Just a thought.....
It would be freaking awesome if we got Tier 2 Two - Hour abilities. feel free to drop some ideas
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Just a thought.....
It would be freaking awesome if we got Tier 2 Two - Hour abilities. feel free to drop some ideas
Perhaps one you have to merit or something but share the same reuse timer?
I'd love to see a Manafont that was also a Chainspell :D
Or a perfect dodge that was also a haste or 100% triple attack.
It sounds awesome... until I start thinking "Ugh, then there will be NMs that have them too."
I would like to see an upgrade to the 2 hour abilities based on a fight. Matt fight v.2 wouldn't be too bad.
Whm - Final Prayer - Raise, fill health, and eliminate ALL negative status' of all party members (even weakness)
Blm - Mana Destruction - Endless mana(mp gauge will start @ 9999 and decrease from there for Mana Wall). Increased Crit hit rate and fast cast.
That's a really neat idea. Would take one hell of a requirement for the reward. I would go for it though. :)
My ideas for some upgradeable 2hrs:
PLD - Savior - "Grabs the attention of All opposed enemies within range and negates all damage taken for a short time."
War - Berserker Might - "All your attacks have double attack and are critical strikes for a short time."
Blu - Mark of the Beast - "Enhances the effect of blue magic spells and grants access to all blue magic for a short time."
Obviously "for a short time" would 30 to 60sec depending on the job.
Smn's should get duel wield avatars for this :D that would be awesome.
I would think SMN's should be something similar to old FF's where a summon would come out and do 1 thing, similar to how Odin/Alexander is atm but make them all do something a bit more useful.
I would also like the idea of combined abilities too one, for example WAR gets berserk/warcry so their 2hr+1 provides additional ATK ontop of what people have mentioned. BLM could provide additional MAB. I dont know about say NIN's, maybe throw ninja stars? hah, like a barrage type skill but provides no hate and can do between 10-20 stars. (With no miss). RDM could be unresisted spells and insane potency. THF being able to dodge everythign and full haste.
All seem a bit overpowered but for 2hrs its good, then the issues become with 2hr reset skills/items.
Dark Knight 72 hour ability: Condemned Soul :Continue battle with zero HP.
Red Mage 72 Hour ability: Runic Chain All magic directed towards you turns to MP.
Ranger 72 Hour ability: Ballistic Sagitta Range attacks have no delay. (No Tp gain though.)
Anyhow I know this wouldn't happen just my thoughts on ideas.
Instead of making new 2hr abilities, why not make newer and much stronger abilities with longer recast times? Like say, 24/hr cooldowns but they do amazing boosts. Would basically turn you into "god" for a set period of time.
Examples ive thought of:
WAR/THF - JA that forces all swings to be double/triple attacks (including WS), lasts for 10 mins
DRK - JA that makes all swings do souleater boosted damage but dont drain your hp, lasts for 10 mins
DRG/PUP - turns your pet into a "monster type" wyvern for drg and an acrolith for pup
SAM - JA that gives you a base +50% tp bonus and lets you ws at 50% tp, lasts for 10 mins
I'm sure some of these could be considered overpowered, but with 24hr recast its not like you could spam them. I just think this idea would be better and more realistic than a boost to traditional 2hr abilities.
I know the game is easy and theres nothing really challenging in the game atm where these JAs would be necessary, but they would still be something fun for us to potentially get at 99.
Why not just give us our subjobs 2hr abilities on a shared timer as our main. Make them slightly less potent if it's incredibly game breaking?
i think maybe you could add your subjobs 2 hour to your job but double the cooldown on the 2hr so make it a 4 hr cooldown.
How about one-hour abilities? >.>
Assume shared timers with 2hr JAs and 30 or 45 second durations here...Possibly require a certain level (which would be the same for all jobs).
