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Fashnek
03-20-2011, 08:04 AM
I've looked at most of the topics and unless i've missed this one, then i'm sorry and just ignore me and point me to the right direction.

I have always thought... . o O {Why are there throwing weapons, but no Weapon Skills for these}

I'm sure other ppl have thought about this, and like i said, if i have missed an already existing posting, please point me that way.

/bow

Tsukino_Kaji
03-20-2011, 10:06 AM
They'd be nin and sub nin only.

Alhanelem
03-20-2011, 11:36 AM
SE already said quite a long time ago they can't do it for some reason.

Leatherman
03-20-2011, 11:51 AM
SE already said quite a long time ago they can't do it for some reason.

Or they don't want to do it, LOL.

I think that it would be very interesting, make WS for throwing weapons but only for returning weapons in my opinion. So DNC,BLU,NIN,THF would have access to those. Specially Chakrams, one example from previous games is Rinoa from FF8. And whishing star being one of them. Not just the name of a weapon.

Gropitou
03-20-2011, 03:30 PM
Having capped my ranged skills back at THF75, I would love it to have access to WS in both Archery and Marksmanship. Creating Throwing WS would also be a great addition.

Kwate
03-20-2011, 03:32 PM
Or they don't want to do it, LOL.

I think that it would be very interesting, make WS for throwing weapons but only for returning weapons in my opinion. So DNC,BLU,NIN,THF would have access to those. Specially Chakrams, one example from previous games is Rinoa from FF8. And whishing star being one of them. Not just the name of a weapon.

BLU has 0 throwing skill :(

Malamasala
03-20-2011, 09:00 PM
Should be PUP only ;)

Rambus
03-20-2011, 11:35 PM
SE already said quite a long time ago they can't do it for some reason.

Ps2 limatations.

but yes be nice

NIN main for all ws, thyen some to rng? Idoono but a lot of /nin would get a decent amount, mostl jobs have decent thowing skill.

/nin is widly used maybe limit what can be used on sub?

like say... you cant sub whm and hexa strike even if you have the skill

Gotterdammerung
03-24-2011, 04:37 AM
Didnt they add like 20 new WS's since the last time they told us they couldnt do throwing Weapon skills?

I'm with the OP. Throwing WS's yes please.

Would be neat addition to nin pup cor sam dnc.

annewandering
03-24-2011, 04:45 AM
just a sec. one job deserves ws if none other. if dnc has any weapon native it is throwing. if not why do we get a throwing weapon for our af1? Dnc needs a ws of its own. every other job has one but not dnc. ok i have a headache so i might have forgotten one but dont think so.

Kavik
03-24-2011, 08:13 AM
I posted a rather long discussion on this before they moved the forums around, there was also a discussion about this the NIN forums but maybe if we put it in enough places they'll do it!

Gotterdammerung
03-30-2011, 09:16 AM
lol theres room in the dnc forums right?

Atomic_Skull
03-30-2011, 10:26 AM
Or they don't want to do it, LOL.

I think that it would be very interesting, make WS for throwing weapons but only for returning weapons in my opinion. So DNC,BLU,NIN,THF would have access to those. Specially Chakrams, one example from previous games is Rinoa from FF8. And whishing star being one of them. Not just the name of a weapon.

THF DNC and BLU all have very low rank throwing skills and would never waste TP on a throwing WS.

Making it returning weapon only would eliminate the only real use for throwing WS, an actual use for shurikens.


The real problem with throwing WS is that it would either not be as strong as your melee WS and never be used, or it would be stronger and obsolete your melee WS.

Atomic_Skull
03-30-2011, 10:33 AM
just a sec. one job deserves ws if none other. if dnc has any weapon native it is throwing. if not why do we get a throwing weapon for our af1? Dnc needs a ws of its own. every other job has one but not dnc. ok i have a headache so i might have forgotten one but dont think so.

DNC stole so much of THF's stuff that they have no right to complain.

Gotterdammerung
03-30-2011, 10:49 AM
THF DNC and BLU all have very low rank throwing skills and would never waste TP on a throwing WS.

Making it returning weapon only would eliminate the only real use for throwing WS, an actual use for shurikens.


