We'll cram all the mages together and call it an Auramancer.
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We'll cram all the mages together and call it an Auramancer.
Necromancer is a usless job that we pretty much already have x.x which i am ; ; summoner . . . . .
You wasted your time by missing the entire point of what I said. All of these unique abilities weren't all there to begin with. As for the part about Necromancer hybrid tank-pet job. You, again, are completely minsinterpretting it, there is a massive difference. Neither Summoners nor Beastmaster's are applicable party tanks. Sure they can tank a mob for a bit, so can every other job (cept maybe scholar) in the game.
Back to the "should be removed" statements.
"Well it can restore hp (with the same spell) so it's just like white mage"
"Well it can charm enemies so it's just like beastmaster"
I understand that you are merely trying to avoid being proven wrong that there are many viable ideas.
Btw, Corsair is my main. I dare say I was one of the best corsair's on server at the time, was only missing like 3 pieces of equipment.
If in the end, you want something like it needs to use consumable items to make it different, then it's even more like beastmaster (see: jug pets).
The point is, no matter it is given, it will, regardless, in some way, be similar to another job, just like every other job there is right now. That is completely inevitable and it is a completely stupid to try and use that aspect in your argument.
You can argue that it will be very similar to Dark Knight but that Dark Knight will be better. No, that's why I brought up the minion tank idea. Not in the same vein as a Summoner using Stoneskin-ga or a pet, to temporarily tank or a beastmaster using a pet as a shield to keep himself alive. I was talking longer term tanking. That is different, entirely from Dark Knight, Summoner, and Beastmaster. There's also the matter of linked hp or is that too, unoriginal. The closest thing is Spirit Link from Dragoon.
Going further, Necromancer would not even need an actual charm ability (not that it would necessarily lack one). It would only need a job ability to summon undead. The undead summoned would be based upon the area the Necromancer is currently in and they would only be able to summon weaker than themselves versions of said creatures.
How about race specific jobs!
And no tsukino that wouldnt be called an auramancer it would be a Raveamancer!!!!!!!!!
They did complain alot . . . . They also complained alot in FFT advanced series and sent you to jail for not listening to there annoying laws :(
Druid, i want to be able to turn into a Tree a Cat and Bea... wait...
If the mosnters are weaker than the necromancer, how couldthey tank? Perhaps, they couldbe an equal level, but they would have to be unsummoned >> resummoned at level up to gain the same level bonuses? or would they be like dragoon pets, which level up based onthe ammount of battles they are out?
Necromancers helm could be the Cubones helm from Pokemon !!! It would be funsies!!!
engineer or mathematician.. w/e the dude in ff tactics was that rained hell down with his calculator >_>
1) No elemental spells.
2) I never specified a number of total mobs. Perhaps I'll dive more into my idea of shared hp and say that for each mob that you summon you lose a % of health that becomes the mob's total hp, thus limiting how many you can have up at any given time by causing an hp down debuff upon you.
3) More Dark spells is a given. Tier 3's and some more variations.
4) As for damage, you're right it wouldn't/shouldn't be able to DD close to a Dark Knight, that's where I came in with the tanking thoughts. I'm talking about a serious third tank not a quasi tank like Dancer. Using his own hp to summon undead creatures and using them as shields (essentially turning his own hp into a shield for the party).
5) The mobs would be summoned (mostly) not charmed. The mobs would be dependent upon the region you are in or something along those lines. There would of course be a more permanent alternative where you would be able to take over something that you kill but the recast on that would be relatively long.
6) As I said before, you wouldn't have much control over their actions, they would merely be pawns rather than the usual relationship of a pet job. They'd act like a Wyvern in terms of attacking (that's all they'd do, unless it was a a "charmed" one from something you killed, then you might have a slight degree of command, perhaps a tp move), they may get a command for it though. This is where I minimize the need for coding overhaul, as they wouldn't really have an AI at all.
I could add more but it's nearing 4am.
Even with your additional fleshing, the job still seems to be less effective than every other job in the game. Even PUP had advantages over MNK when it was released, not many, but it had some. It would be almost impossible to balance the job without breaking too many mechanics of the game. I personally think that the job would either be too weak to even consider levelling, or too over powered that would cause everyone to level it. It would be just too damn hard to balance it out to a middle ground between the two.
Umm... Calculator. The most broken job in that game.
OMG here we go...
Skeleton Job... much like this long zombie argument
-Drain and Aspir heal or fill MP
-Access to all and bonus to all dark spells
-You can have a club, staff or scythe only
-You would always have on drain spikes or endrain
-Very weak to hand-to-hand
At the very least you've accepted that can certainly be unique. I would leave the actual balancing to SE. Regardless, it's not even the job I truly want, which is Geomancer. /sigh Now that would actually cause a major overhaul in the coding, which is why I think it was part of the WotG expansion but got scrapped (due to ps2 limitations :D).
Gunbladers: master in the gunblade weapon, hybrid between markmanship and 2hsword in one weapon (put bullets in the ammo space and use it with your blade lol) would be cool to shoot a renzokuken on jagedy eared jack or making a robbery to retto-marutto in windurst pointing your gunblade at his big head
Job Trait: You may get attacked by cats or dogs due to open wounds with the smell of fish and gravy , you also might have no friends because hygiene may be an issue. . . .
