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  1. #21
    Player JagerForrester's Avatar
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    Mar 2011
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    Bastok
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    282
    Character
    Jager
    World
    Sylph
    Main Class
    DRG Lv 90
    I think that would be called an Alchemist. Unfortunately, that idea became a craft.
    (0)
    "I find bliss in ignorance. Less I hear the less you'll say. But you'll find that out anyway."
    - Linkin Park (Dedicated to all the trolls and flamers out there)

  2. #22
    Player Detoxy's Avatar
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    Mar 2011
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    115
    Character
    Detoxy
    World
    Asura
    Main Class
    DNC Lv 99
    Quote Originally Posted by JagerForrester View Post
    You know this dual-element talk in some of the threads is making me want to request a Transfusion Mage, a magician that can combine two spells to form a more devastating spell.

    So I'm thinking on the lines of:
    Silence + Thunder = Silent Thunder
    Silence + Aero = Silent Wind
    Thunder + Paralyze = Stun w/ DMG
    Holy/Banish + Blind/Flash = Blinding Light
    Bind/Stun + Blizzard = Stop
    Bind + Blind = Dirty Trap
    Slow + Poison = Sick & Tired
    Thunder + Water = Thunderstorm
    Fire + Water = Boiling Water

    Job Idea: Transfusion Mage

    Coming up with a Fusion System
    Let's just say it will act almost the same as BLU setting spells for Job Traits.

    Job Traits (Increasing Tiers intended)
    Fast Cast
    Magic Attack Bonus
    Clear Mind

    Job Abilities
    2Hour? (No idea yet, probably something to have fused spells more effective)
    "Induce" for creating AoE spells
    "Counter-agent" to create Bar- and -na spells.
    More to come

    Spell List(Increasing Tiers intended)
    Elements:
    Stone
    Water
    Aero
    Blizzard
    Fire
    Thunder
    Banish/Holy

    Status Effects:
    Poison
    Blind
    Bind
    Silence
    Stun
    Sleep
    Slow

    Enhancements
    Regen
    Bar- spells (Barfire, etc)
    Protect
    Shell

    Healing
    Cure



    Here's some examples made by other posters.




    I'm sure there are other discussions like this out there, so feel free to post them here!

    How are these mages going to combine spells? Well I'm thinking BLU and how they can set spells, and spending points until they reach a max limit. As TFM's level, they can spend points in fusing two of their learned spells to add a new spell to their magic list. Depending on the spells' tiers and original casting cost will depend on the fused spell's casting cost and casting time.

    This is still a thought in the making. Feel free to add if you like the idea.
    SCH right?
    (0)

  3. #23
    Player Tsukino_Kaji's Avatar
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    Mar 2011
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    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by JagerForrester View Post
    I think that would be called an Alchemist. Unfortunately, that idea became a craft.
    It can still be a job, give it potion potentcies and what not, they'd use tools like a nin.
    (0)

  4. #24
    Player JagerForrester's Avatar
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    Mar 2011
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    Bastok
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    282
    Character
    Jager
    World
    Sylph
    Main Class
    DRG Lv 90
    Quote Originally Posted by Detoxy View Post
    SCH right?
    Well my thoughts are mixed.
    I'm thinking more a more knowledgeable BLM with the ability to mix elements.
    SCH is more of a two-sided coin, White or Black. TFM seems to be turning into taking both sides of magic and mixing them to make something new. But I might take out the Healing and Enhancement spells and focus more on Elemental and Enfeeblement.
    Some kind of RDM if you will, but without the abilities that give them the title of a "magic swordsman," and more of a "elemental spell-mixer." I will do my best not to kill RDMs with this idea.
    And I liked the idea how BLUs set their spells to get job traits, so I will add the TFM's "Fusion system" to set spells to get their exclusive spells.

    I dunno, I'm still tinkering...

    Just pardon me if I deny any potion/flask-type Alchemist ideas. I will add any ideas that pertain to mixing spells and combining elements, but Alchemists are already in the game as a craft job, not a combat job. Although I'd love the idea (Ranged-type job with potions instead of bows/arrows), that's not what I'm aiming for here in this thread.
    (0)
    "I find bliss in ignorance. Less I hear the less you'll say. But you'll find that out anyway."
    - Linkin Park (Dedicated to all the trolls and flamers out there)

  5. #25
    Player Alderin's Avatar
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    Mar 2011
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    367
    Character
    Alderin
    World
    Ragnarok
    Main Class
    NIN Lv 99
    I actually don't mind this idea. Original!

    But yeah agreed - give it to SCH as a job ability.

    SCH uses Transfusion > Takes you to your magic list, you then select the 2x spells you wish to mix.

    Macro's might look like this:

    Code:
    /ja "Transfusion" <me>
    /ma "Silence" <t>
    /ma "Aero" <t>
    Then it casts Silent Wind or w/e.. Perhaps an equation for MP cost as something like-
    Spell 1 MP + Spell 2 mp * 0.75.

    Meaning it would cost 75% of the total MP of the spells if casted seperately.

    The effect for Enfeeb + Elemental combination might be like a decreased resistance for the mob - so enfeebs stick, and an MAB for the Aero part. So the mob gets a heavier silence and aero with a MAB bonus casted on it.

