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  1. #31
    Player
    Join Date
    Mar 2011
    Posts
    15
    Square Enix could make dual elemental spells akin to the pairings that Abyssean elementals have. The only problem with this is the amalgamation that Baelfyr's posses; Fire and Light elements. Would be pretty cool, and have them Magic Burst doubly so when the skill chain is level 2 or 3.
    (0)

  2. #32
    Player Dew's Avatar
    Join Date
    Mar 2011
    Location
    MolaMola Enterprises
    Posts
    115
    Character
    Dew
    World
    Bismarck
    Main Class
    RDM Lv 99
    To expand the list i made for Rdms. XD

    White Magic:
    Haste II - Stronger version of haste.
    Stoneskin II - Occ. absorbs damage taken instead of taking 0.
    Reflect - Occ reflects single target spells on the mob that casted.
    Cure V - It's about time we should get Cure V back.
    En-Petrify - Has a chance of procing on hits.
    En-Curse - Has a chance of procing on hits.
    En-Poison - Has a chance of procing on hits.
    En-Paralyze - Has a chance of procing on hits.
    En-Slow - Has a chance of procing on hits.
    En-Addle - Has a chance of procing on hits.
    En-Toad - Has a chance of procing on hits.
    En-Doom - High mp cost and really low proc rate.
    En-Death - 999mp cost and really low proc rate.
    En-Plague - Has a chance of procing on hits.
    Banish I-III - We got divine skill why not.
    Absorb-Fire - Occ absorbs fire damage.
    Absorb-Ice - Occ absorbs ice damage.
    Absorb-Thunder - Occ absorbs lightning damage.
    Absorb-Wind - Occ absorbs wind damage.
    Absorb-Water - Occ absorbs water damage.
    Absorb-Earth - Occ absorbs earth damage.
    Absorb-Light - Occ absorbs light damage.
    Absorb-Dark - Occ absorbs darkness damage.
    Absorb-Damage - Occ absorbs physical damage.
    (Note with Absorb spells they don't stack.)
    Reflect II - Occ will reflect aoe and single target spells.
    Protect VI - No explanation needed.
    Shell VI -
    No explanation needed.
    Dia IV - Higher tier of dia.
    Dia V - Higher tier of dia.
    Diaga II - Aoe dia.
    Diaga III - Aoe dia.
    Stop - Occ stops an enemy.
    Slow III - Higher tier of slow.
    Paralyze III - Higher tier of paralyze.
    Regain - 1 a tick regain similar to Sch.
    Holy spikes - Deals light damage and occ flashs target.
    Wall - Nulls damage taken from certain forms for a certain amount of time.
    En-Regain - Drains tp from target with each hit.
    Moogle - Turns target into a moogle.
    Chocobo - Turns target into a chocobo.

    Avalon - Gives Target Refresh, Regen, Regain, Stoneskin, Blink, Aquavail, and Phalanx effect. Duration depends on all skills combined. Potency goes up with every 500 skill levels. (Ex. You have Enf, Enh, Dark, Divine, Healing, Ele skills combined they are 1450. Meaning your potency raises 2 points for the refresh, regen, and regain and other effects.)

    Holy II - Deals major light damage and lowers darkness resist.
    Holy III - Deals extreme light damage and lowers def and att of targets darkness element. Occ flashs target.
    En-Flash - Occ flashes the target.
    Cure VII - Heals target for major amounts.(2000-3000 hp healeed with 50% cure potency.)
    Cure VIII - Heals target for extreme amounts.(Some where in the range of 3000-4000 with 50% cure potency.)
    Curaga V - Heals all targets in range.
    Curaga VI - Heals all targets in range.
    Curaga VII - Heals all targets in range.
    Holy Flare - Deals light elemental damage and dazes target for set duration.
    Banish IV - Deals light elemental damage.
    Banish V - Deals light elemental damage.
    Raise IV - Raises target and half's weaken timer.
    Reraise IV - Reraises target with half weaken timer.
    Bar-Terra - Major earth resist.
    Bar-Flare - Major fire resist.
    Bar-Aqua - Major water resist.
    Bar-Shadow - Major darkness resist.
    Bar-Holy - Major light resist.
    Bar-Freeze - Major ice resist.
    Bar-Burst - Major thunder resist.
    Bar-Tornado - Major wind resist.
    Stormspells II - Doubles the bonus gained from weather spell.
    Banish VI - Deals major light elemental damage.
    En-Light II - Deals more damage.
    En-Flare - Deals major additional fire damage.
    En-Quake - Deals major additional earth damage.
    En-Tornado - Deals major additional wind damage.
    En-Freeze - Deals major additional fire damage.
    En-Burst - Deals major additional lightning damage.
    En-Flood - Deals major additional water damage.
    En-Holy - Deals major additional light damage.
    Banishga III - Deals aoe light damage.
    Banishga IV - Deals major aoe light damage.
    Banishga V - Deals extreme ale light damage.
    Repose II - Sleeps a target for longer period.
    Divine Radiance - Gives targets in area effect Protect, Shell, Regen, Stoneskin, Blink, and Immunity to status effects for set duration.
    Double MP- Doubles amount of mp user has.