Necromancer!
I saw a couple posts suggesting it,
Alchemist. That acually has a lot of possibilities if you really think about it.
It could use club type weapons which are also used to "mix" their materials in their mortar. Higher lvl "weapons" would improve alchemy skills.
Consumables are combined to create "items", spells/effects
Items offensive could be created, for example: explosives , using the algorythems used for "Bomb Toss" as a template.
Spells/effects could pretty much follow the current existing ones, except "cast" by using alchemy instead of magic.
It wouldn't be that difficult to come up with specifics unique enough to the job so its not just a clone of another job.
Heh, that would make it lucky 21 jobs...
Now you got me thinking about it.... Gonna have to work on some specifics....
I suggest Onion Knight^^
It could at certain levels equip a set amount of job traits, job abilities, and magic spells. But, you must already have gained access to them on the job that it is from.
Throw in a few original abilities.
I would like an idea like a Ronin job.
Like SCH did for RDM being able to change between Light and Dark. That made the job fun.
But what if Ronin let you sub and switch between NIN with Utsu and then SAM job to be able to DD.
I would like the idea to help jobs like RNG, THF or even DNC to be aggressive in melee and yet flip to use some NIN attributes.
Don't kill me if someone already said this, just an idea.
Ninja was originally designed as a throwing DD. just check throwing skill and shurikens DPS on FFXI wiki
Alchemist's 2h: doubles the effect of food and medicine effects for 3 minutes (useful in boss fights)
I suggest: Geomancer and Mimic
Geomancer:
main weapon: bells (club skill)
JA:
Terrain: can use Buffs, Debuffs and damaging abilities based on the terrain of the battlefield. Uses TP to execute them.
Mimic:
The mimic job class can set his abilities like BLU; the list of available abilities (and weapon rankings) depends on all other party members Jobs.
2h: can mimic a 2h ability of another party member
How about a job who makes a ban!bot who autobans people who make 'New job threads'.
You realize it was bad ideas like this that game us PUP, right?
I said to USE NIN attributes, I never said anything about NIN and DD.
But like most people subbing NIN or DNC, or even using SAM for it's attacking tributes, I would like to have that on my COR job.
COR/RONIN would allow me to use things like NIN (dual wield and utsu) or flip like SCH does and now attack like have /SAM.
I remember someone trying to solo COR like two weeks ago and said they died off a rabbit. D:
chocobo rider (can fight riding a chocobo)
Pulled this from http://vnboards.ign.com/ffxi_develop.../102585340/p1/ Obviously this was pre 75+ updates
-Chemists reduce the usage time, increase the potency and effects of various items. They can summon temporary items that only they can use and mix them for stronger items. Chemists learn Medicine Bag abilities using formula sheets, much like a corsair learned Phantom Rolls using dice. Some Medicine Bag abilities are Potion, Ether, Phoenix Down, Grenade, etc...
-CHM's abilities:
Miracle Salve: using items doesn't consume them, makes them all area of effect, and removes the usage time (2hr)
Medicine Bag: summon set temporary items (Lvl 5)
Mix: mixes two items together to produce a new item (Lvl 20)
Drink: uses a random potion in inventory without consumption (Lvl 35)
Revive: raises a fallen ally with 1 HP, no sickness, and no exp recovery (Lvl 45)
-CHM's traits:
Resist Stun: grants slight resistance versus stun (Lvl 10)
Chemistry: doubles the effect of damaging items (Lvl 15)
Item Lore: use items quicker (Lvl 25)
Medicine Lore: doubles the effect of curative items (Lvl 30)
Pretty much to add onto this with my own ideas, I'm thinking FFT Chemist here. Allow them to have a Bish skill in dagger and a C+ in marksmanship. Create a low damage, low delay pistols that CHM only can use. Boy, SE sure does love temporary items. As they said from above, the items you learn, you should be able to set, similar to blue magic spells. Everytime you draw from your medicine bag, you get those "set" temporary items to use and/or mix. Also, I'd like to see an ability that makes items area of effect. What a good way to cover from a hard AoE, by mixing then using an AoE Vile Elixir+1. Main support jobs that come to mind? I think /nin for pulls, or /whm for back up heals if your bag runs dry. I really think this adds a new spin to a support job. You got BRD and COR, but CHM seems on a whole new level. Of course there would be more abilities to add on this list, but I'll let you guys add any good ideas. As for the Revive ability, Final Fantasy series are known for what main item? The Phoenix Down! Let's get that item in the game and put it to good use!
Also use blinding/poision pots on enemies would be pretty cool.
I would rather they just added more JA/WS to existing jobs to add variance than add more jobs
OMG so I spent forever trying to read through this, but what about Remy's job from FFVI? Painter!
edit: Painter would use I don't know polearm?
Traits: resist traits, fast cast, traits are boring
Abilities: paint, enfeebling paints, elemental paints that explode, cure paints
I'm trying to think what Remy does in FFVI but its way too early