Advanced Jobs w/ veteran + hero abilities
Hello! The following information is primarily regarding the idea of Advanced Jobs for our current job system, upgrading them to "Hero Class" which is a common theme throughout many final fantasy titles, popular and lesser known. The suggestion would be for either pre-Adoulin or for adoulin release in addition to our two new class releases, thus keeping our fan base on track and enhancing our gameplay and enjoyment/OCD levelling process in place ^^
The suggestion spans all classes, and is open to suggestions, titles and name changes as needed. For the most part I have stuck to FF-genre icono names for advancing classes to their next stage. Further, to additionally back up this suggestion, many MMO games utilize one, if not several job/class advancement stages and given our current level of 99, would be something I believe would be welcome by the player/fan base large scale. Here is the current list (8/5/12):
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UPGRADE
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Warrior – Gladiator (Berserker or Knight)
Red Mage – Red Knight /Red Wizard
Black mage – Magus /Black Wizard
White mage - Oracle /White Wizard
Thief - Assassin
Monk – Mystic ( Black Belt)
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Paladin – Crusader (Templar)
Dark Knight - Judgemaster
Beastmaster – Mediator
Bard - Muse (Mime?)
Ranger - Sniper (Cannoner)
Samurai - Bushido (Paravir)
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Ninja - Shadow (Stalker)
Dragoon – Holy Knight (Lancer)
Summoner - Channeler (Evoker)
Blue Mage – Memorist
Corsair - Sky Pirate
Puppet Master – Machinist
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Dancer - Mesmerizer
Scholar – Sage
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As likely observed, most of the class suggestions above relate to or are identical to the class upgrades available in multiple FF titles. Some were tough choices, and some are still worth discussing I would assume? Additionally, the second tier in parentheses (_) are suggestions in the rare case we would be willing to setup a class tree where you could go from say for example:
/ Shadow
Ninja 99
\ Stalker
This would thus enhance the diversity of the game much moreso, however would require a massive overhaul of balancing, however given that we have 20 jobs playable atm, with a fair split for all jobs, that would make 60 playable jobs, and 40 viable "Hero Jobs" which would be greater than a regular 99 Job, playable.
As a suggestion, and this would also offer a route of increased playability/content, allow the newly created "Hero Jobs" to access up to level 50, and have a subjob of a regular job up to 75~ or keep the current 49. (49 allows access to a great amount of skills and is balanced, having a /75 subjob may be too OP) so an example could be
Crusader 50 / Sam 49
or if the 75 were to be implemented:
Channeler 50 / Black Mage 75
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As you may also notice above, is that several of the jobs I could not identify a proper name for a split job, while others were still a question. A good example are the mage jobs. How much longer shall the Mage jobs, at max level be considered mage's and not Wizard's as in previous releases?
This I do believe is a primary update, even if the Hero Classes are not implemented. Red Mage especially being given over to Red Knight, although Red Wizard has been used in the past as well. Additionally, having Sorcerer & Oracle in play will add to game play. Spice things up a bit, no??? Plus think a bout it, a 99 Fighter, is more than just a 99 fighter now! etcetc.
