PDA

View Full Version : A Few Ideas for new Jobs/Crafts...



Cuthert
03-24-2011, 08:07 AM
OK, I used to play ffxi back when the cap was 75 and ToAU just came out...I was a 60 thf as Cuthbert on Alexander, and I really miss my old friends (Shot out to HappyHaven LS!)...

Anyways, I came back a month ago, and started all over as Eponis on Asura since I have RL friends on that server, and much to my surprise, many of the things that bothered me about the game had been changed!

So I had an idea for the development team. Would't it be cool if somewhere down the line, in a new expansion, there were three more advanced jobs, one specific to each city, and each one that had a new corresponding crafting skill?

One combination specifically comes to mind for me. It seems that Bastok, in all its '"technical prowess, with its cannons and the ever-ingenious Cid, could have a lot more going on in the Technology department.

I was thinking that a new craft, "Engineering" would be awesome, and it would exist only in Bastok (although it makes sense that you should be a resident of Bastok, maybe just having a prerequisite fame would suffice). Engineering would yield all manner of technological items/equipment, but would mostly coincide with the new Bastokan job, "Machinist". Engineers would build all manner of gadgetry for use for the machinist, perhaps including the "Gun Arm" and maybe even a mechanical equivalent of a chocobo.


I gave this particular combo a lot of thought, and i think that its a good one. I haven't given a whole lot of thought about what craft/job would be great for San d'Oria or Windurst, but perhaps it would be great to see Windurst have the job "Time Mage" coincide with a new craft "Flux"... imagine the possibilites... At some level time mages would be granted the ability to teleport themselves and party members in between the past and the present. Flux, combined with Engineering may even yeild single use machines used by non-time mages to travel through time... The possiblilites are endless..

As for San d' Oria, I'm thinking Geomancer, which would be a melee class similar to drk or pld but with magic or job abilities much like it had in FFT. Your surroundings would play a part in unlocking spells, and determine how effective they are when casting. In any event, Sandy should get a new craft as well, lets say Geomancer and the new craft "Lore" (or something similar)...This craft would be used to make all manner of Geomancer equipment and items, but also could be used with engineering/flux crafts to make all kinds of cool things. It would be sweet to see geomancers with the ability to teleport to specific places that also are used in unlocking spells. (say, after they are used to unlock them)...


I don't know guys, since the servers have been down i have been playing with this idea, im not sure if anyone will like it, but i do. It definitely needs some brainstorming though, as this is really so far just a few rough ideas. I really like the idea of three new crafts that are so different, but catered to each nation, as well as a new job, also catered to each nation, and that when combined together are extremely powerful/useful... It would certainly entertain and enliven me.

Ryak
03-25-2011, 04:59 AM
I like your ideas but Geomancer has already been implemented within Scholar with its Storm spells. Machinist should just be a new craft called Engineer. I think Time Mage, Necromancer,Polymorpher /Shifter and Mystic Knight would be best for the game. My Mystic Knight version would only be a tiny bit like red mage. Instead of using the Enfire spells etc.. , They would not use magic points for them. These would be all elemental weapon job abilities that would make red mages enspells look like childs play. Enspells all seem to hit for minor damage. Mystic Knight would use them as job abilities similar to Dancer. But these versions would have massive amounts of damage compaired to red mages version.

Ryak
03-25-2011, 05:04 AM
I like your ideas but Geomancer has already been implemented within Scholar with its Storm spells. Machinist should just be a new craft called Engineer. I think Time Mage, Necromancer,Polymorpher /Shifter and Mystic Knight would be best for the game. My Mystic Knight version would only be a tiny bit like red mage. Instead of using the Enfire spells etc.. , They would not use magic points for them. These would be all elemental weapon job abilities that would make red mages enspells look like childs play. Enspells all seem to hit for minor damage. Mystic Knight would use them as job abilities similar to Dancer. But these versions would have massive amounts of damage compaired to red mages version.