The real problem with throwing WS is that it would either not be as strong as your melee WS and never be used, or it would be stronger and obsolete your melee WS.


#1Who cares about low skill rank. Its not h2h you know. Skill doesnt mean much on WS's it can be compensated for through other means.

#2 I agree it should be all throwing weapons. Just returning type would be lame.

#3 How is this a problem? Besides your either/or scenario is inadequate to describe the situation. Adding throwing WS's would strengthen the capabilities of the jobs that could use them. You would have new Self skillchain options. A ranged weapon skill (wich is handy to have sometimes getting close isnt a good idea). And some variety to how you could play the job (wich is always nice). Kinda wierd to dismiss the idea just with "its either gonna be too strong or too weak" logic. What happens if it turns out to be "Just Right"?

Atomic_Skull
03-30-2011, 04:40 PM
#1Who cares about low skill rank. Its not h2h you know. Skill doesnt mean much on WS's it can be compensated for through other means.

It does if it's a physical ranged WS because skill = ranged attack and accuracy.

Ezrin
03-30-2011, 05:24 PM
just a sec. one job deserves ws if none other. if dnc has any weapon native it is throwing. if not why do we get a throwing weapon for our af1? Dnc needs a ws of its own. every other job has one but not dnc. ok i have a headache so i might have forgotten one but dont think so.

You forgot one, Pyrrhic Kleos.

Kyrial
03-31-2011, 01:20 AM
I think some are forgetting: like someone else said, BLU doesn't just have low skill, it has ZERO Throwing skill. NONE. Any throwing skill they got would be through subjob or gear (or merits, but who would ever merit throwing...). It's kinda odd actually, since BLU is one of only 6 jobs that doesn't have throwing skill, but SE gave them chakrams anyway. But SE tends to not make any sense with throwing skill anyway, like giving SAM and PUP C+ throwing and nothing to equip with it (not to mention PUP needs an Animator equipped to properly use their puppet, anyway).

Kavik
03-31-2011, 02:50 AM
http://wiki.ffxiclopedia.org/wiki/Throwing

Makes no sense to me.... either why there is NOT a throwing ws for at least SOME jobs, or why the jobs that can actually use throwing don't have better skill in it.

Valkrist
03-31-2011, 11:36 AM
SE officially responded to this a few years ago. They can not add WS to thrown weapons because of technical issues with how the game is programmed.

Bulrogg
03-31-2011, 02:01 PM
That was a few years ago; if re-polled will their response be the same? It doesn't even have to be something flashy.
Have the NIN jump off screen like a DRG does, have some shurikens hit the mob then the NIN lands.

Ok, maybe that was kinda flashy but I'd be for it.

Valkrist
03-31-2011, 05:44 PM
That's like saying...

"Can I grow a third arm?"
"No... That's not humanly possible."

*Few years later*

"Can I grow a third arm yet?"
"No...."

FioryGriever
03-31-2011, 08:51 PM
I personally have always wanted a throwing WS, and to the argument, yes itd make shurikens hella more appealing, but you could easily make some WS apply to returning WS only by writing it in, Requires Chakram/Boomerang and could make em @ least 3 hit WS... on top of single hit WS inflicting debufs, stunning, bind effect, grav effect etc, AND elemental effects... It was also mentioned that theyre ideal for instances where you wouldnt want to be as close the the enemy but still want to deal dmg, and ur not always going to be rng/cor or subbing either for WS.. NIN could also seriously use Recycle traits if throwing will be useful @ all, cuz those suckers are expencive which is another issue entirely lol

Ezrin
04-01-2011, 04:10 AM
SE officially responded to this a few years ago. They can not add WS to thrown weapons because of technical issues with how the game is programmed.

I don't really see why not, think about SAM and NIN when they first came out in RoZ, they were completely new weapons and got ws, just doesn't make any sense to me.

Swords
04-01-2011, 05:25 AM
While throwing WS would be fun to mess with, at the same time its sort of moot.

1- Most throwable weapons (returning and ammo) have low DPS, and the consumeables that do have decent-high DPS are usually hard to come by in large quantities without breaking your coin-purse.

2- Last I checked, Throwing weapons still suffer from the same limitations and restrictions other ranged weapons use. Meaning you have to get just the right distance away from the mob to reliably land and optimize your damage. And let me tell you even with Atma's, Ranged attacks are still pretty lacking outside of Emp. WS.