PLD - RUNIC: catch those spells. Think Final Fantasy 6's Celes. If it weren't on massively long recast and a short duration this would be so ridiculously overpowered to have.
mnk - NO NAME: aoe super sized subtle blow effect, foes gain zero tp from being struck. Didn't think of a suitable name for it.
thf - STABBITY: 100% triple attack...I'm kidding, I didn't think of a name here either.
rdm - DOUBLE: every cast that gets a resist gets duplicated free of a 2nd mp cost, with double magic accyracy. For enfeebs this requires a full "Resist!" not a partial.
blm - MAGIC COUNTER: each time you take damage, your last spell is cast again at half potency (probably still to much power? I'm concerned with enabling blm to counter things to death)
If it was your subjob 2hour make it wear you got to fight the NPC from the af story line in a maat type fight capped at 49 on the sub you want to use on your main and have to do it for ever sub you want the 2 hour from. Or a insane amount of merit points not like they hard to get.
Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming! :)
Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
Woot, I really like the sound of subjob 2hrs.
But make it a "Combo", so for example a rdm/blm when using 2hr would use both at the same time no matter what. so its chainspell Manafont. And also the 4hr cooldown I like. (ofc make this optional)
Also make it so reset items/cor can only reset MAIN class 2hr.
I accept this Challenge!
Thief: - Asuran Gift: Grants 100 Triple Attack rate for 45 seconds.
Warrior: - Pure Strength: Grants 100% Double attack rate for 45 seconds
Red Mage - Soul Channel: Doubles the Effects of Enhancing Magic casted (Dur 30sec. enc.Dur stays same)
Black Mage: - Focused Might: Adds a large Magic attack bonus to Spells (Dur. 1min)
White Mage: - Ultima: Deals Intense Light Elemental damage to target in AoE. Creates Minimal Enmity.
Monk: - Gentle Fist - Attacks Will give enemy no TP (Duration: 1 minute)
Paladin: - Divine Bestowal - Offensive Stats are doubled*. Paladin Cannot lose Hate for Dur. (Dur. 1min)
Dark Knight: - Hadal Bestowal - Physical Hits Deal Double Damage. (Duration 30 seconds)
Beastmaster: Call Familiar - Summons to your side Personal Pet. (Dur. 1hour, or til pet dies)
Bard: Gifted Verse - Song Effect Duration is Doubled. Allows use of 1 additional Song.
Ranger: Natural Synchronize - Ranged Attacks deal Double Damage. Dur-30sec
Samurai: Zen State - Massively enhances Store TP Effect. dur 1 min (Store TP +50. Goes past cap)
Ninja: Imbued - Grants a Bonus to Dual Wield, Adds "Fire Damage" to Melee Hits*****
Dragoon: Draconian Birthright - Wyverns Capabilities are drastically enhanced.
Summoner: Grand Summon - Calls for Avatar in Enhances State**
Blue Mage: Gift of burdon - Doubles Attributes gained from Blue Magic. Enhances Blue magic Damage.
Corsair: Deadly Game - Rolls a dice, 1-3, Enemy and User receives Multiple Debuffs ****,3-6 Target and User Inflicted With Doom***
Puppetmaster: Frame of Mind - Automaton Attachments Work At full Power. -Dur.30sec
Dancer: Show Stopper - Greatly Enhances Effects of Dances.
Scholar: Absolute Knowledge - Allows use of Exclusive spells (addendums) With full benefit of Light/Dark Arts. Duration 30 seconds
Thats all I got.
(*. Attack, Accuracy, Double Attack rate, Triple attack Rate, Etc. including Effects like Enlight)
(** Avatar Stats gain a Large boost. Accuracy/Attack/MagicAccuracy/magicAttack+40. Haste+25%)
(*** Can Miss. Does not work on Certain NMs. If Enemy evades, Will not inflict COR with Doom. Doom Rolled 4 can miss, 5 higher Acc, 6 Can hit NMs, and you are not afflicted)
(**** Enemy and User Inflicted with Slow, Paralyze, Blind, Gravity, Amnesia, and Silence for 30 Seconds. Rolled 1 Decent Acc, 2 has Greatly enhances acc, Roll a 3 Ignored Enemy Immunities, and you are not afflicted.)
(*****Dual Wield +20%. Fire Damage Subject to Resists, Can deal upward ~80 Damage unresisted)
you asked for it :D
DRK - Crimson Weapon: all pt members in area of effect get the effects of soul eater and blood weapon that are actively even during weaaponskills
RNG - Arrow Storm : while active all ranged attacks can hit multiple targets in area of effect.
