Page 9 of 17 FirstFirst ... 7 8 9 10 11 ... LastLast
Results 81 to 90 of 162
  1. #81
    Player Shadobi's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Whitemage 72 Hour Ability: Sacrum Terra: Divine area of effect barrier that Constantly knocks back any aggressive enemy target that approaches you, Also within the barrier (Shorten sickness timers) (Enemy magic immunity ~weaken state party only) (Weaken state party members get auto raise status)
    (1)

  2. #82
    Player Teraniku's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    671
    Character
    Teraniku
    World
    Shiva
    Main Class
    WHM Lv 99
    Quote Originally Posted by Denabond View Post



    Bst Stampede: Makes 4 copies of the bst's current pet(for a total of 5 pets). All pets will have 300 TP when Stampede is used. Commands given will apply to all pets (ex when using Sic, all pets will do a WS at the same time). Duration 2 mins





    Sch (insert cool name here couldn't think of one): Increases spell potency depending on day/weather. Duration 1 min
    Same day or single weather effect = 50%.
    Same day + Single weather or double weather effect = 100%.
    Same Day + Double Weather = 150%
    BST Stampede could be like Choco / Mog Summon in Final Fantasy VII. Have a Mob come and run over the mob you're fighting. Higher the level, the better the mob call and Damage.

    Since the SCH 2 hr you propose is all about Day and Weather then calling it Carpe Diem ("Sieze the Day" in latin) seems appropriate.
    (0)
    Last edited by Teraniku; 04-10-2011 at 05:32 AM. Reason: Spelling

  3. #83
    Player Harukusan's Avatar
    Join Date
    Mar 2011
    Posts
    186
    Character
    Harukusan
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Quote Originally Posted by Shoko View Post
    It is indeed. Do believe it was Mojo, or someone. Meteor apparently didn't do much to either Diabolos or Fenrir, both of which are obvious darkness-based summons.
    Meteor is 100% dark based. I only originally said "I believe it is" because I thought everyone else knew lol. I guess not. Meteor is an AoE dark-based elemental spell. And as a BLM, I'm honestly not looking forward to it. That spell lags me to all hell. I still think a realistic 2hr ability for BLM would be to nullify all elements of its spells and maybe beef up the MACC and MAB a bit. Or wouldn't it make sense to simply decrease the casting time of nukes with our existing 2hr Manafont?
    (0)

  4. #84
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Remember, you guys asked for it ;)

    First, additions to existing 2-Hour Job Ability effects:

    Perfect Dodge: Allow dodging ranged attacks.
    Invincible: Nullify ranged attack damage.
    Azure Lore: Increase duration and apply Chain Affinity and Burst Affinity to all Blue Magic for the duration.
    Benediction: Raises dead party members, and those raised do not have weakness. Always removes all status ailments, including doom, and adds "bar-all elements and status" and Regen aura for an extended duration after.
    Overdrive: Each maneuver counts as three of that element active. All attachments are active, regardless of current maneuvers. Attachments that normally consume maneuvers do not. Automaton combat skills increase +20.
    Eagle Eye Shot: Never misses unless target has Perfect Dodge active.

    ---

    Advanced additional 2hrs (or new 1 hour abilities!):

    Warrior: Rend - Attacks ignore enemy defense for duration and inflict a "bleeding" Damage over Time effect that also reduces enemy defense. (ignored defense includes weapon-type defenses, physical defense, etc)

    Thief: Master Thief - Critical hits have the same chance as Sneak Attack and Trick Attacks to increase the Treasure Hunter effect count. Critical hit rate and damage increases greatly. Hitting the enemy adds an effect that lowers the enemy's defensive critical hit evasion rate and offensive critical hit rate. All the thief's attacks include a chance to steal from the enemy. (can steal an item, gil, buff, TP, HP and MP. If the enemy does not have an item, gil or buff, it only attempts to steal the remaining options, stronger than Twilight Knife)

    Monk: Grappling - Monk's defensive skills activate more often. All monk attacks gain accuracy and bypass enemy defensive skills (parry, counterattack, guard, shield) for the duration. Monk attacks have the additional effect of dealing damage to the enemy's TP.

    White Mage: Divine Hammer - For the duration (fairly long), all Whm attacks are converted to "divine magic" damage. The damage done by Whm weaponskills is multiplied by at least double and split among party members in range as HP restoration. When the whm uses a weaponskill, remove an ailment from the party members in range. The Whm's weaponskills are always accompanied by the "Holy" spell, even if they have not learned the spell for normal use.

