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  1. #1
    Player Miiyo's Avatar
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    Level 99 addition: Job Mastery

    My idea for job mastery is meant to target and highlight the subjob class system in FFXI. By "skillfully" utilizing both your main and sub jobs, access to special abilities are rewarded to those who have mastered the usage of both of their jobs.

    Each job and subjob will have it's own unique ability or weaponskill based on how the subjob supports the main job. Whm/nin would have it's own exclusive abilities completly different from rdm/nin.

    Blm/Sch Job Mastery Example
    My blm/sch has landed the killing blow on 20 mobs while under the effect of Alacrity. This "skillful" play allows me to use the exclusive blm/sch job mastery ability, "Multi-cast."
    Multi-cast allows my blm to select and use 3 spells at the same time. Per the example, it is only through usage of my sch in a certain manner that allowed my Blm to meet the prerequisites and use the ability, and thus is the essence of "skillful" play.

    Melee ideas:

    Example:
    2 friends are duoing in campaign battle and are experienced in job mastery. They have earned the job mastery weaponskills exclusive to their jobs of nin/dnc and mnk/nin. As masters of their martial arts, it's not a surprise that their martial art spirits would connect and allow them to perform a unison weaponskill after they have met the requirement of achieving 5 skillchains together. (Taru nin leaps off the galka's shoulder to land a fatal blow? Yes, please). Anywho, for melee, i'm thinking a special weaponskill is awarded for job mastery. A step further would be the mentioned team weaponskills that interact with players in the same party/alliance/whatever.

    For meleeing, you have their own unique weaponskills and abilities they could unlock, but I think adding combo weaponskills could be another cool feature of Job Mastery.

    Similar to magian trials, a number of prerequisites must be achieved SOLO to call yourself a true master of the chosen combination of main and sub job. I say solo because the idea behind Job Mastery is that you achieve a personal mastery of your job. Running around with a group quickly completing the trials defeats that purpose.

    I want to say the prerequisites for achieving each Job mastery abilities would be set high, but is something that COULD be found in simple exp parties. When a player kills a mob doing a certain amount of dmg while enhanced by mambo, a brd receives credit for that kill. This may include a group but it's something the bard is not forced to do. He is utilizing his current abilities to their potential.
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    Last edited by Miiyo; 07-23-2011 at 05:57 AM.
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  2. #2
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    team based abilities like something from chrono trigger would be neat to say but I'd imagine hard to implement. I get what you are trying to go for with the concept and I can see it working, it would lead to a lot of interesting variables if implemented properly. Perhaps as a balanced, well there's 2 ways to go about it. The mastery is only effective under that subjob or you have to set your masteries just like blu spells. So you can't basically have a BLM master all their mastery skills with each sub job, it sounds a tad to powerful lol.

    With weaponskills though I can see something like x readies ws, and then they wait for y to ready weaponskill and then they go, but there would be an option to cancel the ready if other player wasn't ready. Though I do imagine there may be a lot of animation issues if something like that came into effect.

    Speaking of team based abilities I've always thought that perhaps "Meteor" should be a two blm spell, since it is a pretty overpowering spell. or heck if not that, depending on it's potency they could do two things.

    If you cast Meteor by yourself it takes 45 seconds.
    -Cost half of max MP
    -recast is 5 minutes to recharge your fatigue from casting the spell

    If you ready Dual Cast on target you stand still and once other BLM uses Meteor it'll automatically put you in casting animation
    -spell will fail if the one using "dual cast" moves
    -Spell saps 400 MP from both users
    -recast is only 1 min
    -casting time is 15 seconds

    That's the best I can think of in an example of "dual magic" having a JA that readies it may work.

    The same can be said for Weaponskills. Perhaps there can be a "ready command" for a team based weaponskill that last 1 min or until target uses weaponskill. Basically you use the ready command on the Ninja. Then the Ninja uses weaponskill "Blindside" While the weaponskill is being readied it checks to see if the one that "readied" the weaponskill has TP and access to using the weaponskill and if show the weaponskill takes effect.

    But ya overall it would be neat to see some teambased abilities just for the sake that unison attacks do look cool. It would open a nice window for more unique abilities to be added that varies based on setup.
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  3. #3
    Player Rosina's Avatar
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    sounds interesting. But my concern is due to the speed leveling. Do people really know their jobs well?
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  4. #4
    Player Leonlionheart's Avatar
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    WAR Lv 95
    Quote Originally Posted by Rosina View Post
    sounds interesting. But my concern is due to the speed leveling. Do people really know their jobs well?
    I burned WHM from 30-90 in 6 hours. I play better than 95% of the WHM main players.
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  5. #5
    Player Miiyo's Avatar
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    Quote Originally Posted by Rosina View Post
    sounds interesting. But my concern is due to the speed leveling. Do people really know their jobs well?
    Thus my "skillful" play. Similar to the trials there would be things you need to do x amount of times. Instead of only kill x monster x amount of times, it's HOW you kill the mob. Magic burst kill. Kill by a mnk while under the effect of boost. Brd kill when other players are under the effect of a mambo. Things like that. Solo prerequisites for the most part, but while in group situations, something a bit more challenging than just slaying the mob during a certain weather/day.
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    Last edited by Miiyo; 07-21-2011 at 08:01 PM.
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    Miiyo Taru | Sargantanas Final Fantasy X|V

  6. #6
    Player Miiyo's Avatar
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    Quote Originally Posted by Airget View Post
    The mastery is only effective under that subjob or you have to set your masteries just like blu spells. So you can't basically have a BLM master all their mastery skills with each sub job, it sounds a tad to powerful lol.
    Very good point. When i made this, I was simply thinking 1 mastery skill per job combination (out of consideration of how much work this would take with the many possible combinations that would actually "work"), I think 3-4 mastery skills would be ideal and have it in a merit like-situation. You can choose which would be active using specific "mastery merits" and allocate how many points you would want to go toward each skill that can effect things like shorten recast time, effectiveness, etc.

    If there were 3-4 skills per combination that was chosen, this would indeed be ALOT of work lol. I think it'd be a very fun addition, however.
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    Teh most famous/infamous Taru on Carbuncle!


    Miiyo Taru | Sargantanas Final Fantasy X|V