3- There's also the manner of swapping out Ranged Attack/Acc gear to give the WS power.

4- There is 6 jobs with a C or greather throwing skill, and only 3 NIN, DNC, SAM could really make use of it. The other three, RNG, COR, and PUP use their ranged/ammo slots for other equipment.

I won't say there wouldn't be uses for having a Throwing WS even if its NIN or /NIN. For starters, you could WS without going into a mobs AoE range. It can also be good for pulling giving a tank a good hate spike while keeping a safe distance, especially if your tank is /nin and has nothing else to pull hate with. Anyways, those are just a few thoughts off the top of my head.

Jackastheripper
04-01-2011, 05:34 PM
Am I missing something when people try to use the defense "only certain jobs can make use of it, so why add it"? They have all kinds of limitations on the weapon skills in place and I don't see how job limitation makes this not a good idea. We also get all kinds of weapon skills that are for all purposes useless except for in very certain situations. I don't see how throwing weapon skills would be any different. My main is Monk and it has horrible throwing skill but I would get no use out a throwing weapon skill with the exception of blasting something with a pebble for my own giggles. But again, that is just me. Proceed.

Valkrist
04-01-2011, 06:26 PM
I don't really see why not, think about SAM and NIN when they first came out in RoZ, they were completely new weapons and got ws, just doesn't make any sense to me.

SAM and NIN are both using weapon types that function near identical to prior weapon types. The weapon types for SAM and NIN are just reskined weapons of previous weapon types. All they had to do was just make a different skill type (like blue magic) be associated instead of say great sword or dagger. There were no changes to the framework when SAM and NIN were made. The fact that there's dual-wielding means it was intended when the game was first being designed before alpha play tests, or that there was very little to be changed to the framework to allow it.

When you design a typical car, you make it with one set of things in mind. Mostly to drive on land with four wheels. Asking for WS for throwing weapons is asking for a change that's like wanting to make a car into an aircraft. Cars are not designed to be aircrafts simply because they were never designed to ever have modifications to cause them to ever become airborne. The game was designed in such a way that they never intended thrown weapons to ever have a WS. Making changes like this is not like moving furniture about the room to change how the room looks and feels. The framework of the game can not be changed easily, or at all, to allow throwing weapons to have WS.

When FF1 was rereleased past the NES days, do you think they just altered the framework to make it look pretty? With every single release of FF1, the game has been remade from the ground up using the original game as a reference point. If SE was to try to use the original FF1 engine to make a new game, it will look, sound, and act identical to FF1.

Altering the framework is not going to be as easy as entering one string of code like using a Game Genie. Even then you can get serious errors using a GG, simply because the game was not designed to allow for "such and such" to happen with such a little change of code. You're talking literally up to hundreds of thousands of lines of code to be changed just so that you can have a WS. Is it possible to change it so that there's a WS. Yes. Are they willing to dedicate that much time, money, and manpower to make this change? No. With enough time, money, and manpower... Even a car can be changed into an aircraft.

Swords
04-02-2011, 12:02 AM
Am I missing something when people try to use the defense "only certain jobs can make use of it, so why add it"? They have all kinds of limitations on the weapon skills in place and I don't see how job limitation makes this not a good idea. We also get all kinds of weapon skills that are for all purposes useless except for in very certain situations. I don't see how throwing weapon skills would be any different. My main is Monk and it has horrible throwing skill but I would get no use out a throwing weapon skill with the exception of blasting something with a pebble for my own giggles. But again, that is just me. Proceed.

This is true to a degree, almost every WS has it's uses and I even went as far to mention a few situations where it might be useful. However, like I mentioned most throwing weapons are low DPS, suffer a huge drawback of ranged attack mechanics, using R.atk/R.acc gear, and overall skill. NIN aside every other job with throwing skill is C+ and lower, a grand majority of users who do not use other types of ranged attacks are usually up there wailing on the mob doing more damage, and the mobs you typically wouldn't melee on you wouldn't be doing ranged attacks on either.

