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hideka
03-05-2012, 04:02 AM
so ive been thinking that SE really needs to add in a a new job or two to spice up the game a bit, this has also been one of my favorite old passtimes lol.... heres my ideas on a new job


SYNERGIST
this is NOT akin to the FF13 Synergist role, so dont try to draw too many links. the name was just the most convienient one for the job.

Role: Synergist is the Party Wildcard, they have the ability to utilize all weapons*, have all magic skills but no spells naturally, they can wear every single piece of gear in the game*

*their natural selection of gear and weaponry would be limited untill they "linked" another charachter.


STATS
HP: B -
MP: c +
All stats are completely Even, unless effected by racial Bonuses. 85 is max stat at 99.

Weapon skills
Dagger B
Staff A+
Katanna B
Marksmanship C
Shield B
Evasion B
Parry C

Armor type: Leather, Cloth, Bone

Magic skill ( AllSkills avalible but Very little magic natively learned, all skills D untill Linked except for enhancing.)
Blue D
summon D
wind D
string D
singing D
elemental D
healing D
divine D
enfeebling D
dark D
Enhancing A+



JOB ABILITIES
Twin Souls
Duration 30 Minutes before Link activation on 2 targets
Duration 5 Minutes after a duplicate Link has been activated on 2 Targets
Recast 2 Hours
Effect: Allows the player to Link their souls with Duplicate Links EX: Can soul link alpha two people. after 5 minutes has expired, the second linked job will dissapear.

**Soul Link Mechanics
Soul link provides a copy of the related "XXXX soul" Job trait if applicible to the target and player. (see job traits below)
Example : Player Soul links Samurai, Samurai and player both gain "Bushido soul" job trait.
Can only Link up to 3 players at once, cannot link the same job twice, cannot link jobs set as your Support job.

Soul Link: Alpha
Level 10
Recast 5 Minutes
Duration 5 Minutes, extended by job trait levels
Links the players Soul with target Party member, granting player access to all job abilities of the Linked party member.


Soul Link: Beta
Level 20
Recast 10 Minutes
Duration 1 Hour, extended by job trait levels
Links the players soul with Target Gaining access to the targets Equipment selection, for both gear and weaponry, increases all combat skills to targets level.

Soul Link: Gamma
Level 30
Recast 5 minutes
Duration 5 Minutes, Extended by Job trait levels.
Links the players Soul with target Party Member, Granting Player access to all Known magic of target player. Raises all skill levels to match targets skill.
Blue magic: only copies currently set spells, does not grant stat bonuses, or trait sets.

Soul Link: Delta
Level 40
Recast 10 Minutes
Duration 1 Hour, Extended by Job trait Levels
Links the player soul with target Party Member, Granting Player access to all Primary Job traits of target player. Does not copy support job abilities.


Shared Boon
Level 50
Recast 10 Minutes
Effect: Copies all status enhancements to targets of Soul link at their current durations.
Mechanic Example:
Synergist Links Redmage, Warrior, and Bluemage
Synergist casts Temper, Animating Wail, Enfire, Occultation, and Battery charge and Berserk
Synergist uses Shared boon: Redmage warrior and blue mage gain the effects of Temper, Haste, Enfire, Blink, refresh, and Berserk all at the current durations


Soul Warding
Level 60
Recast 5 Minutes
Duration 1 minute
Redirects 25% of the damage taken by the target of soul warding to the synergist.
Target must be affected by a soul link


Soul Gard
Level 70
Recast 10 minutes
Duration 3 minutes
Creates a protective shield of Magic arround target. damage dealt to target is redirected to Synergists MP pool at a 1:1 ratio. target must be under the effects of soul link.



JOB TRAITS

Soul Synergy I
Level 15
Increases Soul Link duration
Alpha +5 Minutes
Beta +12 Minutes
Gamma + 5 minutes
Delta + 12 minutes
Soul synergy will have 5 tiers, each tier will provide this bonus ammount, the final maximum value through traits is +25 minutes to alpha and gamma, +60 minutes to Beta and Delta.

