They have that already its called Abyssea brew. I think you should read the post carefully.
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Reading is clearly Hard :|
I am seeing some awesome ideas for Two Hour abilities and some 'wishful' ones as well.
My only suggestion is to make current 2-hour abilities at 1 hour...or even less, and create new 2-hr abilities. Now, if this is considered, the new abilities should be obtained via merits.
My proposals were based on the idea that the game would continue with its current trend of both mobs and players in a permanent state of 'roid rage. They were also to accomodate my sincere hope that the 90-99 content will be outside Abyssea where jobs will go back to their old roles.
Certain traits would also be appropriate, based on the patterns with level progression in the past. Unfortunately, without knowing the direction the game is moving we can't really know what will fit within the balance. However, a 2-hour ability SHOULD be an ability-based on the job-that is tremendously powerful (several orders of magnitude above what the job can do without the 2-hour), and many of our 2-hours simply don't do anything all that relevant anymore, EES, Azure Lore, etc. Our 2-hours need to either be revampped, replaced, or a 2nd 2-hour that does what a 2-hour should do-something to increase your power when it all hits the fan-given to players.
In keeping with that:
Summoner "Omega Flow" Allows you to use your astral flow every 30 seconds without consuming MP, Duration 2 minutes. NOTE: for those fearing balance issues, all that is necessary to stop this on the mob's part is to kill the SMN, not the avatar, and any mob that requires use of a 2 hour should be able to 1-2 shot any summoner in the game.
Dragoon "Draconic Appetite" Double damage on all Wyvern attacks, attacks drain HP if Dragoon has offensive breath, MP if set for defensive breath or TP if set for both, equal to damage dealt, amounts split between Wyvern and Master, duration 2 minutes.
I like the idea of having a new ultimate ability, whether its 2hr/24/72hr. I think we need to get back to the original design of the 2hr move - it was meant to use in those situations when all hope is lost and we try to pull victory from the ashes. Nowadays some of that has changed, such as the NIN using it so they can get back into action right away. Also, some of the 2hrs are weaker than normal WS moves, such as the EES of Ranger falling behind Sidewinder even before level cap increases. So new moves should be made to bring us back to the true concept of ultimate damage meant to salvage a victory, being stronger than any current WS offered by that weapon/job. But here is the catch... they are fatally flawed. If you use it, you will pay the ultimate price.
I havent thought of every job, but I've had a few in my head for a few years. I'll let SE figure out names, they get paid for it.
BLM: Using an animation similar to the MNK emote, but with black lightning. A black circular void appears under the BLM who begins spellcasting (using unique casting animation that for once doesnt suck). After 5 seconds of the spells startup, a similar black circular void appears under the mob, and the BLM's casting animation continues for another 5 seconds, then thick black bolts (about the thickness of a Burst) come up one after another from the black void under the monster, at various areas in the void. Then one comes up from the void under the BLM, who is consumed by it and falls dead.
PLD: I came up with this after watching the anime Ragnarok, I liked the Crusader concept of sacrificing oneself for the sake of the party. So with that in mind, I too suggest an AOE invincible. The difference is that any damage taken by a party member is absorbed by the PLD at a reduced amount of 80%. So if someone is hit for 100, the PLD's hp drops by 20. This last 1 minute or until the PLD dies, whichever comes first. The animation will be the pld kneeling and striking whatever weapon they have into the ground, which glows. The PLD cannot move or do any other action during this time, nor can the PLD be cured by others. When someone gets hit, you see the animation of being hit on the PLD and not the person who the attack was directed to.
SAM: I like the Gatotsu move from Kenshin. So for SAM, I envision them rearing their GKT back with one hand, and the blade is engulfed by flames as the move charges. Then the SAM thrust it forward and into the mob. Simultaneously the image of the GKT appears stabbing through the back of the SAM. When the SAM removes the GKT from the mob (after a few seconds of epicness), the GKT stabbing the SAM is also removed, and the SAM dies. Damage will be influenced by the weapon, gear, stats of course.
