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  1. #111
    Player Sasaraixx's Avatar
    Join Date
    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    I'll take a stab as well!

    First, I agree with others that I would like to see some tweeks to our existing 2hr abilities first. Some jobs like BLU and SCH could use a little work. Lowering the timer to 1 hour would also be a plus.

    Now for the new abilities! I would place them on a 48 or 72 hour timer.

    WHM "Divine Blessing" - Duration: 5 minutes. Increase potency and duration of all Cure and Regen spells. Regen spells receive additional Refresh effect. Curaga and Erase spells effect all PC's. Grants the Pax effect. Allows Erase to remove multiple ailments and new debuffs, including amnesia and weakness. Esuna removes debuffs regardless of whether the WHM also has them. All status removal spells become area of effect. Raise spells becomes area of effect. Greatly enhances all Job Traits and Abilities. White Mage receives the benefits of both Afflatus: Misery and Afflatus: Solace. White mage learns the "Reflect" spell - reflects one magical spell on targeted party member.

    RDM "Estoqueur's Fury" - Duration 5 minutes. Increase potency and duration of all Enhancing and Enfeebling magic. Enhancing magic skill increased to A+. Increases sword skill to A+ and increases accuracy, attack and lowers delay. Enspells receive additional effects: Mag Atk down, Eva down, Def. Down, Acc down, Mag Def Down, Attack down and lower resistance to corresponding element. Enspell damage is also increased. Red Mage learns "Death" - instantly KO's a single foe when successful. Ineffective against Undead.

    BLM "Mage's Wrath" - Duration 5 minutes. Doubles magic attack and accuracy of all elemental magic spells. Grants Mana Wall effect for the duration. Increases duration/potency of all dark magic (including stun). Greatly enhances all job traits. While under effect, occasionally converts a portion of magical damage into MP. Occasionally converts damage taken into MP. Learns the spell "Death Spikes" Physical damage taken: deals darkness damage and occasionally inflicts "Doom"

    BLU "Azure Heart" Duration 5 minutes. Reduces casting time and recast of all blue magic. Increase attack, accuracy, magic attack and magic accuracy. Enhances monster correlation. Blue magic deals increased damage. Allows access to ultimate blue magic. (spells exclusive to certain HNM's). Gains access to all learned blue magic spells and possible job traits white under the effect.

    SMN "Grand Summon" Duration 5 minutes. Allows summoner to call forth an avatar and 2 corresponding elemental spirits. (One buffs/heals the avatar, the other attacks.) Avatars are enhanced receiving stat boosts, reduced delay and enspells. Blood pact timers are reduced. Casting time for spirits is greatly reduced and they receive HP, MP, defense and magic defense bonuses. Elemental spirits gain access to all spells of their element. Both spirits and avatar are healed by the corresponding elemental magic. Perpetuation cost reduced to 0. While under the effect of Avatar's favor, all alliance members and pets receive enhanced versions of the favor and the avatar receives no penalty. (Side note: the penalties should be removed permanently and the avatars should receive the effect in my opinion.)

    SCH "Absolute Knowledge" Duration 5 minutes. Enhances all magical skills to A and provides Fast Cast, Magic Attack Bonus and Magic Defense Bonus Job Traits (tier IV). Stratagem effects remain active but can be toggled. Gains access to Crimson Grimoire spells. Enhances stratagems are as follows:
    Accession - Alliance wide area of effect. Usable with additional spells.
    Manifestation - Increase area of effect. Usable with additional spells.
    Penury/Parsimony - 75% MP reduction
    Celerity/Alacrity - 75% casting time/recast reduction
    Rapture/Ebullience - Increases potency by 75/50%
    Altruism/Tranquility/Equanimity/Focalization - Doubles merited effect
    Perpetuance - Triples duration effect. Usable with additional spells.
    Immanence - Increases skillchain damage. Grants Magic burst damage bonus to all party members.

    Those are the jobs that I play! I think I thoroughly broke the game There are some usable bits in there I think hehe
    (0)

  2. #112
    Player Kury's Avatar
    Join Date
    Mar 2011
    Posts
    12
    Character
    Kuryomi
    World
    Phoenix
    Main Class
    DNC Lv 90
    i like the idea of over powered ja with 24hr+ recasts that cant be reset by items or wild card
    (0)

  3. #113
    Player Shadobi's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Quote Originally Posted by Sasaraixx View Post
    I'll take a stab as well!

    First, I agree with others that I would like to see some tweeks to our existing 2hr abilities first. Some jobs like BLU and SCH could use a little work. Lowering the timer to 1 hour would also be a plus.

    Now for the new abilities! I would place them on a 48 or 72 hour timer.

