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  1. #131
    Player KazeGeminai's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2
    *Edit: Made some changes per Eadieni's suggestions.

    Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.

    Tier II 2hr. Abilities

    War: (Devastation) -Dur. 1min- 20% of normal melee attack damage returned as tp in addition to normal tp gain.

    Mnk: (Occlusion) -Dur. 1min- Melee attacks are infused w/ add'l effect: stun. 100% activation. Subject to resistance.

    Whm: (Saving Grace) -Dur. 30sec- Makes party incapable of being KO'd. Members HP can fall to 1 and will remain there for the duration of the effect.

    Blm: (Omnipotence) -Dur. 3min- All elemental magic cast while under effect will inflict target with debuff of associated element. Potency and duration of debuff affected by tier of spell cast. (Ex.Freeze II=Paralyze III)

    Rdm: (Touch of Solace) -Dur. 1min.- Grants target immunity to all magical attacks.

    Thf: (Sundering Strikes) -Dur. 1min.- Grants party 100% triple-attack status with each successful -initial- hit of your attack round. If the target is missed by the user, the triple-attack wears, however, the ability will remain in effect for the duration.

    Pld: (Cheveyo's Mercy) -Dur. 1min.- Redirects 50% damage taken by party back to the Paladin. Heavily boosts enm while in effect.

    Drk: (Force Reaver) -Dur. 1min.- Sets enemies TP to 0 upon successful strike. Enemies will receive no tp from attacks or weaponskills performed while under this effect.

    Bst: (Ambient Roar) -Dur. 1min.- Grants all status enhancements and stats of the user to the users pet. Transferred stats -will- stack with pets native stats and enhancements from gear/equipment.

    Brd: (Merciful Hymn) -Dur. 1min.- Reflects 100% of damage received by party back to attacker.

    Rng: (Bombardment) -Dur. 5min.(or until used)- Allows 'barrage' to be used in conjunction with your next weaponskill. Generates no enmity toward user.

    Sam: (Musha Majikku) -Dur. 3min.- All attacks performed by party while under effect are considered magic damage. Attacks while under this effect will receive a significant Magic Attack Bonus.

    Nin: (Kage Kuroun) -Dur. 1min.- Creates replica of user. All enmity transferred to clone. Clone is incapable of being healed. If still "alive" at end of duration, replica will despawn.

    Drg: (Transcendant Leap) -Effect Dur. 1min.- Delivers a powerful jumping attack that inflicts target with slow, poison, silence, paralyze, weight, bind, blind, and powerful Def. down effect(~25%).

    Smn: (Celestial Accord) -Dur. 1min.- Allows use of all Blood Pact abilities without MP consumption and eliminates recast timers while under effect.

    Blu: (Forsaken Penance) -Dur. 3min.- Next TP move directed at you by enemy will be absorbed. Ability is stored and can be "cast" against target when ability is used again.

    Cor: (Royal Flush) -Dur. 3min.- Allows user to cast up to 4 Phantom Rolls on party members while under effect. Eliminates Phanton Roll recast while under effect.

    Pup: (Mime) -Dur. 3min.- Grants enhancements given by attachments/maneuvers to Master and Automaton.

    Dnc: (Masterful Mirage) -Dur. 1min.- Allows the use of flourishes without finishing moves and sets recast times to 0.

    Sch: (Clairvoyance) -Dur. 1min.- Renders target weak to all elements. This includes targets resistant/immune to magic damage. Grants 20% damage boost to spells cast on the target while under the effect.
    (2)
    Last edited by KazeGeminai; 04-15-2011 at 06:52 AM. Reason: *Edit: Made some changes per Eadieni's suggestions.

  2. #132
    Player Shadobi's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Dragoon
    72 hour Ability: Draconic Disciple: Dragoon wyvern evolves into a powerful larger darker version wyvern. (Young adult size not the full grown size wyvern)

    JOB ABILITY (Under the effect of Draconic Disciple only)
    Dragon Jump: Dragoon performs a jumping attack on enemy causing one of the special abilities inactive for 2 mins.

    PET COMMAND (Under the effect of Draconic Disciple only)
    Dragon Gorge: Wyvern absorbs all positive status effects on the enemy and transfers it to the dragoon.

    JOB TRAIT (Under the effect of Draconic Disciple only)
    Dragon Skin: Occasionally breath attacks have no effect.
    (1)

  3. #133
    I got a couple of Idea for SMN but I dont think it sould be a v2 two Hour, but just another job ability like avatar favor

    A "casting" stance
    Super Magical Avatar Stance of Happyness (name subject to change everyone names their suggested abilities to sound cool)
    - Fuses the avatar with the elemental spirit of their corresponent element, giving the avatar the capacity to cast and behave like the elemental spirits while retaining the ability to command them and normal bloodpacts.
    - Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
    - As the effect gets stronger the avatar gets bonus in damage, reduces recast time on the elemental magic, AI and gives the avatar a "elemental seal" like bonus in accuracy of their bloodpacts.
    - It will be required to posses the corresponding elemental spirit magic to activate said ability

    A little more out there ability....

    a "melee" stance
    Super Martial Avatar Stance of Joy
    - Fuses the avatar with the player (maybe not literally)
    - Perp cost increases and the effect gets stronger as time passes till a cap like favor stance.
    - As the effect gets stronger the avatar gets bonus in their stats as the players gets their stats reduced, stats like attack, defense, str, acc, dex etc, diferent avatars would "drain" certain stats more than others
    - It will give the avatar a special bonus like double attack, reduce delay, increase damage etc. depending on avatar.