RNG: A bow of light appears in front of the RNG, and an arrow pulled from their chest. The RNG pulls back on the bow and the tip glows brighter. The arrow is released and explodes against the mob, pushing it backwards. The image of the bow fades, the RNG salutes it, then dies. Damage again influenced by weapon, gears, ammo, stats.
Thats all I thought of, but you can see my concern being more on concept of it being a true epic move and a last resort and visual design. We want to look at it and go 'dang' and be fulfilled by the sacrifice and impact and not simply try to epeen and break the game. It shouldnt be rechargeable by a COR 2hr or restore chest.
There is a difference between using your imagination, and just offering up ridiculous game breaking ideas that will never ever be used. It's the difference between doing something useful and useless. It's pretty easy to tell the difference between the good ideas and the bad ones.
Yah, But Its much less frustrating to quietly facepalm rather than being harsh about it.
the GM's/etc on this forum are pretty strict on Insults, even if you're defending yourself. I know from experience =.=a
Would this mean BLM's could finally get Ultima?
*Edit: Made some changes per Eadieni's suggestions.
Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.
Tier II 2hr. Abilities
War: (Devastation) -Dur. 1min- 20% of normal melee attack damage returned as tp in addition to normal tp gain.
Mnk: (Occlusion) -Dur. 1min- Melee attacks are infused w/ add'l effect: stun. 100% activation. Subject to resistance.
Whm: (Saving Grace) -Dur. 30sec- Makes party incapable of being KO'd. Members HP can fall to 1 and will remain there for the duration of the effect.
Blm: (Omnipotence) -Dur. 3min- All elemental magic cast while under effect will inflict target with debuff of associated element. Potency and duration of debuff affected by tier of spell cast. (Ex.Freeze II=Paralyze III)
Rdm: (Touch of Solace) -Dur. 1min.- Grants target immunity to all magical attacks.
Thf: (Sundering Strikes) -Dur. 1min.- Grants party 100% triple-attack status with each successful -initial- hit of your attack round. If the target is missed by the user, the triple-attack wears, however, the ability will remain in effect for the duration.
Pld: (Cheveyo's Mercy) -Dur. 1min.- Redirects 50% damage taken by party back to the Paladin. Heavily boosts enm while in effect.
Drk: (Force Reaver) -Dur. 1min.- Sets enemies TP to 0 upon successful strike. Enemies will receive no tp from attacks or weaponskills performed while under this effect.
Bst: (Ambient Roar) -Dur. 1min.- Grants all status enhancements and stats of the user to the users pet. Transferred stats -will- stack with pets native stats and enhancements from gear/equipment.
Brd: (Merciful Hymn) -Dur. 1min.- Reflects 100% of damage received by party back to attacker.
Rng: (Bombardment) -Dur. 5min.(or until used)- Allows 'barrage' to be used in conjunction with your next weaponskill. Generates no enmity toward user.
Sam: (Musha Majikku) -Dur. 3min.- All attacks performed by party while under effect are considered magic damage. Attacks while under this effect will receive a significant Magic Attack Bonus.
Nin: (Kage Kuroun) -Dur. 1min.- Creates replica of user. All enmity transferred to clone. Clone is incapable of being healed. If still "alive" at end of duration, replica will despawn.
Drg: (Transcendant Leap) -Effect Dur. 1min.- Delivers a powerful jumping attack that inflicts target with slow, poison, silence, paralyze, weight, bind, blind, and powerful Def. down effect(~25%).
Smn: (Celestial Accord) -Dur. 1min.- Allows use of all Blood Pact abilities without MP consumption and eliminates recast timers while under effect.
Blu: (Forsaken Penance) -Dur. 3min.- Next TP move directed at you by enemy will be absorbed. Ability is stored and can be "cast" against target when ability is used again.
Cor: (Royal Flush) -Dur. 3min.- Allows user to cast up to 4 Phantom Rolls on party members while under effect. Eliminates Phanton Roll recast while under effect.
Pup: (Mime) -Dur. 3min.- Grants enhancements given by attachments/maneuvers to Master and Automaton.
