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Thread: droppin bombs

  1. #1
    Player Judge's Avatar
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    Mar 2011
    Posts
    31
    Character
    Judge
    World
    Carbuncle
    Main Class
    PLD Lv 90

    droppin bombs

    Well SE, i have another idea that might breathe some life into crafting as well.

    BOMBS!

    We have a slew of different potions and medications that are barely being used.

    Poison/venom pots, Silence pots, paralyze pots, sleep pots, etc.


    Bombard: THF LV91
    ~Nerve bomb. additional effect paralysis.
    ~Flash bomb. additional effect blindness.
    ~Toxic bomb. additional effect venom.
    ~Mute bomb. additional effect silence.
    ~Fossil bomb. additional effect petrification. (good for solo SA'ing)
    ~Faint bomb. additional effect sleep.
    ~Shock bomb. additional effect stun.
    ~Banish bomb. additional effect dispel.
    ~Frag bomb. Deals double damage. no additional effects.

    Cast time: instant
    Recast: 10 seconds. 3 charges, 60 second recharge rate.
    Same range as provoke or similar JA's.(it IS a throwing attack)
    Do not need to be engaged to perform this action.

    DMG based on AGI or throwing skill( i guess accuracy in throwing would become relative then).. throwing animation, except instant.. no "aiming", uses items out of inventory.

    <player>'s bomb does <blah> damage to <target>. Additional effect <w/e potion you used>.

    upgrade the steal rate for these kind of items from mobs who drops them so THF's can farm their own if they dont have the craft. some other common items could be reused in crafting the few new abilities mentioned. Peiste stingers for petrification. mercury and yellow liquid for dispel potions(examples)

    This ability has existed in other games and it would add some minor dmg ability and follow the light enfeebling skills THF has been getting as of late. Since COR has elemental shots.. i thought the old "elemental dmg item' might not be suitable. although a non-elemental dmg bomb that does double the dmg but no enfeebles(for those NM's that are immune to everything) would be cool.
    (3)

  2. #2
    Player Habil's Avatar
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    Mar 2011
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    I think this is a great idea. Also seems fitting for the thf role.
    (0)

  3. #3
    might as well allow setting traps, too, traditionally a thf role in most fantasy games, but then rng should get that as well, in outdoor areas. I think thf can use all the grenades, I just don't because I generally don't WANT AoE out of my ranged attacks.
    (0)

  4. #4
    Player Babekeke's Avatar
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    Mar 2011
    Location
    Windurst
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    2,273
    The trouble is, they'd be situational at best. Chances are that if you're soloing you'll have xbow equipped, and if you're with a mage, you'll equip raider's boomerand for the DW and let them use the enfeebs. These could be useful for if duoing with a dnc, brd, bst, smn or pld maybe. Or anyone who's /whm or /dnc I suppose, if you're tanking, but they are able to cure you but not enfeeble the mob. Trouble is, this happens so very rarely I can't see most thf's carrying 9 extra inv slots of equip solely for this idea.
    Some might, and maybe it would be worth it for those few.
    (0)

  5. #5
    Player Nebo's Avatar
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    Apr 2011
    Location
    Thief
    Posts
    475
    Character
    Nebo
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by Babekeke View Post
    I can't see most thf's carrying 9 extra inv slots of equip
    Yeah, our inventory is already stressed to the limits.
    (0)

  6. #6
    Player Capn's Avatar
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    Mar 2011
    Posts
    67
    Character
    Capnspike
    World
    Lakshmi
    Main Class
    THF Lv 90
    Seems like a nice idea... but you'd probably have to change some of those effects. And most of them probably would be useless on anything that is an NM or IT+.

    And lord knows we don't need more crap in our pouches...
    (0)

  7. #7
    Player Huevriel's Avatar
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    Mar 2011
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    60
    Character
    Hrasvelg
    World
    Cerberus
    Main Class
    COR Lv 75
    Love the idea because I'm already a high level alchemist and maintain capped throwing. Might not be that fun for everyone else who has no throwing skill or crafts. I would absolutely love it if it was unlocked at level 70 or 72 so level 75's can start using it.
    THF's already have tons of slots taken up with tools and bolts. What's a few more? No problem with max inventory.
    I like the idea of Nerve bomb (Paralyze Potion), Mute bomb (Silence Potion), Faint bomb (cuz sleep bolts never last long enough), Shock bomb (Battery), and Frag bomb (New Grenade?). The others seem a little redundant or overpowered.
    (0)
    Just a level 75 COR still trying to cap his skills before venturing into level 76. All that's left is parrying.
    SE please give me a Parry Roll or Parry Bonus Job Trait.
    SE Thank you for the COR update that changes Gallant's Roll. You have indirectly answered my prayers for assistance in Parrying Skillups!! THANK YOU SE. -_-

  8. #8
    Player Eeek's Avatar
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    Mar 2011
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    I think this is a neat idea, but my inventory disagrees.
    (0)

    -- Fan of Abyssea and FFXI's New Direction --
    -- THF - DNC - BLM - RDM --

  9. #9
    Player Covenant's Avatar
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    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    Combine the two, bombs and traps...that way a the if could concievably drop a bomb, ala goblin and then aggro a mob to run across the bomb for strong damage.
    (0)

  10. #10
    Player Capn's Avatar
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    Mar 2011
    Posts
    67
    Character
    Capnspike
    World
    Lakshmi
    Main Class
    THF Lv 90
    Quote Originally Posted by Covenant View Post
    Combine the two, bombs and traps...that way a the if could concievably drop a bomb, ala goblin and then aggro a mob to run across the bomb for strong damage.

    That sounds like an aweful lot of work when you can just... you know... engage and WS the mob for "strong damage"
    (0)