This is true... because...
I'll let SE add drawbacks, if any are needed.Originally Posted by Bayohne
Very few of our current 2hrs have drawbacks that I'm aware of:
Ninja (dead, can be used strategically to be a bonus)
Dragoon (lose wyvern, but the call wyvern timer could be up when they use it, and call it right back)
A few others give a large amount of enmity based on their actions, but that can't really be called a drawback.
how about abilities based on jobs you have leveled and your subjob why not make it available where you do both subjob quest and you have 2 subjobs like pld99/war49/mnk49 then you get the two hour abilities of your subjobs. you can use each seperatly and when you mix the jobs you get a unique 2 hour example pld/war/mnk finest hour hundred fist mighty strikes and invicible all rolled into one would be an uber hate holder for pld. or pld/rdm/blm you get invincible with chainspell and manafront.
i would also like to see ninja 2 hour change from Mijin Gakure to a ninja clone ability where your char splits into 2 or 3 and ther attacks and actions are threefold basically the clones do what the main does. make Mijin Gakure and 30 min ability or something
i would like also to see drk get an ability where a blm or other black magic caster can target there weapon with an elemental spell that when a drk closes a ws it automatically causes a magic burst effect with lots more damage and inflict a status alement like burst with ice causes paralize
just some ideahs
So let me get this straight. Every job will have two Two-Hour Abilities, one for use when it's your main job, and one for when it's your support job? That sounds awesome.
Fell Weapon
Dark Knight's Main Two-Hour Ability
Duration: 1 minute
Critical hit rate doubles, all changes to HP are nullified while in effect (meaning you can't be healed, but you also can't be hurt, nor do you take damage over time from effects like Poison or Dia), your current level of Haste is doubled, ignoring the current Haste caps (i.e., you had 26% Haste in equipment, this would double to 52% Haste), and your attacks never miss. When this effect wears off, you instantly drop to 1 HP.
Make Blood Weapon the support Two-Hour Ability, since it kind of sucks. A support job's Two-Hour Ability should never exceed the potential power of the main job's Two-Hour Ability.
Also, your main job should have access to both of its Two-Hour Abilities, but in that case, have them share a recast timer, so you can still use your support job's Two-Hour Ability.
Cardfight!! Vanguard is the best TCG of all time.
Blue Mage 72 Hour ability: Immortal Lore: Access to ancient blue magic long forgotton: Dischord Grand Train Aqua Breath Quasar Force Field Rippler Mighty Guard Step Mine Pearl Wind Matra Magic (Under the effect of Immortal Lore all attributes are enhance by 5 and the Job Trait: Azure Guard: Occasionally enemies blue spells have no effect on you.)
Last edited by Shadobi; 04-10-2011 at 11:36 PM.
Important thing to remember is one of its major drawbacks is it can only be used once ever 2 hours. Its because of this that most people see 2hrs as a OH S#!% button. Its best to think of what all the positives it should do first, then have SE decide whether or not they should have another drawback on top of the 2 hour cooldown.
Puppetmaster: Curtain Call
Duration: 00:05:00
On activation, the player's automaton disappears (with no reset of Activate timer even if automaton is at 100% HP) and a percentage of its HP and MP are transferred to the master. For the duration, the master is given access to the abilities of the automaton's frame/head combination, including weapon skills, magic spells, and abilities/traits granted via attachments. Player may continue to use Maneuvers (and gain stats/increase the power of related attachments) without any cooldown timer - however, Overloading immediately ends the two-hour effect.
Paladin: Altana's Beacon
Duration: 00:01:00
This ability requires the Paladin to target a single enemy. All other player enmity is wiped on that target, and only the Paladin may build enmity. Paladin is given a flat -10% damage taken bonus (stacks with gear, can go beyond 50% cap) and every successful shield block gives the Paladin an extra -5% damage taken bonus and an additional 15 seconds of ability time (caps at -50% damage taken and +120 seconds of bonus time.)
Dark Knight: Contract From Below
Duration: 00:02:00
Upon activation, all damage dealt and damage taken by the Dark Knight will be an automatic critical hit.
Bard: Cacophony
Duration: 00:03:00
The Bard gains an Aura that inflicts Attack Down, Defense Down, Magic Accuracy Down, and Magic Evasion Down on all claimed targets within area of effect. Aura effect builds in intensity over time in a similar manner to Avatar's Favor.
Last edited by Jadey; 04-10-2011 at 06:01 PM.
me likey the pup one c.c i dont think the pld one needs to have a dmg cap of 50% though. i think 90% would be fine, because it only lasts for 2 minutes tops, and may not even get that high depending on the shield skill and type the pld wields. maybe cut the effect boost down to like 2.5% per block so paladins with aegis or ochain don't get the 90% right off the bat.
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