Oh and they would also get light and dark versions of these abilities.

annewandering
03-25-2011, 09:12 AM
I would like Windy to be the center of mog crafts. Making expansions to mogs and the other things that the mog will need. Porches maybe. Balconeys. Archways. Fireplaces etc.

Cuthert
03-25-2011, 10:09 AM
Machinist should just be a new craft called Engineer.

Yeah, I really just like the idea of a craft coinciding with a new job, as far as machinist goes, i was thinking like the old school class, and the idea being a class that could utilize all of the yields from engineering. I.e. gunarms, etc. What i really like is the idea of time mage. I didn't realize that about geomancer and scholar, i haven't tried scholar out yet. But really i just wanted to brainstorm, i like the idea of a mystic knight, i was actually going to suggest that for san'doria, but i couldnt think of how to make it apart from drk, pld, and rdm.

Ryak
03-25-2011, 04:50 PM
Yeah, I really just like the idea of a craft coinciding with a new job, as far as machinist goes, i was thinking like the old school class, and the idea being a class that could utilize all of the yields from engineering. I.e. gunarms, etc. What i really like is the idea of time mage. I didn't realize that about geomancer and scholar, i haven't tried scholar out yet. But really i just wanted to brainstorm, i like the idea of a mystic knight, i was actually going to suggest that for san'doria, but i couldnt think of how to make it apart from drk, pld, and rdm.

You should level scholar it is pretty fun. Mine is 90

Saenomo
06-12-2011, 12:07 AM
I think a mystic knight with the ability to shift it's damage type into pure elemental damage would be really cool. Instead of just an en-spell, it's main hits would become magical damage. Something like the below perhaps?

Level 01 - 2H: Mystic Charge - Elemental Blade hit readies enemy for Skillchain. TP = 100 for duration of 2H. (Duration: 30 Seconds Recast: 2 Hours)
Level 05 - JA: Earth Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 10 - JT: Elemental Resist - Resist Elemental Damage based on active Elemental Blade (Earth Blade = Resist Thunder damage)
Level 15 - JA: Wind Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 20 - JA: Ice Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 25 - JA: Fire Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 30 - JA: Water Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 30 - JT: Elemental Resist II - Improved Elemental Resistance
Level 35 - JA: Thunder Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 40 - JA: Dark Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 45 - JA: Light Blade (Duration: 1 Minute Recast: 2 Minutes)
Level 50 - JA: Earth Blade II - Added Effect: Slow (Duration: 1 Minute Recast: 5 Minutes)
Level 50 - JT: Elemental Resist III - Improved Elemental Resist II
Level 55 - JA: Wind Blade II - Added Effect: Silence (Duration: 1 Minute Recast: 5 Minutes)
Level 60 - JA: Ice Blade II - Added Effect: Frost (Duration: 1 Minute Recast: 5 Minutes)
Level 65 - JA: Fire Blade II - Added Effect: Burn (Duration: 1 Minute Recast: 5 Minutes)
Level 70 - JA: Water Blade II - Added Effect: Poison II (Duration: 1 Minute Recast: 5 Minutes)
Level 70 - JT: Elemental Resist IV - Improved Elemental Resist III
Level 75 - JA: Thunder Blade II - Added Effect: Stun (Duration: 1 Minute Recast: 5 Minutes)

Merits:
Light Blade II - Added Effect: Flash (Duration: 1 Minute Recast: 5 Minutes) + Either -Recast or +Effect Chance
Dark Blade II - Added Effect Bio III (Duration: 1 Minute Recast: 5 Minutes) + Either -Recast or +Effect Chance
Elemental Absorption - When hit by a spell matching your Elemental Blade, absorb it and recover HP
Elemental Reflection - When hit by a spell weak to your Elemental Blade, bounce it back at your target (Only single target spells)

Level 85 - Null Blade - Grants a Magical Damage Blade that is non-elemental
Level 95 - Null Blade II - Additional Effect: Doom(30 ticks) (Duration: Instant Recast: 30 Minutes)
(Doom may be a bit much but I couldn't think of something unique at the moment)