I really like the previously DRK's 2hr. 'Condemned Soul' for 0 HP and still fighting.
WHM - Absolute Defense; makes all Elemental spells directed at you to be absorbed, healing your HP. And for a fixed amount of time, let Physical Attacks deal 0 DMG to you or be absorbed, healing MP.
SAM - Perfect Zanshin; letting you constantly use Zanshin over and over. For a fixed about of time deal critical damage; amount dealt, will heal the SAM using that 2hr.
PLD - Life's Desire; let it make the entire Party with the Paladin in it, do a AoE Invincible, negating Physical and Magical traits.
RDM - Terra Glance; let all enemy's Job Abilities to be absorbed, and let them give massive TP gain, and everyone's WS do critical damage and with superb accuracy. OR:
RDM - Extreme Casting; For a set amount of time, let the RDM be able to access ALL PT's Spells, (you have a BLM in your PT, RDM uses Extreme Casting, RDM is now allowed to cast Firaja and Burst II. You have a WHM in your PT, thus allowing the RDM to cast Protectra V and Shellra V. ect) [image this with current 2HR, with Chainspell, wicked] Yes, tweaking is going to be in order but this seems like an awesome idea. XD
"The only reason why I kill you is because.....you pointed your sword at my pride." -Byakkya-
"The only thing for evil to triumph is for good men to do nothing." -Alucard-
I love idiots. Oh wait, no I don't. Idiots are stupid. XD lols
Red Mage, White Mage, and Samurai Princess.
90 RDM, 90 WHM, and 90 SAM - All well equiped.
Part of me would want a secondary special ability to literally differ based on your sub, so in reality you'd get 19 new abilities and possibly bringing lesser used subs out of obscurity.
On the other hand, I'm also of the camp that 2-hour abilities should be reduced to 1 hour and new things not exceeding the same.
Black Mage 72 Hour ability Sortiarius Kirkos: Reflect magic back at target.(Cannot move from spot)
Scholar 72 Hour Ability Chronos Ars: All exclusive time magic accessible and new ones.
Beastmaster 72 Hour ability Hybrid Evolution: Called pet absorbs genes of charmable animals thus evolving into a new form.
Just had an idea wherein the new/upgraded 2hr would use an extra visual effect to drastically signify its awesomeness. The best part, most of these effects are already added to the game. Job emotes anyone?
An example would be Monk. Say the new or upgraded 2hr also gives a boss of strength or stamina along with the hundred fists. The job emote they have can animate for the duration of the 2hr.
For some jobs that don't have those innate emotes, there are other effect that can be used as well. Another good example of this would be Ninja. It would be rather awkward to see a Ninja explode on top of a frog. o.o
There are two ways I imagine Ninja with a new or upgraded 2hr. One of which will require a before hand explanation.
New Nin 2hr - Shadows of the Void - For a short time ninja shadows are limitless and expend no tools for use.(Yes this means AoE spells can still while them.)
1 - Existing 2hr) Larger, more effective Mijin Gakure using a polished Flare II or Fire V animation upon use.
2 - New 2hr) A constant blur effect animates around the player. Kind of like the GM effect.
I know it's a bit outlandish but this game is reaching epic levels. With that I say we need more epic abilities and/spells.!
I gladly accept this challenge as well!
Special abilities mark two. The 24-hour abilities.
All Abilities learned upon reaching level 90, and spending 20 merit points.
Thief: Rogue's Rage: Thief gains the effect of 'Rage'. Sacrifice evasion to have every hit count as a sneak attack critical. Works from any direction. Stacks with weaponskills. Duration: 45 seconds.
Warrior: Bloodlust: The warrior's rage has granted the ultimate strength. Warrior gains the effect of 'Bloodlust'. Attack is power increased, critical rate increased, double attack rate 100%, and attack speed is halved. Successive hits increase this effect for duration of 'Bloodlust'. Duration: 1 minute.
Monk: Shaolin Master: The Monk has become the ultimate martial master. Monk gains the effect of Shaolin. Damage dealt by the Monk now supersedes all defense and magic defense for the duration of the effect. Duration: 3 minutes.
White Mage: Divination: The White Mage buffs the party with the buff 'Divination'. Buffed players gained a 50/tick regen, refresh, and regain. Duration: 3 minutes.
Black Mage: Entropy: The Black taps into the very energy of the Universe itself. All black magic cast is now double in effect and potency with enfeebling effects and duration also doubled. Recast and casting timers are halfed. Duration: 90 seconds.
Red Mage: Dueler's Delight: Spell potency and duration is doubled for ALL spells. Effect stacks with Chainspell. If mp is spent, Red Mage can also use HP as to meet the MP cost at a 1:1 ratio. Duration: 90 seconds.