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Here are some links to the above name classes from Final Fantasy Wiki's for reference:
Gladiator http://finalfantasy.wikia.com/wiki/Gladiator_%28Job%29
Magus http://finalfantasy.wikia.com/wiki/Magus
Oracle http://finalfantasy.wikia.com/wiki/Oracle
Red Knight http://finalfantasy.wikia.com/wiki/R...%29#Red_Wizard
Black Wizard http://finalfantasy.wikia.com/wiki/B...nal_Fantasy%29
White Wizard http://finalfantasy.wikia.com/wiki/W...nal_Fantasy%29
Assassin http://finalfantasy.wikia.com/wiki/A...asy_Tactics%29
Mystic http://finalfantasy.wikia.com/wiki/Mystic
Crusader http://finalfantasy.wikia.com/wiki/Crusaders
Judgemaster http://finalfantasy.wikia.com/wiki/Judgemaster
Mediator http://finalfantasy.wikia.com/wiki/Orator
Muse http://finalfantasy.wikia.com/wiki/Bard
Sniper http://finalfantasy.wikia.com/wiki/S...ics_Advance%29
Bushido http://finalfantasy.wikia.com/wiki/Bushido
Shadow http://finalfantasy.wikia.com/wiki/Ninja
Sage http://finalfantasy.wikia.com/wiki/Sage
Channeler http://finalfantasy.wikia.com/wiki/Evoker
Sky Pirate http://finalfantasy.wikia.com/wiki/S...asy_Tactics%29
Mesmerizer http://finalfantasy.wikia.com/wiki/Dancer
Holy Knight http://finalfantasy.wikia.com/wiki/Holy_Knight
http://finalfantasy.wikia.com/wiki/Dragoon
Memorist http://en.wikipedia.org/wiki/Memorist
http://finalfantasy.wikia.com/wiki/Blue_Mage
Machinist http://finalfantasy.wikia.com/wiki/Machinist
http://finalfantasy.wikia.com/wiki/M...asy_Tactics%29
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At some point maybe I will be able to go into a discourse on the choice for each job etc! ok update 1 finished, now to part 2!
Quested Hero Class Abilities | Veterans Benefits
Ok, here is a suggestion in the area of a "Universal" Job type Ability, that unlike class abilities, will be universal to all players regardless of Job. These Job Abilities would be quested out at a varying set of levels and once unlocked, will have access to them on all jobs that match the level of the skill. (IE A level 5 job couldn't access the level 75 quested skill, even though that would be kind of cool!) Some of these may be reminiscent of generic gaming commands from side by side games ^^
In addition to the above suggestion, we will find below the combined suggestion of a "veteran" player bonus skill or skill sets as I edit throughout the future. The exact details of acquiring/rewarding players this would be of course up to SE, however I could suggest something along the lines of rewarding players by the amount of years that their account is registered from start date. IE an account that started in 2002 (or 2001 for beta players) would at increments be awarded either special items and/or minute beneficial abilities/buffs. Additionally we could toss around a benefit to those with total months subscribed, and total game hours achieved(which could likely lead to many burned out game systems if implemented!!)
Upon first implementation of the "Hero Class Ability" system, it would create a new menu under "Job Ability" Titled : "Hero Ability".
Initially, the Hero Abilities would/could include the following setup:
____________________________Hero Abilities___________________________
lv1
Veteran
Persistent upon activation (duration)
- Veteran Stat Boost, Similar to a Sphere effect of Stat Gain dependent upon job|class|grouping:
Mages
(WHM/RDM +3-5MND
/BLM/SCH +3-5 INT
SMN/BLU) +3-5 MaB / MDef
Melee
(WAR/MNK +3-5 STR
THF/SAM +3-5 DEX
NIN/DNC) +3-5 AGI
Mixed
(PLD/DRK +3-5 VIT
BST/PUP +3-5 CHR
BRD/COR +3-5 DEF/ATT
DRG/RNG) +1-3 Eva
(Veteran benefit would be granted in "tiers" dependant upon possibly the age of the account, aka first date of subscription, or alternatively via days played or months subscribed)(so what would be sought from above woudl be to have versatile parties to an extent, and matching stats or even offering a "skill boost" for multiple veteran jobs of the same type in 1 party, i.e. 2 veteran DRK's in same party providing +5 drk skill instead of generic vit boost) Additionally these would be persistent buffs and would operate similar to sphere effect for party members say within a 110 yalm area?
