicial shield for 1min, reducing all physicial damage taken -30%
NIN - Shadowstep
Put a mark on the target for 3 minutes, all attack directed on the marked mob have a chance to give you 1 magical Shadows can be stack to 5 (-Ga spell will be absorbed by thoses shadows).
I see also another abilities like step for nin,
Stack up to 5 marks, each hit have a chance to grant you a mark, released them to make a devastating attack.
or to add extra defense tools.
WHM - Radiance
Grant the white mage a regen buff that'll heal all the party member for 500 HP / tick (no hate generated) and give back instantly to the white mage 50% of is base MP.
duration: 30s
Gaspee
05-10-2011, 08:21 AM
Summoner 72 Hour ability Eidolon Astra: Avatar surrounds itself with 2 powerful elementals. (One elemental cures and buffs avatar well the other nukes and add debuffs on target. The newer designs of the elementals.
Love, love, love this idea!!
Vagrua
05-10-2011, 09:26 AM
It would be cool to transform into a Soulflayer as BLU during our 2hour or maybe as a new 2hour ability like the ones suggested in this thread.
Cdryik
05-10-2011, 09:46 AM
BLU - Immortal's Soul
You summon your bestial soul, transforming you into a Soulflayer, increasing your magical & physical power and grant acces to all souflayer's abilities.
:P
Vagrua
05-10-2011, 09:53 AM
BLU - Immortal's Soul
You summon your bestial soul, transforming you into a Soulflayer, increasing your magical & physical power and grant acces to all souflayer's abilities.
:P
The Soulflayer abilities sounds like too much trouble for the dev team to me, but just an animation change and increase in magic/physical attack would be pretty sweet.:D I'm not sure how difficult it would be to make the Soulflayer animation use Blue Magic animation spells though. :confused:
GlobalVariable
05-10-2011, 09:55 AM
I like the idea if blu temporarily turning into a soulflayer.
Blu's job emote should have involved face tentacles >.>
<.<
>.>
(oO)
/|||\
/facewiggle
Gaspee
05-10-2011, 09:56 AM
Every time I eat an Astral Flow from a Dynamis monster, I envision a thread like this. Our two-hour abilities are in definite need of some tweaking.
Kudos to the OP.
Cdryik
05-10-2011, 10:05 AM
Maybe not transform into a soulfayer but maybe add a "summon" soulflayer next to us in semi-opacity to show it as a ghost remnant of our soul, just standing next to us, and when it wear off, it mean our physical/magical attack + is off.
Gaspee
05-10-2011, 10:12 AM
I like the idea if blu temporarily turning into a soulflayer.
Blu's job emote should have involved face tentacles >.>
<.<
>.>
/facewiggle
I LOL'd xD
Zyla420
05-10-2011, 10:35 AM
I like the idea if blu temporarily turning into a soulflayer.
Blu's job emote should have involved face tentacles >.>
<.<
>.>
/facewiggle
LOL omg XD
all i could see in my head here was zoidberg from futurama
Laotian_king
05-10-2011, 11:03 AM
How about Two-Hour Skillchains!
For example if a WAR and WHM does their respective 2HR within 5 seconds they receive the additional bonus.
WAR: grants 50% critical attack bonus to party while under Mighty Strikes
WHM: grants Life (raise with 50% HP without weakness) to fallen members
and here are the rest of the jobs:
NIN: grants remaining shadow clones to party (clones capable of absorbing AOEs, wears off like normal utsusemi)
PLD: 50% physical damage reduction to party
BRD: grants an additional song at 50% of effectiveness
BLU: increase spell potency by 50% (above normal cap)
RDM: allows all self-targeting spells to be AOE for party members (stoneskin, phalanx type spells)
BLM: allows party members to cast spell at 50% of normal mp cost
DNC: Lowers TP cost by 50% to all members (WS at 50 TP)
SAM: grants party members 50% of TP used from the 300% TP of Meikyo Shisui weaponskill (i.e. SAM used WS from the 300tp, members get 50 tp from that TP pool only)
MNK: Lowers weapon delay by 50%
DRK: 50% HP from blood weapon is granted to each member (drk drains for 100 hp and each members get 50 hp)
COR: allows COR quick draw instantly without recast timers
SMN: summons an additional avatar for astral flow at 50% strength
BST: Calls an additional pet for 50% of duration time
RNG: induces flash on the monster for 60 seconds (you just shot his eye out!)
DRG: shares 50% of spirit surge to party members
PUP: grants member bonus to job abilities (berserk adds more attack, defender more defense and so on)
THF: multiplies current treasure hunter level by number of people in party for a chance of double drops
To even it out probably allow only one job type to Two hour skill chain with another type. (similar to how the DRG's wyverns are classified). for example: RNG and WAR cannot chain but either one can chain with a WHM or BRD)
Pretty fun making this stuff up!
And now for the fun part: Since I don't really like the Taru race, let's make it to where once this 2hr skillchain activates the nearest Taru within 50 feet, Mijin Gakure against his or her will!!
Volkai
05-13-2011, 01:51 AM
The problem with involving a Soulflayer in BLU's 2-hour is that the transformation from Blue Mage into Soulflayer is a one-way process. There's no going back after you become a Soulflayer.
GlobalVariable
05-13-2011, 03:42 AM
The problem with involving a Soulflayer in BLU's 2-hour is that the transformation from Blue Mage into Soulflayer is a one-way process. There's no going back after you become a Soulflayer.
That the characters in universe know of. Its just never happened before. Coudl also make an argument for the player character somehow staving off the full transformation. None of this will happen in game anyway, I'm just sayin'. ;)
Volkai
05-14-2011, 12:07 AM
That the characters in universe know of. Its just never happened before. Coudl also make an argument for the player character somehow staving off the full transformation. None of this will happen in game anyway, I'm just sayin'. ;)
It was spelled out in the lore at the release of Aht Urhgan, IIRC. <.<
If not, the BLU AF quests make it quite clear.
Besides, Soulflayers are Black Mages. Do you really want your two-hour to turn you into a Black Mage?
"Oh whoopee, once every two hours I can cast Burst II instead of 1000 Needles" <.<
Much more interesting to see what happens when you throw aside the spell slotting restrictions for a minute and get a BLU with a bajillion job traits and stat bonuses (plus many more spells to choose from for casting.)
===========
ON that note, these are the stats you get from slotting EVERY blue magic spell:
HP+80
MP+188
STR+27
DEX+32
VIT+35
AGI+43
INT+19
MND+32
CHR+7
If you bump off the negative modifiers (this is a two-hour after all,) then add these:
HP+115 = HP+195
MP+10 = MP+198
STR+3 = STR+30
DEX+1 = DEX+33
VIT+1 = VIT+36
AGI+1 = AGI+44
INT+4 = INT+23
MND+4 = MND+36
CHR+14 = CHR+21
THat's on top of twenty-eight different Job Traits ( http://ffxi.gamerescape.com/wiki/Blue_Mage/Job_Traits ).