Jackastheripper
04-02-2011, 04:08 AM
First thing I could think of is using them as hate control on a pull. Would allow for maybe a tank job to do some pulling while getting more hate off the bat without burning, say, provoke or something of that nature. Meh, just a though. Good discussion though.

AyinDygra
04-06-2011, 07:30 AM
There is a way to add Throwing Weapon skills that most people probably haven't thought about:

The basic idea behind thrown weaponskills is: When a player has 100+ TP, they have access to a command that uses the item in the "Range" or "ammo" slot to inflict HP damage and/or other effects on the target. Combine with other "weaponskills" to form skillchains that allow magic bursts.

So, to create this effect without adding "Thrown Weaponskills" in a traditional sense, there are several already in-game systems in place that make possible job abilities for this purpose:
Making a command available after a player has enough TP: Dancer's waltzes.
Job ability that enables skillchains: Dancer's Wild Flourish.
Job ability requiring an item in the Ammo slot (could just as well be the range slot): Dragoon's Angon, Warrior's Tomahawk, Ninja's Sange.

Combine these elements and you get "Thrown weaponskills" that function like weaponskills without the programming hurdles that have prevented this in the past.

They may need their own battle menu, if they can't be directly incorporated into the weaponskill listing system.

Thrown weapons also seem to be more "stylish" or unique to each job that has them. Since they're not directly limited by the existing weaponskill system, there are a few creative twists I'd take on them, to make them more job specific:
* Ninja: Throwing Arts (shuriken attacks with effects, perhaps enhancing ninjutsu with special scrolls)
* Thief: Cloak and Dagger (darts with status effects and enmity manipulation)
* Puppetmaster: Transmit (animator) (see: Pup forum thread (http://forum.square-enix.com/ffxi/threads/730-An-ability-I-ve-wanted-for-a-while...))
* Beastmaster: Whiplash (whips - bonuses to pet, intimidation effects, etc)
* Corsair: Trick Dice (like Setzer in FF3/6j, and perhaps have the last 3 rolls' results produce another effect like slots)
* Dancer: Flamenco (could be dances with ranged damage/effects)
* Ranger: Aiming (like FFT's Aim Leg: don't move, Aim Arm: Don't act, Aim Head: don't cast, etc)
* Monk: Blitz (they could have similar techniques to Sabin in FF3/6j)
* Summoner: Subdue (whips - Rydia's whips had elemental and enfeebling properties - bind/paralyze)
* Samurai: Gil Toss (ok, didn't really think too hard about Samurai)

This idea needs some more refinement, but I think it would work great!

AyinDygra
05-19-2011, 05:18 AM
I decided to revive this thread, rather than create a new one.

Having given much thought to the subject, here's a more detailed look at the concept:

There is an opportunity here, since "Thrown weapons" cannot have "weaponskills", to give each job that has "throwing weapon skill" its own unique flavor; there are a few creative twists I'd take on them, to make a set of abilities that are job specific. Some may cost TP, while others will simply act like new job abilities. Some, but not all, could potentially be included in skillchains (as I mentioned in my older post).

Due to the dual nature of thrown weapons (consumable or returning), these Job Abilities would have to be "disabled" when the wrong type of thrown weapon is equipped. This removes several issues that have been brought up in opposition to this concept in the past.

(These are all examples, and are in no way meant to express the entire list of possible abilities. I am not always listing recasts, durations (instant or not) or any other costs associated with these abilities, nor damage calculations, unless I think it's important to the concept. Overall, I think they should all have under 5min recasts; for most, it wouldn't hurt to have 1min recasts or much less.)

* Ninja: Throwing Arts

(ammo - Shuriken only) Thorn in the Side: Throw a Shuriken at a spot that is hard to reach, creating great annoyance. (Provoke-like effect and Damage over Time, recast 30sec)

(ammo - Shuriken only) Armor Wedge: Lodge a Shuriken in the enemy's body so those attacking the Shuriken cause extra damage to the enemy. (removes partial physical resistance and causes each hit landed on the enemy to inflict "Shuriken Pain" additional damage effect)

(ammo - Shuriken only) Shadow Shuriken: Chance of throwing an extra Shuriken (no ammo consumed) for each Utsusemi shadow active. (Not the same as Sange: Not always 100% and does not consume shadows or ammo)

(ammo - Scrolls only) Ninjutsu Secrets: Using a Far Eastern Ninjutsu scroll, enhance elemental damage of Ninjutsu for the duration and make them "area of effect" rather than single target.