PLD - Holy Emblem : a super charged version of Shield bash projectile but is not physical nor magic attack based does damage( in hundreds normally) based on character attributes.
This is a good idea, some ideas DRG: all jump recast timers are reset, jumps have additional effects, Wyvern transforms into a wyrm with all standard Wyrm abilities (all pet commands), duration 1min, (if Spike flail is used the ability is automatically ended
SCH: Crimson Grimore: Gain access to both addenda, Gain access to Crimson Grimore only spells (no need to buy) All stratagems take effect with no charges used except Accenssion and Manifestation. Duration 2mins.
COR: Phantom roll has no recast, can have more rolls in effect (possibly 4 or 5) impossible to bust while effect is active, unlimited Quick Draw charges.
Could only think of name for sch, i really want that crimson grimore lol
I think we can all look at Krabnuckle's post as an example of not reeling it in. ;) The Corsair one would be pretty interesting while soloing lol.
On blue mage I would like my original 2hour addressed before getting a second. I know azure lore CAN work but the duration is so short you have to be sure you have tp built and your chain or burst affinity timers are ready. After all that you are put in triple jeopardy if paralyzed as your 2hour, chain affinity, or the spell could each be affected. Is there any other job that risks being paralyzed three times just to use their 2hour?
If we did get a new one after azure lore is brought in line I could see fastcast and large conserve mp bonuses for a maybe 2 minutes being very useful as an alternate 2hour, even if it is a bit dull.
Silly Krabnuckle you are not a Krab you are a Karb You don't even have Knuckles. (meme ftw)
(should see the backstory here: http://forum.square-enix.com/ffxi/th...8Woo!%29/page4)
Also i Can Totally admit my ideas are out there :P but some of them are pretty good ! The MNK one isn't too broken :O
Krabnuckle made some awesome sugguestions! However I do disagree on two points. For paladins, the offensive stat boost seems a little wasted. Maybe doubling effect of divine and healing powers specifically + that holding hate? Also, for SCH. Sadly you pretty much described what the current SCH 2hour SHOULD do. According to the ability's description, "Optimizes both white and black magic capabilities while allowing charge-free stratagem use" This promotes SCH's ability to use stratagems, but we are still restricted to the Art that we are currently in. There are a few sets of abilities that would promote SCH a little more.
Absolute Knowledge - Allows access to both addenda and stratagems, increases all magic skills to the A+ level, and stratagems once activated are constantly on/Toggleable. 1min. duration (always having them all on at once can cause problems with Manafestation and Accession)
Focal Concentration - Increases Magic skills of the active Art to the A+ level, stratagem effects are enhanced (x1.5 or x2), and once activated are constantly on/Toggleable. 1min. duration
Crimson Grimore - Allows access to both addenda and stratagems, stratagem effects once activated are constantly on/Toggleable. Party members recieve combat bonuses (Accuracy/Attack/MagicAccuracy/magicAttack/Haste) in exchange for HP*. 1min. duration
*Either 10 hp per tick for the players, or 5hp per tick per member on the user. Unsure which I prefer.
These are individual sugguestions, not the sugguestion of all 3 at once
Yah, I'm not a good SCH :( I couldn't think of a good Buff for them. Yours is wonderful.
the Paladin Ability also has "Paladin Cannot Lose hate for Duration" So it has some Impact in a way of "Absolute Enmity" for the Duration. The 2hour also Enhances Enlight and such :)
I really like the previously DRK's 2hr. 'Condemned Soul' for 0 HP and still fighting. :)
WHM - Absolute Defense; makes all Elemental spells directed at you to be absorbed, healing your HP. And for a fixed amount of time, let Physical Attacks deal 0 DMG to you or be absorbed, healing MP.
SAM - Perfect Zanshin; letting you constantly use Zanshin over and over. For a fixed about of time deal critical damage; amount dealt, will heal the SAM using that 2hr.
PLD - Life's Desire; let it make the entire Party with the Paladin in it, do a AoE Invincible, negating Physical and Magical traits.
