How about a job who makes a ban!bot who autobans people who make 'New job threads'.
You realize it was bad ideas like this that game us PUP, right?
How about a job who makes a ban!bot who autobans people who make 'New job threads'.
You realize it was bad ideas like this that game us PUP, right?
I said to USE NIN attributes, I never said anything about NIN and DD.
But like most people subbing NIN or DNC, or even using SAM for it's attacking tributes, I would like to have that on my COR job.
COR/RONIN would allow me to use things like NIN (dual wield and utsu) or flip like SCH does and now attack like have /SAM.
I remember someone trying to solo COR like two weeks ago and said they died off a rabbit. D:
chocobo rider (can fight riding a chocobo)
Pulled this from http://vnboards.ign.com/ffxi_develop.../102585340/p1/ Obviously this was pre 75+ updates
-Chemists reduce the usage time, increase the potency and effects of various items. They can summon temporary items that only they can use and mix them for stronger items. Chemists learn Medicine Bag abilities using formula sheets, much like a corsair learned Phantom Rolls using dice. Some Medicine Bag abilities are Potion, Ether, Phoenix Down, Grenade, etc...
-CHM's abilities:
Miracle Salve: using items doesn't consume them, makes them all area of effect, and removes the usage time (2hr)
Medicine Bag: summon set temporary items (Lvl 5)
Mix: mixes two items together to produce a new item (Lvl 20)
Drink: uses a random potion in inventory without consumption (Lvl 35)
Revive: raises a fallen ally with 1 HP, no sickness, and no exp recovery (Lvl 45)
-CHM's traits:
Resist Stun: grants slight resistance versus stun (Lvl 10)
Chemistry: doubles the effect of damaging items (Lvl 15)
Item Lore: use items quicker (Lvl 25)
Medicine Lore: doubles the effect of curative items (Lvl 30)
Pretty much to add onto this with my own ideas, I'm thinking FFT Chemist here. Allow them to have a Bish skill in dagger and a C+ in marksmanship. Create a low damage, low delay pistols that CHM only can use. Boy, SE sure does love temporary items. As they said from above, the items you learn, you should be able to set, similar to blue magic spells. Everytime you draw from your medicine bag, you get those "set" temporary items to use and/or mix. Also, I'd like to see an ability that makes items area of effect. What a good way to cover from a hard AoE, by mixing then using an AoE Vile Elixir+1. Main support jobs that come to mind? I think /nin for pulls, or /whm for back up heals if your bag runs dry. I really think this adds a new spin to a support job. You got BRD and COR, but CHM seems on a whole new level. Of course there would be more abilities to add on this list, but I'll let you guys add any good ideas. As for the Revive ability, Final Fantasy series are known for what main item? The Phoenix Down! Let's get that item in the game and put it to good use!
Last edited by Bhrams; 03-19-2011 at 09:22 PM.
Also use blinding/poision pots on enemies would be pretty cool.
Everyday you must test your limits, if not, then it's a day wasted.
Main: WAR90 ~WAR fo' life yo!~
SCH90 BRD90 DNC90 DRK86 THF83 BST81 SAM75 NIN72
I would rather they just added more JA/WS to existing jobs to add variance than add more jobs
OMG so I spent forever trying to read through this, but what about Remy's job from FFVI? Painter!
edit: Painter would use I don't know polearm?
Traits: resist traits, fast cast, traits are boring
Abilities: paint, enfeebling paints, elemental paints that explode, cure paints
I'm trying to think what Remy does in FFVI but its way too early
Last edited by vungster; 03-19-2011 at 11:12 PM.
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