Illusory Soul
Level 15
Increases Magical Haste and reduces Spell Interruption rate when soul linking a Blue mage or Bard.

Stout Soul
Level 25
Increases Enmity and reduces damage taken when Soul linking Warrior or Paladin.

Deft Soul
level 35
Increases Critical Hit rate and Subtle Blow when soul linking a Monk or Dancer

Agile Soul
Level 45
Increases Evasion and Parry Chance when Soul linking a Ninja or Thief

Turbulent Soul
level 55
Increases Cure potency and Increases Magic Attack bonus when soul linking a White mage or Black mage

Astute Soul
level 65
Increases Fast cast and decreases enmity when soul linking a redmage or a scholar

Bushido soul
Level 85
Increases Attack power and Provides TP bonus on weaponskills when soul linking Dark knight or Samurai

Dragon Soul
Level 90
Increases Pets Effectiveness ( all stats +10%) and Masters effectiveness (all stats +10%) when soul linking a Dragoon or a Beast master.

Manipulators Soul
Level95
Increases Pet Magic attack bonus and increases master Weapon skill damage when soul linking a puppetmaster or summoner

Snipers soul
Level 99
Increases Ranged attack and accuracy, and increases Multi shot chance when soul linking Ranger or Corsair.



MAGIC

synergist has a very limited natural spell list, all of them exclusive to the job

Soul devour
MP25
Casting time 1 second.
Recast time 120 seconds
Consumes enemy Soul to replenish MP, can only be cast on Fallen targets.
Mp restored = Enemy level *3 +20
EXample : Level 50 Enemy * 3 +20 = 170 MP restored, Net of 145 MP restored.

Soul Funnel
MP50
Casting time 3 seconds
Recast time 10 seconds
Limit 1 target
Duration, 5 minutes or untill removed by either target, or if synergists HP falls below 25%.
Effect: Drains synergists HP over time and replinishes targets HP over time.
Mechanic: level /10 = damage over time, level /10*2= HP restored over time
L99Synergist casts Soul funnel on Paladin, synergist looses 10 HP per tic, Paladin gains 20 HP per tic
*Cannot be targeted by regen effects
*cannot rest while active
*cannot be slept while active
*effect is cancled if player ventures outside of EXP range of Target

Spirit Funnel
MP1
Casting time 5 seconds
Recast time 60 seconds
Limit 1 target
Duration 5 minutes or untill removed by either target, or if synergist runs out of MP
Effect: Drains Synergists MP over time and replinishes targets MP over time.
Mechanic: Level/30 = MP drained per tic, level/30*1.5 = MP healed per tic
Example: Level 99 synergist casts Spirit funnel on Black mage, Synergist looses 5 MP per tic, Black mage gains 7 MP per tic.
*Cannot be targeted by regen effects
*cannot rest while active
*effect is cancled if player ventures outside of EXP range of Target

Bolster Soul: HP
MP 100
casting time 3 seconds
recasting time 10 seconds
Limit target 1
Limit 1 bolster effect per target.
Duration 30 Minutes
Reduces Synergists HP by 10% Increases Targets Maximum HP by 10%

Bolster Soul: MP
MP 100
Casting time 3 seconds
recasting time 10 seconds
Limit Target 1
Limit 1 bolster effect per target.
Duration 30 minutes
Reduces Synergists MP by 10% increases targets Maximum MP by 10%

Bolster Soul: TP
MP 100
Casting time 3 seconds
recasting time 10 seconds
Limit Target 1
Limit 1 bolster effect per target.
Duration 30 minutes
Reduces Synergitsts Maximum TP by 50%, Increases Targets Maximum TP by 50%

Soul Siphon: Weakness
MP 50
casting time 1 second
Recasting time 10 seconds
Limit Cannot cast while weakened
Limit target must be weakened
Removes weakness from target, Inflicts Synergist with weakness equal to HALF the duration of targets remaining weakness.

Soul Siphon: Death
MP : 250
Casting time 10 seconds
Recasting time 5 minutes
Limit cannot cast while weakened
limit target must be dead
Provides Raise effect to target, Weakness duration reduced by 20%, synergists HP and MP is reduced to 1 for 60 seconds.