RDM - Terra Glance; let all enemy's Job Abilities to be absorbed, and let them give massive TP gain, and everyone's WS do critical damage and with superb accuracy. OR:
RDM - Extreme Casting; For a set amount of time, let the RDM be able to access ALL PT's Spells, (you have a BLM in your PT, RDM uses Extreme Casting, RDM is now allowed to cast Firaja and Burst II. You have a WHM in your PT, thus allowing the RDM to cast Protectra V and Shellra V. ect) [image this with current 2HR, with Chainspell, wicked] Yes, tweaking is going to be in order but this seems like an awesome idea. XD
Part of me would want a secondary special ability to literally differ based on your sub, so in reality you'd get 19 new abilities and possibly bringing lesser used subs out of obscurity.
On the other hand, I'm also of the camp that 2-hour abilities should be reduced to 1 hour and new things not exceeding the same.
Black Mage 72 Hour ability Sortiarius Kirkos: Reflect magic back at target.(Cannot move from spot)
Scholar 72 Hour Ability Chronos Ars: All exclusive time magic accessible and new ones.
Beastmaster 72 Hour ability Hybrid Evolution: Called pet absorbs genes of charmable animals thus evolving into a new form.
Just had an idea wherein the new/upgraded 2hr would use an extra visual effect to drastically signify its awesomeness. The best part, most of these effects are already added to the game. Job emotes anyone?
An example would be Monk. Say the new or upgraded 2hr also gives a boss of strength or stamina along with the hundred fists. The job emote they have can animate for the duration of the 2hr.
For some jobs that don't have those innate emotes, there are other effect that can be used as well. Another good example of this would be Ninja. It would be rather awkward to see a Ninja explode on top of a frog. o.o
There are two ways I imagine Ninja with a new or upgraded 2hr. One of which will require a before hand explanation.
New Nin 2hr - Shadows of the Void - For a short time ninja shadows are limitless and expend no tools for use.(Yes this means AoE spells can still while them.)
1 - Existing 2hr) Larger, more effective Mijin Gakure using a polished Flare II or Fire V animation upon use. :D
2 - New 2hr) A constant blur effect animates around the player. Kind of like the GM effect.
I know it's a bit outlandish but this game is reaching epic levels. With that I say we need more epic abilities and/spells. :D!
I gladly accept this challenge as well!
Special abilities mark two. The 24-hour abilities.
All Abilities learned upon reaching level 90, and spending 20 merit points.
Thief: Rogue's Rage: Thief gains the effect of 'Rage'. Sacrifice evasion to have every hit count as a sneak attack critical. Works from any direction. Stacks with weaponskills. Duration: 45 seconds.
Warrior: Bloodlust: The warrior's rage has granted the ultimate strength. Warrior gains the effect of 'Bloodlust'. Attack is power increased, critical rate increased, double attack rate 100%, and attack speed is halved. Successive hits increase this effect for duration of 'Bloodlust'. Duration: 1 minute.
Monk: Shaolin Master: The Monk has become the ultimate martial master. Monk gains the effect of Shaolin. Damage dealt by the Monk now supersedes all defense and magic defense for the duration of the effect. Duration: 3 minutes.
White Mage: Divination: The White Mage buffs the party with the buff 'Divination'. Buffed players gained a 50/tick regen, refresh, and regain. Duration: 3 minutes.
Black Mage: Entropy: The Black taps into the very energy of the Universe itself. All black magic cast is now double in effect and potency with enfeebling effects and duration also doubled. Recast and casting timers are halfed. Duration: 90 seconds.
Red Mage: Dueler's Delight: Spell potency and duration is doubled for ALL spells. Effect stacks with Chainspell. If mp is spent, Red Mage can also use HP as to meet the MP cost at a 1:1 ratio. Duration: 90 seconds.
Summoner: Astral Blood: Summoner's currently summoned avatar (excluding Alexander and Odin) will bond will the summoner allowing for the avatar's true potential to be tapped. Duration: 3 minutes.
Bard: Songs of Altana: Unlocks the two verses of Altana. Songs give boosts in haste, defense (physical and magical), accuracy (ranged, melee, magic), and attack (ranged, melee, magic). Duration of songs is standard. Verses I and II stack. Verses can be enhanced by bard ability 'Soul Voice'. Duration: Instant. Grants access to songs until usage, player death, or zoning.