Sange should be on this list now. (and it could use an update too)

* Thief: Concealed Weapon

(ammo - Darts only) Target Vulnerability: Throw darts right past the enemy's defenses. (ignores defense, higher accuracy, and additional effect on the dart always takes effect)

(Range - Returning only) Returning Impact: For the duration, ranged attacks will hit both on the initial pass and on the return path.

(ammo or ranged!) Ricochet: For the duration, send your ranged attacks bouncing off objects to obscure the source of your attacks. No enmity is gained by the attacks.

(ammo or ranged!) Distraction: Your ranged attack briefly distracts the enemy so you can strike when their attention is directed elsewhere. Removes direction restrictions on all actions against the enemy. (including things like Overwhelm & Sneak Attack) Increases "steal"-type ability success rates.

* Puppetmaster: Transmit

(Requires an animator in Range slot) (see: Pup forum thread (http://forum.square-enix.com/ffxi/threads/730-An-ability-I-ve-wanted-for-a-while...)) Essentially, using attachments to cause specific effects or attacks when commanded by the Puppetmaster.

* Beastmaster: Whiplash

(range - whip only) Whip Crack: For a short duration, this increases the "killer effect" against the current target, or gives killer effect to the Beastmaster and pet if they do not already possess it.

(range - whip only) Lasso: Damaging attack, plus binds the target for a short duration.

(range - whip only) Leash: (5min duration, 1min recast) For the duration, the Beastmaster's pet will only attack the Beastmaster's current target.

(range - whip only) Lashing: Rapid whip lashes (2-5 hits) and inflicts bleeding damage over time.

* Corsair: Trick Dice

(range - "trick dice" only) Roll Dice: Does damage based on the number rolled. The resulting number is remembered in a "Slots" Icon.

(range - "trick dice" only) Slots: After 3 results have accumulated through "Roll Dice", they can be used to produce a "Slots effect" and are consumed.

Some trick dice may have non-number sides that create additional effects, and might act like wild cards in the 3-roll "slots effect." I won't go into a list of possible effects... just think of Setzer in FF3/6j, and Cait Sith in FF7.

* Dancer: Flamenco

(range - Chakram) Zapateado: For the duration, along with using rythmic foot stomps, attacks are supplemented by throwing a chakram with increased force.

(range - Chakram) Palmas: Rythmic hand clapping increases the rate at which weapons can be thrown effectively by the entire party. (Each of the Dancer's tosses could have a chance at granting a status buff from a small list, short durations)

Zapateado and Palmas can be used simultaneously.

* Ranger: Trick Shots

(ammo or range!) Shadowbind: Target cannot move. Attacking the target does not break the bind effect.

(ammo or range!) Shadowcuffs: Target cannot auto-attack or use TP moves or Job Abilities.

(ammo or range!) Shadowmuzzle: Target cannot cast magic.

(range and ammo) Target MP: This ranged attack does damage to MP, not HP.

(range and ammo) Tableturner: Does higher damage, the higher the enemy's defense is.

(range and ammo) Cheap Shot: Ignores enemy defense.

(range and ammo) Enchanted Ammo: Deals non-elemental magic damage to target.(maybe just add special ammo to make this happen)

* Monk: Blitz (Reference Sabin's elemental blitzes in FF3/6j)

(range - Returning only) Air Blades: Air elemental damage, multiple hits, cone AoE, (slashing damage?)
(no ranged weapon required) Rising Phoenix: Fire elemental damage, AoE centered on Monk.
(no ranged weapon required) Shock Wave: Earth elemental damage, direct line AoE.
(no ranged weapon required) Aura Bolt: Holy elemental damage, direct line AoE.

* Summoner: Subdue (whips - Rydia)

(range - whip only) Entangle: Causes Bind, Gravity or Paralysis effect on the enemy.

(range - whip only) Astral Rope: Reset the recast time for one avatar so they can be summoned immediately.

* Samurai: Toss

(ammo) Perforate: Dispel one beneficial status on the target. (maybe better as a new Samurai-only archery weaponskill.)