Soul Siphon: Doom
MP 50
Casting time 1 second
Recasting time 10 seconds
Limit target must be afflicted with doom
Removes doom from target 100% of the time, Inflicts doom status on Synergist equal to 20 tics of doom, has lower chance of being removed.


Merits

Tier 1
Soul Potency: Increases Soul trait Potency ( see XXXX souls for effect)
Soul warding Potency: increases damage reduction by 1% per merit
Soul Siphon: reduces negative effects of using soul siphon spells

HP from soul siphon death increased by 5% of maximum HP per merit
Soul siphon doom increases doom timer by 1 second per merit
reduces weakness timer by 5% when using soul siphon weakness per merit

Bolster Effects: Reduces bolster penalties by 10% per merit, increases Bolster bonuses by 5% per merit.
Tier 2
Dual Class: Increases Support job Level by 1 per merit.
Bolster Soul: Support job- MP 100 Limit 1 target: increases targets support job by 1 level per merit, reduces synergists support job level by 1 per merit.
Equipment Mastery: can equip armor available to support job, even if main job cannot equip naturally. each merit opens up a new slot

Head
Hands
Feet
Pants
Body

Purge: Removes 1 debuff and 1 buff from the target per merit.


ARTIFACT
Coming soon as i get done taking a break

RELIC
Coming soon as i get done taking a break

EMPERYAN+2
Coming soon as i get done taking a break


id love to hear feed back, keep in mind this is just fantasy and a passing of time for me, theres almost zero chance of this ever being implemented in this game.

Savlyn
03-05-2012, 07:28 AM
.........wat? o.O

Krashport
03-05-2012, 07:37 AM
.........huh? o.O







Liking OP cause thats a sh!t load of text! ^^b

Sparthos
03-05-2012, 12:27 PM
So basically this is Onion Knight and Mimic.

hideka
03-05-2012, 12:29 PM
lol for anyone who dosent want to read the wall:
Synergist is a job that Copies abilities from up to 3 players at once, and provides unique buffs to those people who have been copied. synergist is meant to be a wildcard type job, or a swing job so to speak. able to switch from one job to the next on the fly by copying other people JA selection, Magic selection, Armor selection, trait selections from their main jobs, and they are limited to 3 types of copy at a time, and no duplicate copys.

Concerned4FFxi
03-05-2012, 01:27 PM
Interesting concept, definitly new for FF11 and not currently an available job

Economizer
03-05-2012, 01:49 PM
On the name and theme you might want to step away from the "soul" and "synergy" things and move towards the classic Final Fantasy class of "Mime" since you'd still have some creative liberties.

Also I'm going to use SYN as the three letter job code for this in this post.


theres almost zero chance of this ever being implemented in this game.

Because OP. And I'm straight up positive I'll miss some of the reasons why but I'll take a crack at it anyways.


Soul devour
MP25
Casting time 1 second.
Recast time 120 seconds
Consumes enemy Soul to replenish MP, can only be cast on Fallen targets.
Mp restored = Enemy level *3 +20
EXample : Level 50 Enemy * 3 +20 = 170 MP restored, Net of 145 MP restored.

First off, this doesn't even the game mechanics. You can't target fallen enemies currently and expecting overhauls for one class is kinda lame. At very least have this be a debuff you apply on low health enemies before they die and if they die before it wears you get the return. In any case this sounds like Dark Magic.




As you can see these are all of the Soul Link abilities the player can access with this thing as their subjob.

So part of the question is, would you have this limited in some way for subjobs? For example, a SCH/SYN could target a White Mage for spells and get Cure V, or target a Black Mage for Meteor if it isn't. Even assuming braindead simple balancing like "only gets the job traits/spells/abilities/whatever for the levels of the SYN job (much like how JOB/COR gives roll penalties effectively being what a 49 COR would be rolling on 99 classes) you'd still have incredibly potent combinations possible.