Dark Knight: Tap the Void: Halfs current hit points. In exchange, melee and magic attack power are tripled. Attack speed enhanced by 75%. Stacks with 'Blood Weapon' and 'Soul Eater'. Duration: 1 minute.
Paladin: Knight's Court: Paladin gains the effects of King and Court. King allows the Paladin to become Invulnerable for a duration. Court allows the Paladin to also absorb all party damage for a certain duration beyond King. Enmity is capped upon use on all target that have the Paladin on the hate list. Duration: King: 30 seconds. Court: 1 minute.
Ranger: Artemis Moon: The Ranger gains the effect of Artemis. The rangers next ranged attack will ignore all forms of defense and level check (flashy shot effect) and not miss. Next shot also delivers ten times normal damage. Will stack with weaponskills and Eagle Eye Shot. Is affected by the trait 'True Shot'. Will not stack with Barrage. Duration: Grants the Ranger the effect of Artemis. Effect wears upon usage, player death, or zoning.
Beastmaster: Feral Pact: Beastmaster and current pet make a blood bond granting master and pet colossal strength. Pet attack and defense is doubled for the duration. Beastmaster attack speed, attack speed, and critical hit rate is increased. Pet and Beastmaster hp temporarily halved. Duration: 90 seconds.
Samurai: Shogun: The Samurai has mastered the art of the Great Katana to achieve the ultimate technique. Grants the effect of 'Shogun'. Samurai's weaponskills deal triple damage. Stacks with Meikyo Shisui. Duration: 2 minutes.
Ninja: Death: The Ninja has become the ultimate assassin. Grants the effect of 'Void Blade'. The next strike will grant “Death”. Effect cannot be dispelled. Subject to a resistance check and immunities. Duration: 1 minute or until next hit is landed.
Dragoon: Draconian Bond: The love between Dragoon and Wyvern through struggling times enhances their bond granting incredible power. Wyvern gains the effect of 'Maturity' granting the power of an adult wyvern for the duration. Dragoon gains the effect of 'Rider' granting bonuses to attack, attack speed, defense, and critical hit rate for a short duration. Effect of all jumps is tripled. Duration: 90 seconds.
Blue Mage: Beast Within: The Blue Mage has accepted the monster within themselves tapping it for a short time to reach ultimate potential. Blue Mage gains of the effect of 'Feral Monster' for the duration. Effect double blue magic power and effects. Grants access to the spell 'Beast Within' which is a one time cast only available during 'Feral Monster'. Duration: 90 seconds.
Corsair: Fixed Game: Corsair gains the ability of 'Fixed Dice'. Next two rolls will 11 instantly, have double duration, and will have double the effect. Duration: Until next two rolls are cast, player death, or zoning.
Puppetmaster: Marionette?: Puppet gains the power of Marionette. Puppet power is doubled. Puppetmaster becomes the pet and puppet is under player control. Duration: 3 minutes.
Dancer: Last Dance: Dancer gain the effect of 'Final Dance'. While under this effect, all dances have double potency. Effect stacks with Trance. Duration: 90 seconds.
Scholar: Forbidden Tomes: The Scholar has read from the Forbidden Tomes of Magic. Scholar Learns the Magics of 'Ultima' and 'Full-life'. Ultima is the ultimate black magic spell that deals unrivaled non-elemental damage subject to no resistance check. Full-life fully revives any PC to include the full removal of debuffs including weakness and resting all JA recast timers outside 24-hour abilities. MP cost/requirement: 100% of maximum obtainable MP at the time of using Forbidden Tomes. Only one of the two spells can be used. Duration: Usage of either Ultima or Full-life.
Well.
You broke my record on most broken Abilities ever.
I decided not to hold back whatsoever and let the creative side flow out.
I respect that level of Insanity.
Edit: Insanity Knuckle-bump./
Cor: a Slot machine type ability to deal massive damage to enemies while healing/buffing party members based on the outcome of the 3 symbols. Ex. 3 moogle heads : drops a large pot on the mob doing dmg based on the cor's int/agi and healing the pt for double the dmg delt