Dnc: (Masterful Mirage) -Dur. 1min.- Allows the use of flourishes without finishing moves and sets recast times to 0.
Sch: (Clairvoyance) -Dur. 1min.- Renders target weak to all elements. This includes targets resistant/immune to magic damage. Grants 20% damage boost to spells cast on the target while under the effect.
Dragoon
72 hour Ability: Draconic Disciple: Dragoon wyvern evolves into a powerful larger darker version wyvern. (Young adult size not the full grown size wyvern)
JOB ABILITY (Under the effect of Draconic Disciple only)
Dragon Jump: Dragoon performs a jumping attack on enemy causing one of the special abilities inactive for 2 mins.
PET COMMAND (Under the effect of Draconic Disciple only)
Dragon Gorge: Wyvern absorbs all positive status effects on the enemy and transfers it to the dragoon.
JOB TRAIT (Under the effect of Draconic Disciple only)
Dragon Skin: Occasionally breath attacks have no effect.
I got a couple of Idea for SMN but I dont think it sould be a v2 two Hour, but just another job ability like avatar favor
A "casting" stance
Super Magical Avatar Stance of Happyness (name subject to change everyone names their suggested abilities to sound cool)
- Fuses the avatar with the elemental spirit of their corresponent element, giving the avatar the capacity to cast and behave like the elemental spirits while retaining the ability to command them and normal bloodpacts.
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in damage, reduces recast time on the elemental magic, AI and gives the avatar a "elemental seal" like bonus in accuracy of their bloodpacts.
- It will be required to posses the corresponding elemental spirit magic to activate said ability
A little more out there ability....
a "melee" stance
Super Martial Avatar Stance of Joy
- Fuses the avatar with the player (maybe not literally)
- Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
- As the effect gets stronger the avatar gets bonus in their stats as the players gets their stats reduced, stats like attack, defense, str, acc, dex etc, diferent avatars would "drain" certain stats more than others
- It will give the avatar a special bonus like double attack, reduce delay, increase damage etc. depending on avatar.
just a couple of ideas, tunning would be the key.
New Ninja 2 Hour Ability: Devastation
2 shadows from utsusemi: NI will manifest in physical form which will:
Help the ninja doing multiple skillchain LV3 during the 2Hour duration
the shadows will use random weapons which help do LV3 skill chains
or if thats too Overpowered they will only spam elemental ninjutsu
I'm not gonna do all the jobs cause a) i hardly play em b) the ideas would such
WHM : Second wind = Bene + Removes all statue aliments inc Amnesia Mute Doom and weakness.
SMN : Pheonix : AoE RR that has no weakness
DRK : Doomed Blade : You get 9999 HP + Souleater effect for 1:30 (can only use a 2 handed weapon) if a mob hits you it heals you but once the 90sec is up you die (Magic dmg still does normal dmg) (you can't be healed by any magic except drain)
SCH : Forever Helix : Next Helix does X2 DMG + has a duration of 1 hour (will wear off if mob loses hate)
COR : Hexa shot : Occsonally shoots 6 times Lasts 20 mins but chance reduces with procs (starts at 100% goes done by 5% a proc)
Samurai
72 Hour ability:Mushi Dokugo:Ability to use weapon skills at 50 TP also grants a TP Bonus effect on each Weapon skill. (Under the effect of Mushi Dokugo you cannot Skillchain.)
(Mushi Dokugo is a Japanese term used in Zen Buddhism which expresses the phenomenon known as "awakening alone, without a master.)
(Combining the 72 hour Ability Mushi Dokugo with 2 Hour ability Meikyo Shisui will require only 50% TP of the 300% under the combine effect skillchain is granted.)
I'm up for at 99 letting us use our subjobs 2 hour.
I've always wanted a Chainspell Manafont on Black Mage.....
Perfect Dodge Hundred Fists
Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.
I think most of the 30 second ones should be changed to 45 seconds or 1 minute.
For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).
The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.
The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.
The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.
The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.
The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.
Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
Thanks for the reply. I'm actually glad that you brought up the points that you did. A lot of the changes that you cited were actually some of my original ideas. I, however, changed them in the interest of not seeming too over-powered. But I think what happened in some cases, I ended up under-powering a handful of them. I've been away from the game for quite some time and am by no means a numbers whiz.
The THF(Sundering Strikes) ability I originally had placed on a 1min. timer. I also think it deserves a bit of rewording. The 'triple-attack' effect itself would be a 100% effect. The "initial hit" portion that I stated was referring to the THF having to land his initial hit in order to proc the effect on the mob for the party. Similar to the way dancer sambas work.
For the SAM ability, what you stated is exactly the effect I was looking for. You just worded it much better. I was trying to stray away from it being just an AoE 'Formless Strikes' 2.0, and it be more of an unresisted magic damage type, useful not only for mobs who, as you stated, make use of PD/Invincible, but also for those who take reduced damage from physical attacks bringing some usefulness to DDs on mobs who are heavily dependent on a mage-heavy setup.(Not sure how many monsters there are like this at the game's current state that are worth engaging.)
The Merciful Hymn for BRD was actually a typo. 100% is correct. As far as the duration, I guess 1min.+ on that wouldn't be too outlandish. Though I will admit, its usefulness would be very situation specific. Maybe being more useful on mobs who spam heavy Dmg AoEs at certain stages.
As for the PLD ability, I like the direction you took with that one. It would actually be much more useful redirecting the damage taken to the Paladin. And perhaps boosting enm gain while in effect?
BLM whole-heartedly agree. Now looking back on it, I believe it would be much more useful as a singe-use JA. The only thing I would say I omitted would be the fact that it would serve as more of a "super-potent" version of the debuff depending on tier. (i.e. Freeze II = Paralyze III and so forth.)
The RDM ability i'll admit I was a bit perplexed on. Their role has changed so much with the current state of the game. I was assuming with the post-abyssea content they would be reverting back to more of a heavy support role. However, I was in fact attempting to make the timer on that comparable to Chainspell. I was just having a brain fart and couldn't recall exactly how long CS lasted.
Think I'll go back and edit/fix my post per your suggestions. Excellent observations though.
Make Mijin Gakure II AOE.
Ah yeah the bard one is much more useful at 100% then 10% lol.
Was like 10% ...? mob hits for 800 and takes 80 dmg ... yay!
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Well there's no shortage of imagination here as you can see ^^ Really cool ideas all around! While reading through everyone's post, though, it hit me that something has not be proposed yet.
2 hour Tier II: Role Reversal Abilities:
While most everyone is proposing what would equate to our current 2hrs +2, I thought it would be fun to approach this topic in a different way. While I believe 2hrs should should always help players potentially turn the tide of battle, the thought of offering a new prospective on just how we do this seems like a refreshing thought. What if instead of simply upping the potency of our current 2hrs, we had "Role Reversing" abilities that give us a unique choice to excel in the exact polar opposite of what our current jobs inertly do by design. Instead of a THF dodging all attacks, they would instead excel in dishing out attacks. Instead of a SMN's Avatar using their full power, the Avatars themselves would summon even more powerful Avatars, and so on. This is not to say that such Role Reversals would force certain jobs to no longer cause damage to a target (ex. a DD can no longer cause dmg to a target), but rather reverse/alter the way they would normally cause damage. These are just my 1st attempts at the concept, so I would love any additional feedback (tweaks, other suggestions based on the ones below, etc. ). I don't think names for my suggestions are really that important at this stage (that, and I don't want to sit for another hour coming up with them ><; ), so I left them out for now. So here goes.
WAR- Absorbs Damage taken and converts 50% of it into additional melee damage dealt to a target.
BRD- Adds potent, random song-like enfeebling/damaging effects to melee attacks to all party members within area of effect..
BST- Allows the BST to perform/mimic the augmented versions of the currently called pet's TP moves.
BLM- Adds potent spell-like elemental damage to melee attacks. Absorbs damage taken and converts 30% of it to MP and HP.