    Black Magic:
    Demi - Will half enemies hp if lands.
    Bio IV - Higher tier of bio.
    Bio V - Higher tier of bio.
    Terra Spikes - Deals earth damage and occ petrifies target.
    Aqua Spikes - Deals water damage and occ poisons target.
    Gust Spikes - Deals wind damage and occ silences target.
    Doom - Dooms target if it lands.
    Blind III - A more potent version of blind that uses a flash like blind.
    Aspir - Rdm should really get this in the 90s.
    Drain - Same as aspir.
    Gravity II - A more potent gravity effect that also has a change of halting the target.
    Bind II - A potent form of bind that does not wore when target is hit.
    Confuse - Chance of confusing the target if it lands.
    Toad - Turns target into a toad.
    Seal - Seals all magic, jas, and ws's of the target.
    Amnesia - Puts amnesia effect on target.
    Death - More likely to be a Blm spell if it ever comes out.
    Ultima - Blm spell again probably.
    Plague - Plagues the target.
    En-Weapon - Changes your damage type(Slashing, Piercing, Blunt.)
    Converse-MP - Converts some of damage taken into MP.
    Converse-HP - Converts some of damage taken into HP.
    Converse-TP - Converts some of damage taken into TP.
    Disintegrate - If lands erases mob into nothing while absorbing all TP, MP, and HP from target.
    Tempest - Converts DEF into damage on target. 10% mp - 50% of def, 25% mp 100% of def, 50% mp 200% of def, 75% mp 200% of def, 100% mp 300% of def.
    En-Aspir - Drains mp from target with each hit.
    En-Drain - Drains hp from target with each hit.
    Dispel II - Higher form of dispel that will dispel all effects target has.(Includes ones that dispel can't take off. Ex. 2hrs)
    Break II - Lands on more targets then break and will not wore from getting hit.
    Meteor - Deals aoe non-elemental damage.
    Comet - Deals single target non-elemental damage.
    Firaga IV - Deals aoe fire damage.
    Firaga V - Deals major aoe fire damage.
    Firaja II - Deals extreme aoe fire damage and gives targets burn effect.
    Flare III - Deals extreme fire damage to a single target and lowers def and att of targets water element. Occ Plagues target.
    Waterga IV - Deals aoe water damage.
    Waterga V - Deals major water damage.
    Waterja II - Deals extreme aoe water damage and gives targets drown effect.
    Flood III - Deals extreme water damage to a single target and lowers def and att of targets lightning element. Occ poisons target.
    Stonega IV - Deals aoe earth damage.
    Stonega V - Deals major aoe earth damage.
    Stoneja II - Deals extreme aoe earth damage and gives targets rasp effect.
    Quake III - Deals extreme earth damage to a single target and lowers def and att of targets wind element. Occ petrifies target.
    Aeroga IV - Deals aoe wind damage.
    Aeroga V - Deals major aoe wind damage.
    Aeroja II - Deals extreme aoe wind damage and gives targets choke effect.
    Tornado III - Deals extreme wind damage to a single target and lowers def and att of targets ice element. Occ silences target.
    Blizzaga IV - Deals aoe ice damage.
    Blizzaga V - Deals major aoe ice damage.
    Blizzaja II - Deals extreme aoe ice damage and gives targets frost effect.
    Freeze III - Deals extreme ice damage to a single target and lowers def and att of targets fire element. Occ paralyzes target.
    Thundaga IV - Deals aoe lightning damage.
    Thundaga V - Deals major aoe lightning damage.
    Thundaja II - Deals extreme aoe lightning damage and gives targets shock effect.
    Burst III - Deals extreme lightning damage to a single target and lowers def and att of targets earth element. Occ stuns target.
    Choke II - Same as choke, but more potent.
    Frost II - Same as frost, but more potent.
    Shock II - Same as shock, but more potent.
    Rasp II - Same as rasp, but more potent.
    Burn II - Same as burn, but more potent.
    Drown II - Same as drown, but more potent.
    Gravaga - Aoe gravity effect.
    Blindaga - Aoe blind effect.
    Stunaga - Aoe stun effect.
    Breakaga - Aoe break effect.
    Bindaga - Aoe bind effect.
    (May not be workable due to Sch.)
    Demi II - High chance of halving targets hp.
    Helix II - Tier II of the helix spells.
    Drain III - Drains major amount of HP from target.
    Aspir III - Drains major amount of MP from target.
    Thunder VI - Deals extreme lightning damage.
    Blizzard VI - Deals extreme ice damage.
    Aero VI - Deals extreme wind damage.
    Stone VI - Deals extreme earth damage.
    Water VI - Deals extreme water damage.
    Fire VI - Deals extreme fire damage.
    Shadow Flare - Deals darkness damage and lowers resist to light.
    Shadow Flare II - Deals major darkness damage and lowers resist to light.
    Shadow Flare III - Deals extreme darkness damage and lowers def and att of targets light element. Occ Dooms target.
    En-Shadow - Deals major additional darkness damage.
    Sleep III - Sleeps target.
    Sleep IV - Sleeps target.
    Sleepga III - Sleeps all targets in range.
    Sleepga IV - Sleeps all targets in range.
    Deep Freeze - Deals ice elemental damage and freezes target in place for a set duration.
    Solar Flare - Deals fire elemental damage and gives target extreme burn effect.
    Typhoon - Deals water elemental damage and gives targets extreme poison effect.
    Superstorm - Deals lightning elemental damage and stuns targets for set duration.
    Hurricane - Deals wind elemental damage and gives target extreme silence effect.
    Megaquake - Deals earth elemental damage and gives target petrify effect for a set duration.
    Pitch Black - Deals darkness elemental damage and sleeps target and gives bio effect for set duration.
    (0)

