Log in

View Full Version : [dev1058] 2-Hour Job Ability Merits Category (Suggestion)



Llana_Virren
04-23-2012, 11:31 AM
Personally I think it would be a great advantage to gameplay if we could customize our 2-hour abilities with additionally effects/modifiers.

Potency shouldn't necessarily be changed, however I think the following would be good ideas and examples:

==MONK

2-Hour: Hundred Fists
Merit Category: 2-Hour Ability
Max Merits in Category: 10

-Increase Accuracy by 5% per Merit (up to max. 5 Merits/25% Acc.)
-Increase Attack by 5% per Merit (max. 5 Merits/25% Atk.)
-Decrease Monster TP Gain from Attacks by 2% per Merit (up to max. 5 Merits/-10% TP)
-Decrease Enmity Gain from Attacks by 5 per Merit (up to max. 5 Merits/-25 Enmity)
-Grant a random Additional Effect to your Attacks (cost: 5 Merits, grants a 10% chance of initiating the following Additional Effects on any attack: Attack Down, Accuracy Down, Evasion Down, Defense Down, Stun, Paralyze, Drain, Absorb TP)


==WHM

2-Hour: Benediction
Merit Category: 2-Hour Ability
Max Merits in Category: 10

-Reduce Enmity Gain by Benediction by 5 per Merit (up to max. 5 Merits/-25 Enmity)
-Grant MP Restoration of 5% per Merit (up to max. 5 Merits/+25% MP)
-Grant Invincible effect for 6 sec. per Merit (up to max. 5 Merits/+30 sec.)
-Grant Reraise III to party members (cost: 5 Merits)
-Grant Regain and Refresh effects (cost: 5 Merits, duration: ~1 min.)


==RDM

2-Hour: Chainspell
Merit Category: 2-Hour Ability
Max Merits in Category: 10

-Reduce Enmity Gain from Spells by 5 per Merit (up to max. 5 Merits/-25 Enmity)
-Reduce MP cost by 2% per Merit (max. 5 Merits/-10% Cost)
-Increase Accuracy and Attack of successive spells of the same element (cost: 5 Merits, bonus is 2.5% MACC and MATK per cast, capping at +20 MACC/MATK)
-Sphere: Reduce Casting/Recast Time to party members in range by 25% (cost: 5 Merits)
-Sphere: Raise Defense and Magic Defense to party members in range (~20% DEF, ~40% MDEF) (cost: 5 Merits)

==Paladin
2-Hour: Invincible

Merit Category: 2-Hour Ability
Max Merits in Category: 10
-Increase Accuracy and Attack by 5% per Merit (up to max. 5 Merits/+25% Acc. and Atk.)
-Grant Magic Defense and Magic Damage Reduction of 7% per Merit (up to max. 5 Merits/+35% Magic Defense and -35% Magic Damage)
-Grant Holy Spikes, Light Elemental Damage with a chance to blind target 10% per Merit (up to max. 5 Merits/50% Flash effect)
-Sphere: Grant Regen and Regain effect to party members within range (50HP/tic, 10TP/tic for duration of 2-Hour) (cost: 5 Merits)
-Sphere: Reduce Enmity of party members in range by 25% (cost. 5 Merits)

Just examples, though....

Tile
04-23-2012, 11:46 AM
think the plan is to add new 2hours through merits, but who knows if they scrapped that like 1/2 the stuff they come up with

Lokithor
04-23-2012, 08:42 PM
There was a thread (http://forum.square-enix.com/ffxi/threads/15455-Third-Tier) a few months ago regarding the new plans for merits where some suggestions were made for mod'ing old 2 hour abilities with new merits. Here's what I said then.




Let's assume that Group 3 is ONLY about 2-hour strengthening. (The wording can be interpreted that way, although the 2-hour thing may only be one element of group 3).

Each group normally has 4 or 5 choices, each choice can have 5 levels with a max combination of 10 through the group. This would allow several different "original 2 hour" buffs you could apply, mix and match, various levels, to totally customize your 2 hour.

Ranger: Eagle Eye Shot



Increase damage by 1 per level (EES is now effectively 5x hit). 5/5 would double the damage. Bah, make it 2 per level. We rngs deserve it.
Increase accuracy in 5 steps up to guaranteed accurate.
Increase range up to 2x current range over 5 steps
Decrease enmity in 5 steps up to max of zero enmity
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.


Thief: Perfect Dodge



Increase duration of effect 5 sec per step. Max would be 55 sec from current 30
Add chance to dodge ranged attacks. 20% per step to max of 100%
Add chance to dodge magical attacks. 20% per step to max of 100%
Increase enmity when used so at level 5/5 it is equal to (unmerited) invincible
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.