    Black Mage: Mana Burst - All spells cast for the duration land with "Magic Burst" bonus. There is a chance after each spell cast, that the MP cost to cast it is distributed to party members who do not have max MP (including the Blm who cast.)

    Red Mage: Spell Sword - The next offensive single-target spell cast by the Rdm is "Cast" at no MP cost during the first hit of all auto-attack rounds for the duration.

    Beastmaster: Master's Rage - For the duration, grant the "all-killer" effect to Beastmaster and any pet called or charmed. This "all-killer" effect has a higher activation rate than normal killer effects. Adds 3 charges to ready. Reduces the recast of Sic. Allows the use of pet's TP moves when the pet only has 50TP through either Ready or Sic.

    Bard: Hero's Song - Raises the stats of the party and raises the "effective level" of the party +10 for combat calculations. This 2hour adds a separate effect (not a song slot).

    Paladin: Altana's Light - The Paladin cannot be killed when they reach 0 hp for the duration of this status. The Paladin's HP can exceed their max HP by double - this effect lasts for a while after the end of Altana's Light (their HP does not automatically drop back to their normal max HP at the end of the "Altana's Light" effect)

    Dark Knight: Fearful Strikes - For the duration, critical hits inflict terror. The lower the enemy's life, the higher the Dark Knight's critical hit rate. While the enemy is afflicted with this special terror, the Dark Knight drains its HP over time.

    Ranger: Death from Above - Firing arrows at high arcs, they land with tremendous force, negating any distance penalties. Since the attacks seem to come from directly above, the enemy does not know who shot them, thus not increasing the enmity toward the Ranger. Reduces time between ranged attacks.

    Samurai: TP Generator (needs a better name) - For the duration, the Samurai gains +10 store TP and all of the Samurai's auto-attacks grant a fraction of the gained TP to party members within range as well. Weaponskills can give between 25 and 100% TP to each party member (rarely 100%). This sharing is not subtracted by the TP gained by the Samurai, it is generated as a bonus to the party members including the Samurai (even when solo).

    Ninja: Striking Shadow Image - For the duration, as long as the Ninja has at least 1 Utsusemi shadow image active, a "pet" ninja clone will join them in battle. If Mijin Gakure is used while this is active, each shadow will add to the damage. (only one pet ninja clone will ever be present despite having multiple shadows active, however, it will continue to exist as long as any shadows are up, mimicing every move the Ninja makes, with lower power)

    Dragoon: Sky Splitter - All jump timers reset, All jump recasts are reduced to 10 seconds for the duration. (Shared timers are split.) All jumps are accompanied by bright lightning strikes (just graphic effect) and the crash of thunder.

    Summoner: Astral Gate - For the duration, reduces Bloodpact Rage and Ward recast timers. Summoned monster gains all stats. Perpetuation costs are suspended. Summoner cannot move, holding open the summoning circle.

    Blue Mage: Mark of Zahak - Allow use of all blue magic known to the blue mage for duration, regardless of being set or not. (If they have to temporarily turn into Soul Flayers for this effect, so be it)

    Corsair: Jinx - Inflicting the enemy with this status makes all sorts of things go wrong for them. They have lower chances of anything "good" happening, such as: critical hits turn into critical misses, evading an attack can turn into getting hit with a critical hit, TP attacks can backfire causing damage or effects on themselves instead. Player attacks have much higher rates of success against the jinxed enemy.

    Puppetmaster: Ensemble
    - The current automaton temporarily disappears (if active) and each automaton available to the Puppetmaster as a full set appear together at one time, each performing a powerful attack before disappearing, and the original automaton returns to battle (if one was active). (only head and body matching appear, not combinations: Valoredge/Slashing, Sharpshot/Ranged-Piercing, Harlequin/Blunt, Stormwaker/Magical, and any future models should be added)

    Dancer: Vivifying Waltz - For the duration, whenever the dancer gains 50tp, they trigger the Vivifying waltz effect which costs no TP and restores some HP to the party members within range plus gives each healed party member some TP (10-25). The count for the required 50tp is kept separate from current TP%, and excess TP earned above 50 in this separate counter is reset to 0 upon activation of the Vivifying Waltz effect each time.

    Scholar: Martial Tactics - Declaring Martial Tactics on an enemy will enhance skillchain and magic burst damage to that target. Additionally, the strict time limits normally required to enable these effects are removed, and any weaponskills or magic cast on the enemy that can chain together, will chain together, regardless of the time between actions.