  3. #33
    Player Dew's Avatar
    Join Date
    Mar 2011
    Location
    MolaMola Enterprises
    Posts
    115
    Character
    Dew
    World
    Bismarck
    Main Class
    RDM Lv 99
    Continued

    Summons
    Ixion - Deals lightning deals with 2hr.
    Knights of the Round - Deal Physical damage x12.
    Bahamut - GigaFlare.
    Atomos - Sucks everything in.
    Phoenix - Deals fire damage and gives all members in range Auto-Reraise.
    Jumbo Cactuar - does 10,000 needles.
    Magus Sisters - Deal physical damage.
    Gilgamesh - Extreme damage that isn't any element or type.
    Choco/Mog - Run enemies over and deal damage.
    Bismarck - Deals water damage.
    Ultima-Summon - Summons 3 random avatars during 2hr.


    Songs
    New tiers of other songs.
    Tempest Light - Gives members in effect range certain amount of triple attack.
    Strong Hold - Prevents certain status effect depending on skill level.
    Divine Mumur - Gives members in area effect increase to divine skill. Depends on your wind/string/singing skill.
    Massacre Elegy - Should get this already.


    Rolls
    Titans Roll - Increases triple attack effect.
    Goddess's Roll - Gives members in area effect aura with random effects.
    Lightning Roll - Increases resistance to lightning element.
    Ice Roll - Increases resistance to ice element.
    Fire Roll - Increases resistance to fire element.
    Wind Roll - Increases resistance to wind element.
    Earth Roll - Increases resistance to earth element.
    Light Roll - Increases resistance to light element.
    Dark Roll - Increases resistance to darkness element.
    Water Roll - Increases resistance to water element.
    Lag Roll - Generates a slow aura around targets.
    Omega Roll - Add additional attack rounds.
    Ultima Roll - Adds Quick Magic effect to targets in range.


    Ninjistu
    Ashura:Ichi - Gives target an additional attack round.
    (0)

  4. #34
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    For BLM it's going to be meteor, it's always meteor.
    (0)

  5. #35
    Player Odintius's Avatar
    Join Date
    Mar 2011
    Posts
    94
    Character
    Odintius
    World
    Phoenix
    Main Class
    BLU Lv 99
    Mana blaze you get hit converts the mob hp to mp >.>
    (0)

  6. #36
    Player Anneliese's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    5
    Yeah Momotarotaru's idea sounds interesting :] its like magic skillchains for blm's in a way~
    (0)

  7. #37
    Player Vraelia's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    77
    Wow....I love Dew's Spell list. XD
    (0)
    "The only reason why I kill you is because.....you pointed your sword at my pride." -Byakkya-
    "The only thing for evil to triumph is for good men to do nothing." -Alucard-
    I love idiots. Oh wait, no I don't. Idiots are stupid. XD lols
    Red Mage, White Mage, and Samurai Princess.
    90 RDM, 90 WHM, and 90 SAM - All well equiped.

  8. #38
    Player Gropitou's Avatar
    Join Date
    Mar 2011
    Location
    Bastok/Phoenix
    Posts
    208
    Character
    Gropitou
    World
    Phoenix
    Main Class
    THF Lv 99
    Since BLM have the following:

    warp: transport back to HP.
    warp II: transport others to HP.
    retrace: transport self/others to past home nation.

    how about giving us: Repatriation (same as book effect): transport self/others to present home nation.
    (0)

  9. #39
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Gropitou View Post
    Since BLM have the following:

    warp: transport back to HP.
    warp II: transport others to HP.
    retrace: transport self/others to past home nation.

    how about giving us: Repatriation (same as book effect): transport self/others to present home nation.
    But if you look at the repatration animation, it's a white magic effect.
    (0)

  10. #40
    Player Lordthom's Avatar
    Join Date
    Mar 2011
    Posts
    12
    Character
    Olmang
    World
    Sylph
    Main Class
    THF Lv 90
    Hell yes Gropitou. I agree wholeheartedly. About time RDM gets a transport spell. It would really help with storage by being able to get to home city easily for using accessing your storage.
    (0)

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