Cabalabob
03-15-2012, 10:50 AM
basically had an idea that i thought would be fun, the idea is at lvl 99 each job gets a critical situation job trait. This would be a job trait that has a 100% activation but only activates when certain conditions are met, these would usually be situations relevant to the job.
these are my ideas, i don't play many jobs so people who do play them probably have a better idea of what would be good for them than me, so feel free to suggest alternatives.
WAR: resolve - when hp critical (25% hp - red) detrimental effects on certain abilities will be negated. (berserk, defender and aggressor will only give their buffs and not their detriments - so basically doubled attack and defense and an acc boost without evasion loss).
MNK: last chance - survive a killing blow. (a hit that would KO the MNK will put them straight into weakened state instead, with full -weakened- hp, obviously this trait won't activate while the mnk is weakened, and upon death and raise if they die while weakened they will be put into double weakened.)
WHM: SOS-regen - when hp critical, you are granted a potent regen effect. (50hp/tic regen, stacks with other forms of regen, once at 26% hp the SOS-regen will stop)
BLM: double magic - when mp critical, magical attacks will deal double damage. (all nukes will recieve an unresisted 100% damage bonus applied after all other calculations including magic affinity, due to the fact it's mp critical the amount of high lvl nukes available will be rather restricted, so not too overpowered, won't activate if used with manafont or manawell.)
RDM: sagacity - when hp critical enhancing magic spell potency is enhanced, when mp critical enfeebling magic is enhanced. (hp critical, all buffs will be double potency e.g. refresh goes from 3mp/tic to 6mp/tic. mp critical, all enfeebles will be unresistable, this includes NM's that are normally immune.)
THF: tactical retreat - enhances flee when hp critical. (flee will be made AoE to party members when the THF is at 25%hp, not my best suggestion i'm aware, i don't play thf so thf's feel free to make other suggestions.)
PLD: auto-cover - you will cover critically wounded allies. (basically the same as cover, but activates on anyone targeted by the monster who is behind the PLD and is in critical hp -kind of like the knight class in ff3)
DRK: now i couldn't decide on DRK, i'm stuck between 2 ideas, SOS-haste - gain the effect of haste when hp critical. (15% job trait haste, would break the 80% haste cap putting a fully hasted DRK at 95% haste, would secure DRK it's old spot as fastest 2 handed DD.). Or, frenzied soul - gain enhanced attack and magic attack when hp critical. (50% damage boost on all attacks and magic attacks, stacks with, and applied after, all DRK abilities and aftermath effects -souleater, scarlet delirium, last resort, empyrean double damage aftermath etc.-, this would secure DRK it's old spot of 'glass cannon' seeing as it's only active when hp critical and would likely generate lots of enmity.)
BST: sorry BST's i have no clue of your wants or needs ;/ any BST's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
BRD: sorry BRD's i have no clue of your wants or needs ;/ any BRD's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
RNG: SOS-bind-spikes - when hp critical, you gain the effect of bind-spikes. (bind will be the same type of bind as shadowbind, so if the mob hits you it will 100% stick as long as the monster isn't immune -same monsters that are immune to shadowbind- and will wear off if the monster is attacked.)
-note: could also name this ambush as SOS-bind-spikes looks wierd.
SAM: SOS-critical - enhanced critical hits when hp critical. (increased chance of critical hits and double critical hit damage when below 25%hp.)
NIN: sorry NIN's i have no clue of your wants or needs ;/ any NIN's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
DRG: Dragonheart - increased weaponskill damage when wyvern is hp critical. (when wyvern is below 25%hp DRG gains a 50% weaponskill damage boost, applied after all other weaponskill damage boost effects.)
SMN: SOS-refresh - when mp critical, you gain a potent refresh effect (when mp is below 25% SMN gains a 25mp/tic refresh, wears off when mp is at 26% or more.)
BLU: adapt - when hp critical, positive monster correlation effects are enhanced. (BLU's more neglected side, when below 25%hp, spells that have a positive monster correlation with the target -plantoids spells on beast type monsters- act as if under chain affinity and efflux -does not use up tp so can be used before a weaponskill and still create a skillchain with a weaponskill or another correlating BLU spell, whichopens up many reversed skillchain and even multiple skillchain opportunities-.)
COR: sorry COR's i have no clue of your wants or needs ;/ any COR's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
PUP: sorry PUP's i have no clue of your wants or needs ;/ any PUP's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
DNC: dance macabre - when hp critical, dances will be enhanced. (when below 25%hp half recast on the ability timer -waltzes, sambas, steps etc.-, but not the abilities within them -e.g. Curing waltz-, the abilities within will be half tp cost.)
SCH: Tactician - when hp critical stratagems will be free. (dunno how wanted this would be by SCH's and i know it's not very original but i thought it would be nice, when below 25%hp stratagems will be free of charge.)