BLU- Adds random top tier additional effect blue magic spell-like damage to melee attacks.
COR- Adds augmented random additional effect elemental damage to melee attacks to all party members within area of effect. Shots fired that match the random elemental melee damage dealt to a target will be tripled in damage.
DNC- Adds potent random syphon effects to all melee attacks that doubles the amount syphoned based on melee attack damage. Syphoned effects benefit all party members within area of effect.
DRK- Drastically enhances spell potency by randomly draining ones own HP or TP.
DRG- Allows your wyvern to perform unique damaging TP/and Breath moves. Wyvern Absorbs damage taken and converts 50% of it to TP for itself and the DRG.
MNK- Drastically enhances Chi Blast by storing and converting 50% of damage taken over time into a single blast.
NIN- Quickly rigs an enemy with multiple explosive ninjutsu tools that creates a powerful AoE blast. Would use up to an entire stack of Inoshishinofuda ninjutsu tools for maximum damage. Fewer tools would result in less potent damage.
PLD- Causes all attacks to become critical and ignore a targets DEF while doubling en-light damage.
PUP- Allows your automation to mirror your exact attacks and TP moves, thus doubling the damage dealt.
RNG- Strings together melee and ranged attacks. Causes all melee attacks to drastically reduce evasion. For each melee attack landed on a target, an equal amount of ranged attacks will be fired.
RDM- Drastically augments En-spells to near potency of Ancient element magic level, Quadrupling En-spell damage.
SAM- Allows the simultaneous, Augmented use of both Seigan & Hasso at once and grants potent Regain to all party members within area of effect.
SCH- Allows Manifestation to be used with melee attacks while randomly adding potent Divine, Dark, and Elemental additional effect damage. This effect is shared by all party members within area of effect. Causes Accession to either half, or mid-agate damage taken based on the number of party members.
SMN- Allows the currently summoned Avatar to summon even more powerful Avatars (ex.Bahamut, Phoenix, etc.) or the Ancient magic versions of Elemental Spirits to fight along side them. Ancient Elemental Spirits would use both potent unique TP moves and powerful Ancient magic spells. Powerful Avatars would appear only to use one ultra ability and then despawn.
THF- Causes all attacks to become critical, triple attacks.
WHM- Causes all attacks to become critical, double attacks with doubled additional en-light effect damage. Absorbs Damage taken and converts it to healing values to all party members within area of effect.
I really liked kaze's idea. But as a drk, if you could have the 2hr make all the hits crtitical, same miss rate as normal, just m/ake them auto crits.
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I meant to note the similar nature of your concept of SMN T2 2hr, and Kimara's idea with the one I suggested ^^ Though my version is born from the concept of "Role Reversal" 2hrs, I think either of these ideas would be awesome to see, though I would really like to see what Phoenix looks like :)
SMN- Allows the currently summoned Avatar to summon even more powerful Avatars (ex.Bahamut, Phoenix, etc.) or the Ancient magic versions of Elemental Spirits to fight along side them. Ancient Elemental Spirits would use both potent unique TP moves and powerful Ancient magic spells. Powerful Avatars would appear only to use one ultra ability and then despawn.
Except for when it comes to Blue Mage...
My submission for an alternate BLU 2hr v.2 : Cobalt Surge/Rush/Overload
All learned blue magic spells become slotted, granting all relevant stats and traits as well as becoming castable.
Chain Affinity and Burst Affinity (recast timers reduced to 5 second / do not deactivate upon use while this ability is active).
Duration: 2 minutes.
I thought it would be nice to have a 24-hour ability which would combine the 2-hour ability of your main job and your subjob. Imagine Chainspell + Manafont as RDM/BLM. :D
Are you serious??Quote:
Corsair: Deadly Game - Rolls a dice, 1-3, Enemy and User receives Multiple Debuffs ****,3-6 Target and User Inflicted With Doom***
BRD- Symphony
Your song, put target in range around you (20") under slow/silence/paralyze/blind (cannot be resisted) for 25s , and buff your party with high regen/refresh for 3 minutes.
