Ah yeah the bard one is much more useful at 100% then 10% lol.
Was like 10% ...? mob hits for 800 and takes 80 dmg ... yay!
Ah yeah the bard one is much more useful at 100% then 10% lol.
Was like 10% ...? mob hits for 800 and takes 80 dmg ... yay!
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Well there's no shortage of imagination here as you can see ^^ Really cool ideas all around! While reading through everyone's post, though, it hit me that something has not be proposed yet.
2 hour Tier II: Role Reversal Abilities:
While most everyone is proposing what would equate to our current 2hrs +2, I thought it would be fun to approach this topic in a different way. While I believe 2hrs should should always help players potentially turn the tide of battle, the thought of offering a new prospective on just how we do this seems like a refreshing thought. What if instead of simply upping the potency of our current 2hrs, we had "Role Reversing" abilities that give us a unique choice to excel in the exact polar opposite of what our current jobs inertly do by design. Instead of a THF dodging all attacks, they would instead excel in dishing out attacks. Instead of a SMN's Avatar using their full power, the Avatars themselves would summon even more powerful Avatars, and so on. This is not to say that such Role Reversals would force certain jobs to no longer cause damage to a target (ex. a DD can no longer cause dmg to a target), but rather reverse/alter the way they would normally cause damage. These are just my 1st attempts at the concept, so I would love any additional feedback (tweaks, other suggestions based on the ones below, etc. ). I don't think names for my suggestions are really that important at this stage (that, and I don't want to sit for another hour coming up with them ><; ), so I left them out for now. So here goes.
WAR- Absorbs Damage taken and converts 50% of it into additional melee damage dealt to a target.
BRD- Adds potent, random song-like enfeebling/damaging effects to melee attacks to all party members within area of effect..
BST- Allows the BST to perform/mimic the augmented versions of the currently called pet's TP moves.
BLM- Adds potent spell-like elemental damage to melee attacks. Absorbs damage taken and converts 30% of it to MP and HP.
BLU- Adds random top tier additional effect blue magic spell-like damage to melee attacks.
COR- Adds augmented random additional effect elemental damage to melee attacks to all party members within area of effect. Shots fired that match the random elemental melee damage dealt to a target will be tripled in damage.
DNC- Adds potent random syphon effects to all melee attacks that doubles the amount syphoned based on melee attack damage. Syphoned effects benefit all party members within area of effect.
DRK- Drastically enhances spell potency by randomly draining ones own HP or TP.
DRG- Allows your wyvern to perform unique damaging TP/and Breath moves. Wyvern Absorbs damage taken and converts 50% of it to TP for itself and the DRG.
MNK- Drastically enhances Chi Blast by storing and converting 50% of damage taken over time into a single blast.
NIN- Quickly rigs an enemy with multiple explosive ninjutsu tools that creates a powerful AoE blast. Would use up to an entire stack of Inoshishinofuda ninjutsu tools for maximum damage. Fewer tools would result in less potent damage.
PLD- Causes all attacks to become critical and ignore a targets DEF while doubling en-light damage.
PUP- Allows your automation to mirror your exact attacks and TP moves, thus doubling the damage dealt.
RNG- Strings together melee and ranged attacks. Causes all melee attacks to drastically reduce evasion. For each melee attack landed on a target, an equal amount of ranged attacks will be fired.
RDM- Drastically augments En-spells to near potency of Ancient element magic level, Quadrupling En-spell damage.
SAM- Allows the simultaneous, Augmented use of both Seigan & Hasso at once and grants potent Regain to all party members within area of effect.
SCH- Allows Manifestation to be used with melee attacks while randomly adding potent Divine, Dark, and Elemental additional effect damage. This effect is shared by all party members within area of effect. Causes Accession to either half, or mid-agate damage taken based on the number of party members.
SMN- Allows the currently summoned Avatar to summon even more powerful Avatars (ex.Bahamut, Phoenix, etc.) or the Ancient magic versions of Elemental Spirits to fight along side them. Ancient Elemental Spirits would use both potent unique TP moves and powerful Ancient magic spells. Powerful Avatars would appear only to use one ultra ability and then despawn.
THF- Causes all attacks to become critical, triple attacks.
WHM- Causes all attacks to become critical, double attacks with doubled additional en-light effect damage. Absorbs Damage taken and converts it to healing values to all party members within area of effect.
Last edited by kingfury; 04-17-2011 at 11:24 PM.
I really liked kaze's idea. But as a drk, if you could have the 2hr make all the hits crtitical, same miss rate as normal, just m/ake them auto crits.
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I meant to note the similar nature of your concept of SMN T2 2hr, and Kimara's idea with the one I suggested ^^ Though my version is born from the concept of "Role Reversal" 2hrs, I think either of these ideas would be awesome to see, though I would really like to see what Phoenix looks like
SMN- Allows the currently summoned Avatar to summon even more powerful Avatars (ex.Bahamut, Phoenix, etc.) or the Ancient magic versions of Elemental Spirits to fight along side them. Ancient Elemental Spirits would use both potent unique TP moves and powerful Ancient magic spells. Powerful Avatars would appear only to use one ultra ability and then despawn.
Last edited by kingfury; 04-17-2011 at 11:27 PM.
Except for when it comes to Blue Mage...
My submission for an alternate BLU 2hr v.2 : Cobalt Surge/Rush/Overload
All learned blue magic spells become slotted, granting all relevant stats and traits as well as becoming castable.
Chain Affinity and Burst Affinity (recast timers reduced to 5 second / do not deactivate upon use while this ability is active).
Duration: 2 minutes.
I thought it would be nice to have a 24-hour ability which would combine the 2-hour ability of your main job and your subjob. Imagine Chainspell + Manafont as RDM/BLM.![]()
Are you serious??Corsair: Deadly Game - Rolls a dice, 1-3, Enemy and User receives Multiple Debuffs ****,3-6 Target and User Inflicted With Doom***
BRD- Symphony
Your song, put target in range around you (20") under slow/silence/paralyze/blind (cannot be resisted) for 25s , and buff your party with high regen/refresh for 3 minutes.
Pianissimo can be used on it to use on a single target.
PLD - ????
Grant the party a physicial shield for 1min, reducing all physicial damage taken -30%
NIN - Shadowstep
Put a mark on the target for 3 minutes, all attack directed on the marked mob have a chance to give you 1 magical Shadows can be stack to 5 (-Ga spell will be absorbed by thoses shadows).
I see also another abilities like step for nin,
Stack up to 5 marks, each hit have a chance to grant you a mark, released them to make a devastating attack.
or to add extra defense tools.
WHM - Radiance
Grant the white mage a regen buff that'll heal all the party member for 500 HP / tick (no hate generated) and give back instantly to the white mage 50% of is base MP.
duration: 30s
Last edited by Cdryik; 05-10-2011 at 03:48 AM.
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