    just a couple of ideas, tunning would be the key.
    (0)

    azjazo.deviantart.com

  4. #134
    Player hordecore's Avatar
    Join Date
    Mar 2011
    Posts
    218
    Character
    Matador
    World
    Bahamut
    Main Class
    RDM Lv 99
    New Ninja 2 Hour Ability: Devastation

    2 shadows from utsusemi: NI will manifest in physical form which will:

    Help the ninja doing multiple skillchain LV3 during the 2Hour duration

    the shadows will use random weapons which help do LV3 skill chains

    or if thats too Overpowered they will only spam elemental ninjutsu
    (0)

  5. #135
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I'm not gonna do all the jobs cause a) i hardly play em b) the ideas would such

    WHM : Second wind = Bene + Removes all statue aliments inc Amnesia Mute Doom and weakness.

    SMN : Pheonix : AoE RR that has no weakness

    DRK : Doomed Blade : You get 9999 HP + Souleater effect for 1:30 (can only use a 2 handed weapon) if a mob hits you it heals you but once the 90sec is up you die (Magic dmg still does normal dmg) (you can't be healed by any magic except drain)

    SCH : Forever Helix : Next Helix does X2 DMG + has a duration of 1 hour (will wear off if mob loses hate)

    COR : Hexa shot : Occsonally shoots 6 times Lasts 20 mins but chance reduces with procs (starts at 100% goes done by 5% a proc)
    (0)
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  6. #136
    Player Shadobi's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Samurai

    72 Hour ability:Mushi Dokugo:Ability to use weapon skills at 50 TP also grants a TP Bonus effect on each Weapon skill. (Under the effect of Mushi Dokugo you cannot Skillchain.)

    (Mushi Dokugo is a Japanese term used in Zen Buddhism which expresses the phenomenon known as "awakening alone, without a master.)

    (Combining the 72 hour Ability Mushi Dokugo with 2 Hour ability Meikyo Shisui will require only 50% TP of the 300% under the combine effect skillchain is granted.)
    (1)
    Last edited by Shadobi; 04-15-2011 at 02:10 AM.

  7. #137
    Player Eadieni's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Eloaken
    World
    Fenrir
    Main Class
    DRK Lv 90
    I'm up for at 99 letting us use our subjobs 2 hour.
    I've always wanted a Chainspell Manafont on Black Mage.....

    Perfect Dodge Hundred Fists
    (0)

  8. #138
    Player Eadieni's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Eloaken
    World
    Fenrir
    Main Class
    DRK Lv 90
    Quote Originally Posted by KazeGeminai View Post
    Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.
    Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.

    I think most of the 30 second ones should be changed to 45 seconds or 1 minute.

    For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).

    The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.

    The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.

    The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.

    The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.

    The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.

    Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
    (1)

  9. #139
    Player KazeGeminai's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2
    Quote Originally Posted by Eadieni View Post
    Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.

    I think most of the 30 second ones should be changed to 45 seconds or 1 minute.

    For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).

    The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.

    The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.

    The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.

    The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.

    The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.

    Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
    Thanks for the reply. I'm actually glad that you brought up the points that you did. A lot of the changes that you cited were actually some of my original ideas. I, however, changed them in the interest of not seeming too over-powered. But I think what happened in some cases, I ended up under-powering a handful of them. I've been away from the game for quite some time and am by no means a numbers whiz.

    The THF(Sundering Strikes) ability I originally had placed on a 1min. timer. I also think it deserves a bit of rewording. The 'triple-attack' effect itself would be a 100% effect. The "initial hit" portion that I stated was referring to the THF having to land his initial hit in order to proc the effect on the mob for the party. Similar to the way dancer sambas work.

    For the SAM ability, what you stated is exactly the effect I was looking for. You just worded it much better. I was trying to stray away from it being just an AoE 'Formless Strikes' 2.0, and it be more of an unresisted magic damage type, useful not only for mobs who, as you stated, make use of PD/Invincible, but also for those who take reduced damage from physical attacks bringing some usefulness to DDs on mobs who are heavily dependent on a mage-heavy setup.(Not sure how many monsters there are like this at the game's current state that are worth engaging.)

    The Merciful Hymn for BRD was actually a typo. 100% is correct. As far as the duration, I guess 1min.+ on that wouldn't be too outlandish. Though I will admit, its usefulness would be very situation specific. Maybe being more useful on mobs who spam heavy Dmg AoEs at certain stages.

    As for the PLD ability, I like the direction you took with that one. It would actually be much more useful redirecting the damage taken to the Paladin. And perhaps boosting enm gain while in effect?

    BLM whole-heartedly agree. Now looking back on it, I believe it would be much more useful as a singe-use JA. The only thing I would say I omitted would be the fact that it would serve as more of a "super-potent" version of the debuff depending on tier. (i.e. Freeze II = Paralyze III and so forth.)

    The RDM ability i'll admit I was a bit perplexed on. Their role has changed so much with the current state of the game. I was assuming with the post-abyssea content they would be reverting back to more of a heavy support role. However, I was in fact attempting to make the timer on that comparable to Chainspell. I was just having a brain fart and couldn't recall exactly how long CS lasted.

    Think I'll go back and edit/fix my post per your suggestions. Excellent observations though.
    (0)

  10. #140
    Player JiltedValkyrie's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    149
    Character
    Yuusaku
    World
    Lakshmi
    Main Class
    BRD Lv 99
    Make Mijin Gakure II AOE.
    (0)

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