(ammo - fireworks only?) Fireworks: Cause damage (based on throwing skill) along with fireworks. (allow Samurai to equip fireworks in ammo slot? Anyway, I'm not sure why Samurai had fireworks in FFX-2, but there ya go)

* Warrior: Hurling

(The basic thrown weapon abilities suggested by Kingfury this thread (link) (http://forum.square-enix.com/ffxi/threads/8178-Creating-Job-Abilities-for-Throwing-Shield-Parrying-and-Blocking?p=102545&viewfull=1#post102545))
Doubled Mark, Goliath Shot, Toe Shot sound good to me.

* Odd Jobs... Strangely enough, these jobs (see below) have Throwing Skill. However, I don't see mages throwing things at monsters... rather, I'd see them throwing magical attacks based on their weaponry, like in FF2/4j, where using a "rod" or "staff" would cause a low tier casting of the related elemental spell, or a non-elemental ranged attack. Perhaps allow mages to equip a staff or rod in their "Range" weapon slot for this ability.

Bard
Cacophony: Cause damage with terrible singing or music. Maybe give them cymbols... or not. (Chance to dispel a positive effect or disrupt casting?)

Black Mage
Channeling: Cause elemental (or non-elemental) damage from a distance, using equipped staff's element, no MP cost, damage may be close to a Tier 1 spell.

White Mage
Restoring: Cure target with your "attack", no MP cost, healing may be as strong as cure 1.

Red Mage
Channeling and Restoring

Scholar (new ranged weapon: Grimoires for Scholar)
Grimoire Toss: Throw the book at 'em. Those are pretty hefty books. They'd do some damage if they landed on an enemy. Several elemental versions could be added to alter the damage type inflicted. (They could just be summoned above the enemy, and then drop onto their head.)

I think that covers every job with Throwing Skill. These seem to be really unique touches added to the jobs. Hopefully others (including the devs) agree!

Glamdring
05-19-2011, 05:25 AM
Or they don't want to do it, LOL.

I think that it would be very interesting, make WS for throwing weapons but only for returning weapons in my opinion. So DNC,BLU,NIN,THF would have access to those. Specially Chakrams, one example from previous games is Rinoa from FF8. And whishing star being one of them. Not just the name of a weapon.

hell no, make them for all throwing weapons, I wanna make money making shuriken and darts, tathlums and grenades!

Orenwald
05-19-2011, 08:45 AM
The problem I think is because Weaponskills run a specific script, so either your WS would always use up your BOOMERANG, or would NEVER use your shuriken, because they can't get it to check to see if it's a returning weapon or not... and that's why we don't have Throwing Weaponskills.

AyinDygra
05-19-2011, 09:48 AM
The problem I think is because Weaponskills run a specific script, so either your WS would always use up your BOOMERANG, or would NEVER use your shuriken, because they can't get it to check to see if it's a returning weapon or not... and that's why we don't have Throwing Weaponskills.

I just want to point out that my concept bypasses the issue of weaponskills entirely, making all of these new "Job Abilities" that sometimes use features that are related to weaponskills. They are entirely unbound by the restrictions of the weaponskill code.

Orenwald
05-19-2011, 09:40 PM
I just want to point out that my concept bypasses the issue of weaponskills entirely, making all of these new "Job Abilities" that sometimes use features that are related to weaponskills. They are entirely unbound by the restrictions of the weaponskill code.

The problem there is I don't think they can code a Job Ability to do "Atleast 100TP, consume all TP" like a weaponskill does. :X

AyinDygra
05-19-2011, 10:03 PM
... Dancer waltzes... have the code to require a certain amount of TP, and then the job ability consumes it. I'm pretty sure they can just code in to take all the TP away, if they want the abilities to take all TP (These could be different in that respect, and simply cost differing amounts of TP)

The only abilities on that list that I'd mark as "TP" spending, would be Shadow Shuriken, Lashing, Target MP, Tableturner, Cheap Shot and Enchanted Ammo, all 4 monk Blitzes, Goliath Shot and Toe Shot, and Perforate. And if these are made to take TP, I'd expect them to have the effect of "Wild Flourish" to participate in skillchains as well.