That's all i've got, sorry to the jobs I didn't list anything for, i've just not played those jobs or know much about them from FF history to bother making any suggestions, anything i say would probably be negativley recieved, so i decided to leave them up to people that know the jobs. suggestions for better job traits ideas are welcome.
these are my ideas, i don't play many jobs so people who do play them probably have a better idea of what would be good for them than me, so feel free to suggest alternatives.
WAR: resolve - when hp critical (25% hp - red) detrimental effects on certain abilities will be negated. (berserk, defender and aggressor will only give their buffs and not their detriments - so basically doubled attack and defense and an acc boost without evasion loss).
MNK: last chance - survive a killing blow. (a hit that would KO the MNK will put them straight into weakened state instead, with full -weakened- hp, obviously this trait won't activate while the mnk is weakened, and upon death and raise if they die while weakened they will be put into double weakened.)
WHM: SOS-regen - when hp critical, you are granted a potent regen effect. (50hp/tic regen, stacks with other forms of regen, once at 26% hp the SOS-regen will stop)
BLM: double magic - when mp critical, magical attacks will deal double damage. (all nukes will recieve an unresisted 100% damage bonus applied after all other calculations including magic affinity, due to the fact it's mp critical the amount of high lvl nukes available will be rather restricted, so not too overpowered, won't activate if used with manafont or manawell.)
RDM: sagacity - when hp critical enhancing magic spell potency is enhanced, when mp critical enfeebling magic is enhanced. (hp critical, all buffs will be double potency e.g. refresh goes from 3mp/tic to 6mp/tic. mp critical, all enfeebles will be unresistable, this includes NM's that are normally immune.)
THF: tactical retreat - enhances flee when hp critical. (flee will be made AoE to party members when the THF is at 25%hp, not my best suggestion i'm aware, i don't play thf so thf's feel free to make other suggestions.)
PLD: auto-cover - you will cover critically wounded allies. (basically the same as cover, but activates on anyone targeted by the monster who is behind the PLD and is in critical hp -kind of like the knight class in ff3)
DRK: now i couldn't decide on DRK, i'm stuck between 2 ideas, SOS-haste - gain the effect of haste when hp critical. (15% job trait haste, would break the 80% haste cap putting a fully hasted DRK at 95% haste, would secure DRK it's old spot as fastest 2 handed DD.). Or, frenzied soul - gain enhanced attack and magic attack when hp critical. (50% damage boost on all attacks and magic attacks, stacks with, and applied after, all DRK abilities and aftermath effects -souleater, scarlet delirium, last resort, empyrean double damage aftermath etc.-, this would secure DRK it's old spot of 'glass cannon' seeing as it's only active when hp critical and would likely generate lots of enmity.)
BST: sorry BST's i have no clue of your wants or needs ;/ any BST's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
BRD: sorry BRD's i have no clue of your wants or needs ;/ any BRD's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
RNG: SOS-bind-spikes - when hp critical, you gain the effect of bind-spikes. (bind will be the same type of bind as shadowbind, so if the mob hits you it will 100% stick as long as the monster isn't immune -same monsters that are immune to shadowbind- and will wear off if the monster is attacked.)
-note: could also name this ambush as SOS-bind-spikes looks wierd.
SAM: SOS-critical - enhanced critical hits when hp critical. (increased chance of critical hits and double critical hit damage when below 25%hp.)
NIN: sorry NIN's i have no clue of your wants or needs ;/ any NIN's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
DRG: Dragonheart - increased weaponskill damage when wyvern is hp critical. (when wyvern is below 25%hp DRG gains a 50% weaponskill damage boost, applied after all other weaponskill damage boost effects.)
SMN: SOS-refresh - when mp critical, you gain a potent refresh effect (when mp is below 25% SMN gains a 25mp/tic refresh, wears off when mp is at 26% or more.)
BLU: adapt - when hp critical, positive monster correlation effects are enhanced. (BLU's more neglected side, when below 25%hp, spells that have a positive monster correlation with the target -plantoids spells on beast type monsters- act as if under chain affinity and efflux -does not use up tp so can be used before a weaponskill and still create a skillchain with a weaponskill or another correlating BLU spell, whichopens up many reversed skillchain and even multiple skillchain opportunities-.)
COR: sorry COR's i have no clue of your wants or needs ;/ any COR's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
PUP: sorry PUP's i have no clue of your wants or needs ;/ any PUP's feel free to make some suggestions, maybe i'll edit one in later if i think of one.
DNC: dance macabre - when hp critical, dances will be enhanced. (when below 25%hp half recast on the ability timer -waltzes, sambas, steps etc.-, but not the abilities within them -e.g. Curing waltz-, the abilities within will be half tp cost.)
SCH: Tactician - when hp critical stratagems will be free. (dunno how wanted this would be by SCH's and i know it's not very original but i thought it would be nice, when below 25%hp stratagems will be free of charge.)
That's all i've got, sorry to the jobs I didn't list anything for, i've just not played those jobs or know much about them from FF history to bother making any suggestions, anything i say would probably be negativley recieved, so i decided to leave them up to people that know the jobs. suggestions for better job traits ideas are welcome.