    WHM "Divine Blessing" - Duration: 5 minutes. Increase potency and duration of all Cure and Regen spells. Regen spells receive additional Refresh effect. Curaga and Erase spells effect all PC's. Grants the Pax effect. Allows Erase to remove multiple ailments and new debuffs, including amnesia and weakness. Esuna removes debuffs regardless of whether the WHM also has them. All status removal spells become area of effect. Raise spells becomes area of effect. Greatly enhances all Job Traits and Abilities. White Mage receives the benefits of both Afflatus: Misery and Afflatus: Solace. White mage learns the "Reflect" spell - reflects one magical spell on targeted party member.

    RDM "Estoqueur's Fury" - Duration 5 minutes. Increase potency and duration of all Enhancing and Enfeebling magic. Enhancing magic skill increased to A+. Increases sword skill to A+ and increases accuracy, attack and lowers delay. Enspells receive additional effects: Mag Atk down, Eva down, Def. Down, Acc down, Mag Def Down, Attack down and lower resistance to corresponding element. Enspell damage is also increased. Red Mage learns "Death" - instantly KO's a single foe when successful. Ineffective against Undead.

    BLM "Mage's Wrath" - Duration 5 minutes. Doubles magic attack and accuracy of all elemental magic spells. Grants Mana Wall effect for the duration. Increases duration/potency of all dark magic (including stun). Greatly enhances all job traits. While under effect, occasionally converts a portion of magical damage into MP. Occasionally converts damage taken into MP. Learns the spell "Death Spikes" Physical damage taken: deals darkness damage and occasionally inflicts "Doom"

    BLU "Azure Heart" Duration 5 minutes. Reduces casting time and recast of all blue magic. Increase attack, accuracy, magic attack and magic accuracy. Enhances monster correlation. Blue magic deals increased damage. Allows access to ultimate blue magic. (spells exclusive to certain HNM's). Gains access to all learned blue magic spells and possible job traits white under the effect.

    SMN "Grand Summon" Duration 5 minutes. Allows summoner to call forth an avatar and 2 corresponding elemental spirits. (One buffs/heals the avatar, the other attacks.) Avatars are enhanced receiving stat boosts, reduced delay and enspells. Blood pact timers are reduced. Casting time for spirits is greatly reduced and they receive HP, MP, defense and magic defense bonuses. Elemental spirits gain access to all spells of their element. Both spirits and avatar are healed by the corresponding elemental magic. Perpetuation cost reduced to 0. While under the effect of Avatar's favor, all alliance members and pets receive enhanced versions of the favor and the avatar receives no penalty. (Side note: the penalties should be removed permanently and the avatars should receive the effect in my opinion.)

    SCH "Absolute Knowledge" Duration 5 minutes. Enhances all magical skills to A and provides Fast Cast, Magic Attack Bonus and Magic Defense Bonus Job Traits (tier IV). Stratagem effects remain active but can be toggled. Gains access to Crimson Grimoire spells. Enhances stratagems are as follows:
    Accession - Alliance wide area of effect. Usable with additional spells.
    Manifestation - Increase area of effect. Usable with additional spells.
    Penury/Parsimony - 75% MP reduction
    Celerity/Alacrity - 75% casting time/recast reduction
    Rapture/Ebullience - Increases potency by 75/50%
    Altruism/Tranquility/Equanimity/Focalization - Doubles merited effect
    Perpetuance - Triples duration effect. Usable with additional spells.
    Immanence - Increases skillchain damage. Grants Magic burst damage bonus to all party members.

    Those are the jobs that I play! I think I thoroughly broke the game There are some usable bits in there I think hehe
    Yes I agree 2 hours should probably be reduced to 1 hour.

    All the idea's I wrote are 72 hour abilities also we have same Idea for summoner. Page 5 I wrote that >.> so we think alike.
    (0)

  4. #114
    Player Dazusu's Avatar
    Join Date
    Mar 2011
    Posts
    423
    Character
    Dazusu
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Zephrose View Post
    PLD - Savior - "Grabs the attention of All opposed enemies within range and negates all damage taken for a short time."
    That sound suspiciously like Invincible. Hate spike, damage mitigation. Yep. That's invincible.
    (0)

  5. #115
    Player Ordoric's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    110
    Character
    Ordoric
    World
    Leviathan
    Main Class
    WHM Lv 99
    im tellin ya Ultima for bm and meteor for rdm
    (0)
    I think players are broken
    90 whm 90 blm 87 sch 79 drk 75 pld 75 smn 68 sam.