Pianissimo can be used on it to use on a single target.
PLD - ????
Grant the party a physicial shield for 1min, reducing all physicial damage taken -30%
NIN - Shadowstep
Put a mark on the target for 3 minutes, all attack directed on the marked mob have a chance to give you 1 magical Shadows can be stack to 5 (-Ga spell will be absorbed by thoses shadows).
I see also another abilities like step for nin,
Stack up to 5 marks, each hit have a chance to grant you a mark, released them to make a devastating attack.
or to add extra defense tools.
WHM - Radiance
Grant the white mage a regen buff that'll heal all the party member for 500 HP / tick (no hate generated) and give back instantly to the white mage 50% of is base MP.
duration: 30s
It would be cool to transform into a Soulflayer as BLU during our 2hour or maybe as a new 2hour ability like the ones suggested in this thread.
BLU - Immortal's Soul
You summon your bestial soul, transforming you into a Soulflayer, increasing your magical & physical power and grant acces to all souflayer's abilities.
:P
The Soulflayer abilities sounds like too much trouble for the dev team to me, but just an animation change and increase in magic/physical attack would be pretty sweet.:D I'm not sure how difficult it would be to make the Soulflayer animation use Blue Magic animation spells though. :confused:
I like the idea if blu temporarily turning into a soulflayer.
Blu's job emote should have involved face tentacles >.>
<.<
>.>
(oO)
/|||\
/facewiggle
Every time I eat an Astral Flow from a Dynamis monster, I envision a thread like this. Our two-hour abilities are in definite need of some tweaking.
Kudos to the OP.
Maybe not transform into a soulfayer but maybe add a "summon" soulflayer next to us in semi-opacity to show it as a ghost remnant of our soul, just standing next to us, and when it wear off, it mean our physical/magical attack + is off.
How about Two-Hour Skillchains!
For example if a WAR and WHM does their respective 2HR within 5 seconds they receive the additional bonus.
WAR: grants 50% critical attack bonus to party while under Mighty Strikes
WHM: grants Life (raise with 50% HP without weakness) to fallen members
and here are the rest of the jobs:
NIN: grants remaining shadow clones to party (clones capable of absorbing AOEs, wears off like normal utsusemi)
PLD: 50% physical damage reduction to party
BRD: grants an additional song at 50% of effectiveness
BLU: increase spell potency by 50% (above normal cap)
RDM: allows all self-targeting spells to be AOE for party members (stoneskin, phalanx type spells)
BLM: allows party members to cast spell at 50% of normal mp cost
DNC: Lowers TP cost by 50% to all members (WS at 50 TP)
SAM: grants party members 50% of TP used from the 300% TP of Meikyo Shisui weaponskill (i.e. SAM used WS from the 300tp, members get 50 tp from that TP pool only)
MNK: Lowers weapon delay by 50%
DRK: 50% HP from blood weapon is granted to each member (drk drains for 100 hp and each members get 50 hp)
COR: allows COR quick draw instantly without recast timers
SMN: summons an additional avatar for astral flow at 50% strength
BST: Calls an additional pet for 50% of duration time
RNG: induces flash on the monster for 60 seconds (you just shot his eye out!)
DRG: shares 50% of spirit surge to party members
PUP: grants member bonus to job abilities (berserk adds more attack, defender more defense and so on)
THF: multiplies current treasure hunter level by number of people in party for a chance of double drops
To even it out probably allow only one job type to Two hour skill chain with another type. (similar to how the DRG's wyverns are classified). for example: RNG and WAR cannot chain but either one can chain with a WHM or BRD)
Pretty fun making this stuff up!
And now for the fun part: Since I don't really like the Taru race, let's make it to where once this 2hr skillchain activates the nearest Taru within 50 feet, Mijin Gakure against his or her will!!
The problem with involving a Soulflayer in BLU's 2-hour is that the transformation from Blue Mage into Soulflayer is a one-way process. There's no going back after you become a Soulflayer.