And I don't even want to think about the balance nightmare that Soul Link: Beta would be if it wasn't nerfed by subjob, let alone from a SYN main subbing one combat job and targeting off another in their party for full abuse of gear combinations. Speaking of that, that brings me to this:




For a mage type these would be the bread and butter, you sub White Mage and wear WHM gear for cure potency and barspells for example. The only thing that is keeping this from being totally broken for mage subs is that there are only five merits available. Oh wait, have another SYN bolster your subjob for five more points. Even assuming that these couldn't be stacked even more (SYNx5 + Other much?) then once on top of a SYN's native boost that would put subs at 59, which is enough to get /SCH for all storms, Cure IV, Rapture, and Light Arts (with the Healing chances in the pipeline you just brought a main Healer.

But despite all these having a mage sub isn't the dangerous bit here. Dual Class and Equipment Mastery are the main avenues for exploitation here. For most job combinations all you'll need is 50 for the sub so you'll just need to plop down enough merits in that to balance out bolstering someone else while still getting 50. You'll also want to get full Equipment Mastery merits. (Basically, 5/5 Equipment, 3/5 Dual Class, 2/5 Bolster will be standard unless you are going to a less abusive mage build.)

Then you sub DRK or WAR, pop Soul Link: Beta on the WAR or DRK and equip your mix and matched DD gear and your Ukonvasara. Use Soul Link: Alpha on a Samurai. Finish with Soul Link: Delta on a THF. (And I'm pretty sure there are better builds to be had.)

This class would be a nightmare to balance as suggested.

hideka
03-05-2012, 02:15 PM
oh most definately potential for being OP, and i still havent quite figured out how to restrict it to the point where its not "
better" then its linked jobs maximum potential, because then youd have everyone and their mother wanting to play syn, and uberbuffing themselves. my idea was to have the XXXX soul buff be more potent for the job that had been linked to give them some extra oomph, but doubtful if it would ever balance out that way now that i think about it. also i didnt mention it, but all of the bolster spells cannot target other synergists.

perhaps a way to counterbalance it is lowering the base stats of the synergist while in a party to like say... half, and linking brings them up to sub par. and the over powered combos would bring it up to on par with everything else.

idk, id love some ideas for balancing it out, mabey removing the XXXX soul traits, and making those be bonuses provided to the linked targets only, bringing their base level higher.

perhaps another limitation i could use would be akin to the beastmaster hidden mechanic for charming, where your BST main level plays a part in your charming ability when subbed. make it so that your Combat skills, magic skills, spells, WS's, etc etc, are limited to what you already natively know on another job, like you couldnt just be a level 1 whm normally, then link a 99 WHM and have access to all spells, youd only have access to the spells you yourself have already learned.

lastly Synergist as a support job would be unable to utilize Soul link abilities.

hideka
03-05-2012, 02:19 PM
and forgive me, i may have gotten carried away a bit, trying to create something that was purely unique but still theoreticaly possible, and effective was hard and i got caught up in it

AyinDygra
03-05-2012, 02:57 PM
Something like this... (Mimic) (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190132&viewfull=1#post190132) might be more likely, IMO. (part of my megapost (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=192588&viewfull=1#post192588) for my ideal expansion that I posted a few months back... it's got 5 new jobs in it actually, each fairly unique if I might say so myself.)

hideka
03-06-2012, 01:16 AM
ok... this is the second time people have alikened this to mime... please for the love of god, dont see "copy" and go OMFGITSAMIME -_- it is NOT a mime, it is NOTHING like a mime. it is a job completely centered arround party synergy. mime is a job that is completely centered arround doing what someone else has already done. this is a job that is focused on improving the synergy of a party. heres an example:

you have a 6 man party, doing a mission level fight
PLD
WAR
SAM
BLM
WHM
SYN




your synergist in this situation would fill the role of either:
A). secondary support healer
B). Melee Damage Dealer
C). Magical Damage Dealer
D). Secondary tank