    ---

    I sorta held back a little... oh well.
    (3)

  5. #85
    Player Bulrogg's Avatar
    Join Date
    Mar 2011
    Location
    Carbuncle: Windurst Militia
    Posts
    419
    Quote Originally Posted by AyinDygra View Post
    Ninja: Striking Shadow Image - For the duration, as long as the Ninja has at least 1 Utsusemi shadow image active, a "pet" ninja clone will join them in battle. If Mijin Gakure is used while this is active, each shadow will add to the damage. (only one pet ninja clone will ever be present despite having multiple shadows active, however, it will continue to exist as long as any shadows are up, mimicing every move the Ninja makes, with lower power)
    I'd like to see that as an job ability 3 minute active/5 minute timer vs 2hr. When shadows wipe clone disappears, recast re-calls a new clone. Mind if post it in the NINJA forum? <.< (I know twelveozmouse will bash it like everything else over there but I still like the idea)
    (0)
    Quote Originally Posted by Aldous Snow
    When the world slips you a Geoffrey, stroke the furry walls.
    Quote Originally Posted by --She
    that's what

  6. #86
    Player axlzero's Avatar
    Join Date
    Apr 2011
    Location
    sandoria
    Posts
    41
    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
    (0)

  7. #87
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Quote Originally Posted by Bulrogg View Post
    I'd like to see that as an job ability 3 minute active/5 minute timer vs 2hr.
    Having it active that much of the time would make Ninja too much like pet jobs. This is really more of a way to augment ninjutsu:
    Cast once, and get each shadow magnifying the attack by casting the same ninjutsu.
    Throw a shuriken and have all shadows throw shadow shuriken. (not ammo)
    Mijin Gakure and all your shadows blow up.
    In the meantime, one shadow attacks along side you, only because the boss NPCs get this bonus on multiple copies that can actually fight independently, and it's based on that ability (only one pet is supported by the combat system, not counting Adventuring Fellow, otherwise I'd have copied it directly from the bosses).

    In short, I don't think the ability should be active very often.
    (0)

  8. #88
    Player Cruentus's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    135
    Character
    Yveltal
    World
    Ragnarok
    Main Class
    WAR Lv 50
    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.
    (0)
    Cardfight!! Vanguard is the best TCG of all time.

  9. #89
    Player Krystal's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    312
    Character
    Pikachuninetail
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Bayohne View Post
    Hey gang! Thanks as always for the feedback! We're letting the dev. team know about your comments and ideas, so make sure to keep 'em coming!

    Let your imagination run wild! Then reel it in a little bit... then post! Or, don't reel it in at all!
    sounds good to me! here i go!

    These are all the ideas i had and i put alot of effort into them. for those of you who may go"why the hell does this do that to my job? that's stupid!" the reason is this: For each ability that has a great amount of power their must be an equal or greater drawback to using them to prevent the ability from being abused and being overpowered.
    List of 2hrs:

    White Mage: Divine Protection: For 30 seconds any healing or enhancing spell a whm casts also gives a temporary invincible effect that lasts for 3-5 seconds.

    Black Mage: Super Nova: A huge explosion occurs dealing HIGH amounts of non-elemental damage to all foes in the range of black mage.

    Warrior: Kamikaze: The Warrior charges at a foe and explodes apon impact dealing one-hit K.O. to any normal monster and a high amount of damage to an NM. After the 2hr is over the Warrior can not be raised and is sent directly to their Home point,losing the standard exp they would lose had they died normally at their level.

    Monk: Black Belt: For 30 seconds ANY attack directed at the monk is countered and deals triple the normal damage done by the monk.

    Thief: Master Thief: The Thief can steal one rare item from the NM/normal monster that would normally drop from being killed. This item would be chosen at random and would NEVER be a common item plus be Rare/Ex no matter what the original property of the item is.(this is to prevent RMTs from monopolizing this ability since it could not be traded or auctioned)

    Red Mage: Triple cast: The Red mage could cast up to three spells at once for their normal cost for 30 seconds. For each spell the red mage would choose the target of each spell then once they confirmed all spells and targets all three spells would be cast at once in the order they were chosen(The order is for the sake of the following). while this 2hr is in effect the rdm however could NOT use its convert ability. If the Red mage does not have enough MP to cast one of the three spells then it is skipped and the next chosen spell is cast instead.

    Paladin: Holy Nova: The Paladin performs a strike on a selected monster for a huge amount of holy damage which negates resistance. If the target of this ability is undead the monster is instead instantly K.O'd unless it is a NM in which case the damage is increased by 1.5x

    Dark Knight: Unholy Might: The Dark Knight gains a large attack boost and can continue to fight even with it's HP at zero for sixty seconds. Once the Dark Knight's HP reaches zero it can no longer be healed or more the case healing spells will read"has no effect" when cast on the Dark Knight. Once the sixty seconds are up however the Dark Knight falls dead losing double the standard exp it would lose for it's level.