lv 25
Emergency SOS
auto-effect based on HP<25% toggle when hp>90%
Provide a random buff or pair of buffs on rare occassion (10% chance upon activation)
varying duration dependant upon buff|hp critical
randomness of buff acquired is static percentile based(with possibility of introduction of gear
maybe synth or auguments or evolith to boost chances)
100% 75% 50% 25% 15% 10% 5% 1% (.01%?) chances
100% random shell or protect (1-5) [50% either\or]
75% Wall (Protect 5 & Shell 5) or Last Haste or Regen 3
50% Chivalry(+att/+mab) or Gallantry (+def/+mdef)
25% nulblaze | nulfrost | nulshock | nultide
15% Overdrive (TP Gain +5?) Spellspring (0 mp cost or special tech cost i.e. dancer steps)
10% Critical HP/MP HP (+50% heal if survive next physical attack that does damage) MP (+50% MP if survive next Magic Attack) or Critical Quick(haste stack cap), crit evasion (+75 eva)
5% Back to Wall/Catnip (+50% crits/50% chance of being crit) or adrenalne(dblatt)/ last stand (dbldef)/ spellbreaker(dblmagic)
1% SOS ???( Increase random stat by 1-999)
.01% TBA
http://finalfantasy.wikia.com/wiki/SOS_Abilities
lv 50
Salve
1 minute cooldown
removes 1 status (in order) [thus if a player is blinded and poisoned, it will attempt the blind]
%= success ratio, possibly gear modifiable if released (augments or evolith's for example)
If none of the below status' are on, it will provide a passive resistance to all 5 for 30 seconds.
Blind50%
Silence30%
Poison20%
Bind15%
curse 5%
lv 75
Focus
Self only
Cooldown 2.5 Minutes
Duration 5 minutes
not buffable if defend is active
Increase + Attack Power 4/ Magic Attack Power 4 or 2/2 combined
job dependant (see earlier groupings of Jobs, the melee/magic/mixed)
stackable x3 (cap is att+12/mab+12 or +6+6)
Defend
Cooldown 2.5 Minutes
Duration 5 minutes
not buffable if focus is active
Increase+ Defense 4? / Magic Defense 4? or 2/2 combined
job dependant (see earlier groupings of Jobs, the melee/magic/mixed)
stackable x3 (cap is def+12/mdef+12 or +6+6)
lv90
Dynamo
10 Minute Cooldown
30 Minute Buff - single target job specific
Produces a dynamic buff that is job dependant, and buffs 1 player [alliance-wide] with respect to their job specialty.
Formula : Buffing Class -> Receiving Class -- {Buff Received}
Black Mage -> Warrior --{Federation} (Boosts Retaliation)
Thief -> Red Mage --{Doing Business} (Boosts Fast Cast)
Monk -> Black mage --{Harmony} (Boosts MaB)
Warrior -> White mage --{Joint Effort} (Boosts Divine Veil)
White Mage -> Thief --{Unity} (Boosts Trick Attack)
Red Mage -> Monk -- {Espirit de Corps} (Boosts Counterstance)
(cycle: Black Mage --Warrior--White Mage--Thief--Red Mage--Monk--Black Mage, repeat)
Ranger -> Paladin --{Confederate} (Boosts Cover)
Samurai -> Dark Knight --{Coadjutant} (Boosts Soul Eater)
Paladin -> Beastmaster --{Combined Effort} (Boosts Reward)
Dark Knight -> Bard --{Interplay} (Boosts Marcato)
Bard -> Ranger --{Banding together} (Boosts Dead Aim)
Beastmaster -> Samurai --{Symbiosis} (Boosts Sengikori)
(cycle Ranger--Paladin--Beastmaster--Samurai--Dark Knight--Bard--Ranger, repeat)
Puppet Master -> Ninja --{Teamwork} (Boosts Futae)
Corsair -> Dragoon --{Partisanship} (Boosts Spirit Link)
Ninja -> Summoner --{Collaboration} (Boosts Mana Cede)
Dragoon -> Blue Mage --{Propitious} (Boosts Efflux)
Summoner -> Corsair --{Union} (Boosts Triple Shot)
Blue Mage -> Puppet Master --{Synergism} (Boosts Cooldown)
(cycle: Puppet Master--Ninja--Summoner--Corsair--Dragoon--Blue Mage--Puppet Master, repeat)
Scholar -> Dancer --{Coaction} (Boosts Occult Acumen)
Dancer -> Scholar --{Reciprocate} (Boosts Presto)
Rune Knight -> Geomancer --{Assistance} (Unknown!)
Geomancer -> Rune Knight --{Cooperation} (Unknown!)
lv99
Ultima
4hr cooldown : AOE/Single Target Non Elemental Dmg (can toggle aoe)
ITS ULTIMA COME ON!!!!!
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