lets play out a scenerio
Fight starts
Synergist decides; this party is lacking melee damage output, so he utilizes his abilities and Soul link Alpha's the samurai, Soul link Beta's the warrior, and Soul link Delta's the Paladin, granting your synergist the Job abilities of a samurai, the Armor Selection of a warrior, and the job traits of a paladin.
Fight goes on for a bit, and the paladin gets hit by doom, the white mage is highly unsuccessful in removing it, so the Synergist casts soul siphon: doom, and saves the paladins life. the synergist now uses a hallowed water, OR removes his Soul link alpha and uses Soul link Gamma on the white mage to cursna spam himself.
Fight resumes
Ok paladin gets one shotted and reraised: synergist has a multitude options at this point, he can do either
A) Soul siphon Death, and have two weakened players for one minute ( the paladin weakened for 4 minutes)
B) soul link gamma the white mage to raise the paladin, and then Soul siphon: weakness, to put the paladin back into action
C) paladin Reraises but is just totally a failure Paladin, synergist cancles Soul links and Soul link Gamma on the whm, Beta on the paladin, and Alpha on the warrior, and BOOM throws on full paladin gear and plays like a Faux paladin, he wont have the paladin level job traits but he will have his armor selection, and the job ability selection of a level 99 warrior, and the spell selection of a 99 whitemage which will compensate for the lack of paladin JA and JT.

as you can see, synergist is meant to beable to swing from one role to the next on the fly, and every time he soul links someone, the Linked person gets a potent buff, and each soul link is a viable buff that provides incentive for each and every job to be linked, not making one link horribly better then the other.

hideka
03-06-2012, 01:20 AM
oh and this dosent even touch on the Synergists ability to bolster SJ levels, HP levels, MP levels, Maximum TP levels etc etc.

Kristal
03-06-2012, 01:41 AM
ok... this is the second time people have alikened this to mime... please for the love of god, dont see "copy" and go OMFGITSAMIME -_- it is NOT a mime, it is NOTHING like a mime. it is a job completely centered arround party synergy.

Funny... I read your post and thought: Puppetmaster. Only thing you'd need to add is a JA for PUP to summon a moogle to access MH and change job on a whim, and presto.

hideka
03-06-2012, 03:06 AM
that makes me want to cry ;_; pup really? are we talking old pup or new-Godpup?

hideka
03-06-2012, 03:08 AM
also your idea makes for a very interesting concept.... ROBOMOOGLE!
or Moogletron... or Mogbot! MOOGLATOR!

llello
03-06-2012, 03:24 AM
How bout just scrap the whole concept? We really don't need anymore jobs, sorry if you burned all yours to 99 and are bored but xping and or leeching is not content anyway, its a means. Id much rather have existing jobs fixed,adjusted, "perfected", what have you.

Prothscar
03-06-2012, 06:22 AM
Probably one of the most OP things I've seen in my life, and I play Starcraft II as a Terran.

Saefinn
03-06-2012, 11:22 AM
I think there's some good ideas in there and whilst it'd be nice to have a new job as something new and different to play with and if SE were to choose a new job, I think this would be an interesting approach, although I suspect difficult to add with current game mechanics (but not impossible if SE were to put some work into it). Unfortunately, your ideas could well be nerfed in SE's idea of balance, SYN would be a hybrid, in fact a hybrid that aims to fill any spot in a party, which could be handy if they were effective, but bear in mind RDM is a healer, DD, enhancer, enfeebler and nuker, they're almost a jack of all trades, but you keep seeing RDM complain that they're underpowered. I think if you ask SE to have a job do too much they just weaken it.

In an ideal world it'd work and I wouldn't be against having one. :P

Economizer
03-06-2012, 11:27 AM
ok... this is the second time people have alikened this to mime... please for the love of god, dont see "copy" and go OMFGITSAMIME -_- it is NOT a mime, it is NOTHING like a mime. it is a job completely centered arround party synergy. mime is a job that is completely centered arround doing what someone else has already done.

Except this would only ever get implemented into the game as being called a Mime. This game is an MMO and is a separate Final Fantasy title from others so obviously there would be some liberties taken between concepts - for example Red Mage does some things Red Mages in previous games didn't and does some things they did. Obviously just doing what someone else did wouldn't make for much of a class so being able to mimic other classes job abilities would make for a much more rounded out class while still having a classic Final Fantasy theme whereas calling something a Synergist would just add confusion with other game mechanics and not be a throwback to a previous game (in other words a total failure of a completely bad idea).