    Beastmaster: Untamed Beast: The BeastMaster would be able to charm a normally non-charmable monster and control it for five minuets. This includes NMs however BCNM monsters would remain immune. When the NM is uncharmed it would turn on it's master and yield no exp or drops like a normal charmed monster would.

    Bard: The Last Verse: The Bard would play a song that gives all party members in the area of effect a Large attack,evasion,defense, and accuracy boost as well as a Reraise III effect which would last the standard amount of time a song lasts. However when the song wears off all party members who gained the effects of the song would be inflicted with Weakened status for five minuets.

    Ranger: Bullseye!: The Ranger would gain a huge ranged accuracy and critical hit rate boost for 30 seconds.

    Samurai: Seppuku: The Samurai commits suicide by stabbing themselves but does not lose exp on top of that they raise non-weakened.(well aware this is a ninja copy but hey..if you look em up on wiki they had it first!)

    Ninja: Kage Bunshin: The Ninja creates a real copy of themselves that lasts for three minutes. this copy would mimic the original player's movements and actions move for move and action for action. However the copy's stats would be roughly 1/4 less than the original Ninja.

    Dragoon: Dragon's Crest: The Dragoon and their wyvern would merge into one instead of the wyvern leaving the field like it does with the other 2hr. The Dragoon's attack,defense, would be given a large boost along with a full TP gauge that does not go down when a weaponskill is used. During the time of this effect the Dragoon would have access to a new weaponskill called "Crest Breaker" This weapon skill would be a ten fold attack against the monster this weaponskill would deal an extremely high amount of damage even to NMs however once used the ability's effect's disappear and your "Call Wyvern" Recast Timer is set to a one time 2hrs instead of it's normal 20 minuets. if the "Crest Breaker" Weapon skill is not used this 2hr lasts for 30 seconds and the Dragoon's "Call Wyvern" Recast timer remains unchanged.

    Summoner: Odin's Pact: Once activated all party members in the summoner's party are given a "Protected by Odin" Status effect which lasts for 5 minuets. If a Party member under this effect would be killed by an attack Odin appears for a moment and shields them by throwing down a spear in front of the monster stunning it and removing all hate from the party member. Once three of the six members of the party or one member is protected three times the effect disappears from all party members. During this time Odin CAN NOT be summoned by any summoner in the party while under the effects of "Astral Flow".

    Blue mage: Azure Rush: The Blue mage can instant cast blue magic spells they have prepped for 30 seconds at their normal cost.

    Corsair: Russian Roulette: The Corsair fires a instant K.O shot at a random character. this can be a fellow party member,themselves, or monster. this is chosen by a cursor running along all members and monster's within the area of effect slowing down after a few seconds and stopping randomly. The Monster.Player, or Corsair the cursor lands on it instantly K.O.'d not even NMs are immune to this 2hr skill and will be instantly K.O.'d as well. This ability CAN NOT BE USED if there is less than 3 members in the Corsair's party.

    Puppet-Master: Overload: For 30 seconds the Puppet-Master's automation is given a huge attack,defense,accuracy, haste boost. Once this effect ends you will be inflicted with an overload effect that lasts for up to 5 minuets.

    Dancer: Final Flourish: The dancer sacrifices all remaining TP to use a Raise effect on all party members. The tier of raise depends on how much TP the Dancer has. 100%=Raise 1, 200%=Raise II, 300%=Raise III. Once used the Dancer is unable to accumulate TP for 5 minuets. The Dancer MUST have at least 100% TP to use this Ability.

    Scholar: Eureka: Scholar gains access to all spells and stratagems for 30 seconds and every Black magic spell cast will have the effect of Parsimony,Alacrity,Ebullience,Focalization,Equanimity, and Immanence. Each white magic spell will have the following effects of Penury,Celerity,Rapture,Altruism,Tranquility, and Perpetuance. Once this effect ends however the scholar will be unable to use ANY stratagem or their light and dark arts for 20 minuets.
    (0)

  10. #90
    Player Krystal's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    312
    Character
    Pikachuninetail
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by AyinDygra View Post
    I sorta held back a little... oh well.
    Not trying to wipe your quote off but i'd rather not quote a text block...lol

    anyways...while all those abilities are awesome..most of which if not all are severally over-powered there are no substantial drawbacks to using them at all.
    (0)

Page 9 of 17 FirstFirst ... 7 8 9 10 11 ... LastLast

Tags for this Thread