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View Full Version : A movement speed spell



Ophannus
03-09-2013, 12:21 AM
Quick
Level 91
Increases Movement Speed.

BRD, DNC, SMN, COR all have movement speed+ abilities, why not RDM too? :(

It's a classic Final Fantasy magic spell too (behold (http://finalfantasy.wikia.com/wiki/Quick)) and can be the antithesis of Gravity. Make it self target too so people don't beg for it :D

Babekeke
03-09-2013, 05:25 PM
BRD, DNC, SMN, COR all have movement speed+ abilities, why not RDM too? :(

*Ahem* you missed one! (THF)

Crimson_Slasher
03-09-2013, 07:29 PM
Valid, im all for this.

Caketime
03-09-2013, 11:34 PM
Would be even better if the spell is not compatible with Accession and grants additional effect: Troll Face.

saevel
03-10-2013, 12:33 AM
Would be even better if the spell is not compatible with Accession and grants additional effect: Troll Face.

Now that we've mentioned it, SE will be giving it to RUN or GEO.

Yinnyth
03-10-2013, 10:52 AM
Instead of giving rdm the exact same thing that other jobs get, I'd rather they try being innovative and give rdm their own unique buffs which set them apart from other jobs and makes them useful in a different way.

However, I'd be ok with rdms having a movement speed spell as long as it's adequately different from the other abilities which currently boost movement speed. For example, if "quick" were a targetted buff which grants 20 seconds of flee, maxed haste, 50 fast cast bonus, 10% quadruple attack, 20% triple attack, 30% double attack and shaves 20 seconds of time off all current cooldowns. Of course, immune to composure and accession, and with a long recast.

Demon6324236
03-10-2013, 06:21 PM
For example, if "quick" were a targetted buff which grants 20 seconds of flee, maxed haste, 50 fast cast bonus, 10% quadruple attack, 20% triple attack, 30% double attack and shaves 20 seconds of time off all current cooldowns. Of course, immune to composure and accession, and with a long recast.Totally not overpowered...

Athen
03-11-2013, 03:53 AM
I'd be cool with a spell that was a two-part buff to RDM (I suppose it could be AoE, if it must be). It would be called, for lack of a better name, Float, and would be the antithesis to Gravity. Float would give movement speed up, but also evasion up (+10 I suppose). Note that it would give both buffs at once. If you acted on an enemy or were attacked, the movement speed would be cancelled out (similar to the other movement speed buffs, sans Flee) but the evasion up would remain.

I've been of the mindset that Gravity itself should encapsulate two different enfeebles: movement speed down and evasion down, which it already does, albeit simultaneously. Should Gravity get resisted, both parts are resisted, which presents a problem with it being a useful enfeeble to use, since it would seem SE doesn't want people hitting NMs with Gravity then kiting them around to nuke/dot them to death. If I had it my way, the movement speed down would have the same resist rates/gimmicks that it has now, but the evasion down aspect would have a much higher chance to land, or could be guaranteed, similar to the attack down or defense down of Bio and Dia, respectively. The enfeeble effects would scale with Gravity II as well. If I could REALLY have it my way, the movement speed down aspect wouldn't be resisted by NMs all the time.

With these spells being the antithesis of each other, it would bring into question as to which element they would be. Currently, Gravity is wind. Float could be wind as well, but it wouldn't make sense for it to be able to overwrite Gravity since they're both of the same element. If I could go out on a limb, I'd suggest having Gravity be a darkness-based enfeeble and having Float be a light-based buff of equal elemental affinity so that they are essentially toggle-able (Bio has a higher affinity than Dia but Dia II has a higher affinity than Bio, so Dia II overwrites Bio, which overwrites Dia). A merit overhaul would help, since people may have put merits into wind accuracy for Gravity back in the day.

Ophannus
03-12-2013, 01:10 AM
I thought about it giving Evasion but the problem is besides flee, Quickening wears off when you are the target of an enemy's attack, so unless it was special, Quick would wear upon getting hit; making the Evasion worthless. Does Bolter's Roll wear off if you're attacked? I know Mazurka does, I think only flee is the exception due to its recast. Unless they made it like you gain 25% movement speed AND it lets you 100% dodge the next physical hit, like a single utsusemi shadow, that could make it somewhat more useful I suppose.

ManaKing
03-12-2013, 01:06 PM
Bolter's roll wears when you get hit.

I also think Float is the better name.

Quick is already associated with instant cast/recast so I'm sure someone would get it confused.

There are multi-part status effects, SE just doesn't want to give them to us unless it is Blue Magic.

Perdition
04-10-2013, 11:45 AM
This would be a badass spell, but it would have to come with some type of catch. It also could not stack with +movement speed gear.

Karbuncle
04-10-2013, 12:05 PM
This would be a badass spell, but it would have to come with some type of catch. It also could not stack with +movement speed gear.

Neither Bolter's Roll, Chocobo Jig, Mazurka, or Fleet Wind come with a "Catch" and all stack with Movement Speed gear.

Only thing is, this spell should of course, wear off when hit, Like all the above :P

ManaKing
04-11-2013, 07:54 AM
+1 for fancy spells that I can appreciate.