Second, SE could have easily given White Mages an option to become weakened or doomed while removing other job's ailments of that type if they considered it remotely balanced to do so (Divine Seal + Sacrifice, easy). Benediction, which is supposed to remove all status ailments itself doesn't even remove doom status 100% of the time so someone's personal job idea isn't going to do it anymore then anyone else.

Furthermore your solution to the issues of your pet class as a sub is to just say "restrict all the job abilities!" which is totally useless and adds no synergy to a key game mechanic while demonstrating further failure. There are ways to have abilities being weakened for subjobs in a way that isn't just "remove them" and I would hope that people don't point to two or three jobs restricting a small portion of their powers as an excuse to break basic game mechanics.

If you want the suggestion you put forth to have a future you need to bite your pride about being original and work towards something that works as both a sub and a main job within the mechanics and history of the game we have now. Thinking that "oh well SE will never add another job to the game" doesn't help anyone either, you have to be serious and dedicated to your ideas and dreams or you will let them down.

hideka
03-06-2012, 02:06 PM
How bout just scrap the whole concept? We really don't need anymore jobs, sorry if you burned all yours to 99 and are bored but xping and or leeching is not content anyway, its a means. Id much rather have existing jobs fixed,adjusted, "perfected", what have you.
lol ive been wanting more jobs ever since i got my maats cap back before WOTG ever hit. WOTG could have had SO much more jobs then just SCH and DNC :/
and dont go getting your hopes up. se will twiddle their thumbs for as long as they can on certian updates, just to keep people arround longer, because they have no intent on releasing any new substantial content.

sorry economizer i dont think rehashing what 100000000 other people have already suggested is any more effective or will raise my chances of getting my idea implemented. the games core programming only allows for 20 jobs, adding more would require the games core code being altered, which SE WILLNOT spend the time or money to do so. if you havent noticed, SE has given up on FF11. theyre in the "Dangling of the carrot phase" trying to keep everyone paying as long as possible so they can keep funding FF14 development, untill FF14 V2.0 hits and the Relaunch on the PS3 goes down. theres a reason they took the Abyssea Development team (the best team we have had in years) and stuck them onto redoing FF14, and gave us back the LoL Zilart & COP dev team.

well enough of that rant: if you actualy want it to be utilized as a sub job, removing Beta from the list, and restricting it to copying up to just your support jobs level, and only having one active at a time, there now you can be more useless then if you just subbed a normal job lol. defeats the purpouse you see, as all youd be doing is just swapping your SJ on the fly.

proth i lold hard at your terran comment.

Kristal
03-06-2012, 05:26 PM
the games core programming only allows for 20 jobs, adding more would require the games core code being altered, which SE WILLNOT spend the time or money to do so.

There's no such thing as a job-limit in the code. A job is nothing more then a set of commands available at any given time. Whether or not SE adds new jobs depends on demand and their ability to come up with a new concept that works within it's own niche and in conjunction with other jobs.

And that's where your mime derivative becomes yet another log.

Sargent
03-07-2012, 04:03 AM
hang on... what?

This proposed job makes no sense whatsoever, and has no place in FFXI.

Cowardlybabooon
03-07-2012, 05:20 AM
It looks awesome but super complicated and likely very overpowered. It would be really hard to make it balanced and not under or overpowered. Good players would kick ass and bad ones pretty much couldn't play it.

hideka
03-07-2012, 02:46 PM
It looks awesome but super complicated and likely very overpowered. It would be really hard to make it balanced and not under or overpowered. Good players would kick ass and bad ones pretty much couldn't play it.

you should try playing pup. its probably the most complex job in the game, and if your not a pro player, youll just suck at it.

SpankWustler
03-08-2012, 06:57 AM
http://images.paraorkut.com/img/funnypics/images/l/lol-12924.jpg indeed.