  6. #116
    Player Dazusu's Avatar
    Join Date
    Mar 2011
    Posts
    423
    Character
    Dazusu
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Shadobi View Post
    Yes I agree 2 hours should probably be reduced to 1 hour.
    Don't you think all the Revitalizers and Refresh chests we get in the only existing end-game (Abyssea) we have is enough? :P

    Quote Originally Posted by Ramsos View Post
    Would basically turn you into "god" for a set period of time.
    Don't you think Brews are enough? Now you want a god-ability?

    If they're going to add new two-hour abilities, why not just make old two-hour abilities meritable, it should be something much more conservative.

    Benediction recovers 10% of your MP with 1 merit, meritable upto 5 times, recovering 50% of your MP.

    Chainspell reduces the MP cost of spells by 5%, meritable upto 5 spells with a total reduction of 25% per spell.

    Manafont - 3% fastcast, 5 merits, total of 15%

    Soulvoice allowing a third song for it's duration

    Eagle eye shot firing twice instead of once, then attack bonuses for each additional merit

    Just some basic examples that aren't too over-powered, but would add something good to already powerful abilities.
    (0)

  7. #117
    Player Chiibi's Avatar
    Join Date
    Mar 2011
    Location
    Sandy!!
    Posts
    234
    Quote Originally Posted by Alkalinehoe View Post
    Lol, infinite kicks? I like that.
    Thought you might xD
    (0)

  8. #118
    Player Shadobi's Avatar
    Join Date
    Mar 2011
    Posts
    50
    [QUOTE=Dazusu;70360]Don't you think all the Revitalizers and Refresh chests we get in the only existing end-game (Abyssea) we have is enough? :P



    What you can never have enough... I want more!!!!
    (0)

  9. #119
    Dancer: "Deadly Glide" Grants a 100% Parry and Riposte and Haste for 2 minutes, allows full movement, reflects magic back to caster during the duration

    Beastmaster: "Rage" Pet will Rage for 3 minutes (Delay 0 on attacks, all attacks do double damage [including critical hits], defense and evasion are doubled, and Sic/Ready interval is set to 0 but pet must have TP-ignores charges for Ready), unlike NM Rage at the expiration of Rage the pet drops dead.

    Puppetmaster "Guipetto's Mastery" Automaton gains the 2-hour of the job they emulate (Valoredge Head "Invincible", Spiritreaver "Manafont", Soulsoother "Benediction", Sharpshot "Eagleeye Shot" [but please enhance this, EES stopped being viable some levels ago], Harlequin "Hundred Fists" [Harlequin doesn't really have a particular job to emulate]). Either that or have the Auto pull a Whale out and club their enemy (ala Hancock).

    Bard "Banshee Wail" In a Colassal radius instantly inflicts Doom or Terror (random chance of either) for 10 ticks of the game clock on all targets in range (enemies can remove if they have Cursna or Erase abilities), Hate generation equal to Benediction, enemies become immune to sleep during the countdown timer, Light-based.

    Thief "Coup de Grace'" Identical to Throat Stab, can miss but does Stack with SA, TA, and Assassin (no increase in damage, just ACC).

    Ranger "Called Shot" Allows a ranger to attempt a shot that wounds with normal accuracy-Sharpshot cannot be used-(inflicts a specific Permanent effect on target [if hate is lost and mob regens to full or depops to respawn the effect is removed once 100% is reached, but no other abilities can clear the effect]. Desired effect must be chosen before shooting. Available effects are:
    a. "Nail" Target is unable to move or turn to defend itself (but can strike as per their normal behavior so those that can Attack behind/beside themselves may still do so)-flight will also be disabled, but shot can only be fired while grounded
    b. "Pin" Hits an aggressive limb, impairs a mob's accuracy -25% and no multiple hits except TP moves will process
    c. "Gut Shot" Delivers a painfull blow that causes DoT (20/tic, can be resisted) and 25% spell interruption.
    d. "Crippling Strike" Wounds a movement limb, acts like Gravity
    e. "One-Shot" Shot to a vital organ, inflicting Death, may be resisted as the Dark Knight attacks of the same name, undead immune; all of these abilities create massive hate on the Ranger whether they succeed or fail, analogous to Invincible

    Dark Knight "Menace" While Dark has hate all attacks (physical and Magical) inflict a 10 second Terror effect on the target, Duration 5 minutes.

    Paladin "Rightous Wrath" Duration 2 minutes Paladin immediately gets full hate on target and cannot lose for the duration, during the effect all paladin atacks (physical and magical) ignore target defense/resistance.
    (0)

  10. #120
    Player
    Join Date
    Mar 2011
    Posts
    31
    I have an idea!

    How about all jobs get a new ability called "Broken game"... because that is what would happen if any of these ridiculous suggestions were implemented.
    (0)

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