Summoner: Astral Blood: Summoner's currently summoned avatar (excluding Alexander and Odin) will bond will the summoner allowing for the avatar's true potential to be tapped. Duration: 3 minutes.
Bard: Songs of Altana: Unlocks the two verses of Altana. Songs give boosts in haste, defense (physical and magical), accuracy (ranged, melee, magic), and attack (ranged, melee, magic). Duration of songs is standard. Verses I and II stack. Verses can be enhanced by bard ability 'Soul Voice'. Duration: Instant. Grants access to songs until usage, player death, or zoning.
Dark Knight: Tap the Void: Halfs current hit points. In exchange, melee and magic attack power are tripled. Attack speed enhanced by 75%. Stacks with 'Blood Weapon' and 'Soul Eater'. Duration: 1 minute.
Paladin: Knight's Court: Paladin gains the effects of King and Court. King allows the Paladin to become Invulnerable for a duration. Court allows the Paladin to also absorb all party damage for a certain duration beyond King. Enmity is capped upon use on all target that have the Paladin on the hate list. Duration: King: 30 seconds. Court: 1 minute.
Ranger: Artemis Moon: The Ranger gains the effect of Artemis. The rangers next ranged attack will ignore all forms of defense and level check (flashy shot effect) and not miss. Next shot also delivers ten times normal damage. Will stack with weaponskills and Eagle Eye Shot. Is affected by the trait 'True Shot'. Will not stack with Barrage. Duration: Grants the Ranger the effect of Artemis. Effect wears upon usage, player death, or zoning.
Beastmaster: Feral Pact: Beastmaster and current pet make a blood bond granting master and pet colossal strength. Pet attack and defense is doubled for the duration. Beastmaster attack speed, attack speed, and critical hit rate is increased. Pet and Beastmaster hp temporarily halved. Duration: 90 seconds.
Samurai: Shogun: The Samurai has mastered the art of the Great Katana to achieve the ultimate technique. Grants the effect of 'Shogun'. Samurai's weaponskills deal triple damage. Stacks with Meikyo Shisui. Duration: 2 minutes.
Ninja: Death: The Ninja has become the ultimate assassin. Grants the effect of 'Void Blade'. The next strike will grant “Death”. Effect cannot be dispelled. Subject to a resistance check and immunities. Duration: 1 minute or until next hit is landed.
Dragoon: Draconian Bond: The love between Dragoon and Wyvern through struggling times enhances their bond granting incredible power. Wyvern gains the effect of 'Maturity' granting the power of an adult wyvern for the duration. Dragoon gains the effect of 'Rider' granting bonuses to attack, attack speed, defense, and critical hit rate for a short duration. Effect of all jumps is tripled. Duration: 90 seconds.
Blue Mage: Beast Within: The Blue Mage has accepted the monster within themselves tapping it for a short time to reach ultimate potential. Blue Mage gains of the effect of 'Feral Monster' for the duration. Effect double blue magic power and effects. Grants access to the spell 'Beast Within' which is a one time cast only available during 'Feral Monster'. Duration: 90 seconds.
Corsair: Fixed Game: Corsair gains the ability of 'Fixed Dice'. Next two rolls will 11 instantly, have double duration, and will have double the effect. Duration: Until next two rolls are cast, player death, or zoning.
Puppetmaster: Marionette?: Puppet gains the power of Marionette. Puppet power is doubled. Puppetmaster becomes the pet and puppet is under player control. Duration: 3 minutes.
Dancer: Last Dance: Dancer gain the effect of 'Final Dance'. While under this effect, all dances have double potency. Effect stacks with Trance. Duration: 90 seconds.
Scholar: Forbidden Tomes: The Scholar has read from the Forbidden Tomes of Magic. Scholar Learns the Magics of 'Ultima' and 'Full-life'. Ultima is the ultimate black magic spell that deals unrivaled non-elemental damage subject to no resistance check. Full-life fully revives any PC to include the full removal of debuffs including weakness and resting all JA recast timers outside 24-hour abilities. MP cost/requirement: 100% of maximum obtainable MP at the time of using Forbidden Tomes. Only one of the two spells can be used. Duration: Usage of either Ultima or Full-life.
Well.
You broke my record on most broken Abilities ever.
I decided not to hold back whatsoever and let the creative side flow out.
I respect that level of Insanity.
Edit: Insanity Knuckle-bump./
Last edited by Karbuncle; 04-09-2011 at 06:51 AM.
Cor: a Slot machine type ability to deal massive damage to enemies while healing/buffing party members based on the outcome of the 3 symbols. Ex. 3 moogle heads : drops a large pot on the mob doing dmg based on the cor's int/agi and healing the pt for double the dmg delt
Ohji Lunartail, the Moonlightespada- Bismark
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