And even some of those, I could see just being timed job abilities with long recasts.

AyinDygra
09-06-2011, 10:40 AM
More Jobs with Ammo-based Abilities

* Dragoon: Javelin (These can all be used during "Dragon Flight"-extended jumps as well as on the ground.)

(ammo - Angon) Angon: We place the merit ability into this sub-menu for organization purposes.
(ammo - Angon?) Dragon Heart: This has the Lancet/Dragon Sword effect of past games. Drain+Aspir. Stronger vs Dragons.
(ammo - Angon?) Steel Rain: Throw a spear to deal piercing damage only while in the air during a "Dragon Flight"-extended jump.
(See my Dragoon thread about Dragon Flight (http://forum.square-enix.com/ffxi/threads/11311-Reintroduce-Classic-Dragoon-Strategies?p=142839&viewfull=1#post142839), and an alternate implementation of Dragon Heart)


* Engineer: Sabotage

(ammo - Sabotage kit) Wrench: Random, short duration fits of terror along with damage each time, on machine enemies.
(ammo - Sabotage kit) Yellow Goop: Stops machines from changing "Modes": Mammets, Automaton frames & Omega 2/4 leg switch.
(ammo - Sabotage kit) CCB Polymer Pump II: Inflicts Amnesia on any machine enemy.
(ammo - Sabotage kit) Spider Drone: Causes TP moves to backfire as they try to hit the spider drone crawling on them.
(See Engineer thread for more detailed info)


* Judgemaster: Law Book (or gavel?)

(ammo - Law Book) Guilty: Judging an enemy to be guilty, you throw the book at them. Deals damage based on how strong of a penalty effect is currently active on the target.
(ammo - Law Book) Contempt: For repeated violations against the Judge, find them in contempt. Terror effect. (lasts longer depending on the strength of their "Penalized" status; misses when the enemy is not penalized.)
(ammo - Law Book) Overruled: Prevent the use of the ability or spell currently being readied by the enemy. Similar to stun, but stops that specific ability or spell from being used for the duration.
(See Judgemaster thread for more detailed info)


* Chemist: Item Tossing

(stash-item potions) Splash: Use a helpful potion on another alliance member.
(stash-item attack items) Toss: Throw harmful items at enemies.
(stash-item potions) Diffuser: Use a single helpful potion on your entire party.
(stash-item attack items) Lob: Throw a harmful item at enemies without any distance penalties.
(stash-item attack items) Launch: Increase the destructive force of a harmful item.
(See Chemist job thread for more detailed info)


* Jikuu Sage: Dimensional Weapon

(They don't get a whole category, similar to the other mages.)
Duration: 5min
Recast: 5min
This "stance" allows you to use melee attacks from a distance by attacking through a fold in space-time. (This is a nod to the past FF games where characters took a step forward, shook their weapons a couple times, then took a step back, while their strikes hit enemies across the screen, never getting close to touching each other.)
* Auto-attacks strike the enemy "from a safe distance".
* Probably won't be able to put weaponskills into this ability, but would be nice.
* Drains 3 MP from the JKS for each attack. (If you have less than 3 MP, you get the "Enemy is too far away" message.)
* I think all FFXI monsters have this ability while they're chasing us... (haha?)


* Geomancer: Toll

(ranged - Bell) Death Knell: Weakens the enemy resistance to Geomancy enfeebles and slashing defense.
(ranged - Bell) Chime: Trigger "weaker" region-based Geomancy on the targets of your ranged attacks for the duration.
(ranged - Bell) Ring: Increase the duration and potency of enfeebles caused by Geomancy by using "ring" periodically.



I have not yet figured out proper ranged category commands for these jobs: Paladin, Blue Mage, Dark Knight, Mimic
Personally, I don't see them using thrown weapon techniques at this point (even though Blue Mage can equip chakrams, without throwing skill.) I just haven't given it enough thought... given enough time, I'm sure I could...

Twille
09-15-2011, 04:52 AM
never gonna happen.

Xilk
09-22-2011, 04:57 PM
I think a throwing WS would be sweet, Especially for nin and dnc. not sure if anyone else would really merit one.

Mercer
01-04-2012, 10:06 AM
I wish they would put something like that... WS for pebbles = Elite