    Recast timer of like 2-5 mins..
    (0)

  6. #26
    Player Alderin's Avatar
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    Mar 2011
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    367
    Character
    Alderin
    World
    Ragnarok
    Main Class
    NIN Lv 99
    Quote Originally Posted by JagerForrester View Post
    But I might take out the Healing and Enhancement spells and focus more on Elemental and Enfeeblement.
    Some kind of RDM if you will, but without the abilities that give them the title of a "magic swordsman," and more of a "elemental spell-mixer." I will do my best not to kill RDMs with this idea.
    And I liked the idea how BLUs set their spells to get job traits, so I will add the TFM's "Fusion system" to set spells to get their exclusive spells.
    Also not bad. I believe a couple of healing / enhancing spells wouldn't go too badly. Something like Regen + Reraise casts Amarant from FF9's Aura ability- Reraise & Regen on the party member. Possibly to balance this - the reraise has a 5 min timer on it or something so it doesn't get too potent and overpowered.

    What your explaining is kind of like a mix between a RDM and BLM - the ability to enfeeb but also do some damage.

    Obviously wouldn't be as strong as a BLM for nukes or RDM for enfeebs, however could come up with some unique status effects that only mobs currently get - like Terror / Stop for example.

    Would definitely be a support job by the sounds of it.

    I give this idea a little bit of credit.
    (0)

  7. #27
    Player JagerForrester's Avatar
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    Bastok
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    Character
    Jager
    World
    Sylph
    Main Class
    DRG Lv 90
    That reminds me I need to figure out its combat and magic skills ><

    I will probably give it a grade down from RDM's enfeeble and BLM's elemental, plus the Transfusion spells will have a higher casting and recasting time. I think that might help set off the balance from them. Still thinking about what I'm going to do about Enhancing and Healing spells now that you brought that to my attention.

    Your macro suggesting confused me. I'm not aiming for casting two spells at the same time and one new spell goes off. I'm more so gonna put the magic list in this system, and basing on how many points, you can spend them mixing 2 spells. After setting two spells, the Transfusion spell will show up in the magic list (as well as the spells used to create the spell)
    The new spell will have it's own name, and it can be macro'd in as normal. /ma "Silent Wind" <t>
    Currently only working with mixing 2 spells to make 1 new spell atm. But as I flesh this out more, I'll think about mixing 3 spells for more devastating spells such as Terror, Death, Amnesia, and etc. If I can find a combination that would make sense in making these spells.

    So far a lot of them that come to mind have been 2 elemental to cast 1 spell with both elements, an element and a enfeeble to make original enfeebles with some punch to it. And 2 enfeebles to make current enfeebles that wouldn't originally be available to the job itself and some that will only be available to TFM itself.

    But I'm glad you like the job idea. Kind of stole it from Fable 3's Elemental Gauntlets and FF7: Crisis Core's Materia Fusion System, but making it FFXI-ee
    (0)
    Last edited by JagerForrester; 03-21-2011 at 03:55 PM.
    "I find bliss in ignorance. Less I hear the less you'll say. But you'll find that out anyway."
    - Linkin Park (Dedicated to all the trolls and flamers out there)

  8. #28
    Player Tsukino_Kaji's Avatar
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    Mar 2011
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    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by JagerForrester View Post
    That reminds me I need to figure out its combat and magic skills ><
    Staff B
    Something else B
    Elemental A-
    Enfeebling B+
    Enhancing B
    (0)

  9. #29
    Player JagerForrester's Avatar
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    Bastok
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    282
    Character
    Jager
    World
    Sylph
    Main Class
    DRG Lv 90
    Thanks Tsukino, those grades are pretty close to what I was thinking. I'm currently looking at the Combat/Magic Skill chart on wiki to find a balance between the other mage jobs too.
    (0)
    "I find bliss in ignorance. Less I hear the less you'll say. But you'll find that out anyway."
    - Linkin Park (Dedicated to all the trolls and flamers out there)

  10. #30
    Player Alderin's Avatar
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    Mar 2011
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    367
    Character
    Alderin
    World
    Ragnarok
    Main Class
    NIN Lv 99
    Quote Originally Posted by JagerForrester View Post
    Your macro suggesting confused me. I'm not aiming for casting two spells at the same time and one new spell goes off. I'm more so gonna put the magic list in this system, and basing on how many points, you can spend them mixing 2 spells. After setting two spells, the Transfusion spell will show up in the magic list (as well as the spells used to create the spell)
    The new spell will have it's own name, and it can be macro'd in as normal. /ma "Silent Wind" <t>
    Currently only working with mixing 2 spells to make 1 new spell atm. But as I flesh this out more, I'll think about mixing 3 spells for more devastating spells such as Terror, Death, Amnesia, and etc. If I can find a combination that would make sense in making these spells.
    My suggestion on the post regarding the macro's was simply to can the whole "new job" side of your post and turn it into a SCH lvl 99 job ability. As whether or not your idea is excellent, I am not entirely sure if SE intends to add any new jobs - as we truly do have a lot to choose from.

    My suggestion was simply to help your idea go from "not likely" to "possibly" in the SE Dev team's mind.

    My point with the macros is simply turning your new job idea into a SCH JA by simply using a current system that works in the game right now (Sch already has a menu for magic, and it probably wouldn't be difficult to link it from the JA). Simply using the JA "Transfusion" will hold off your next spell til a 2nd one has been chosen, then casting the result of the 2x spells.

    I believe that my suggestion is a compromise for your idea probably not being implemented purely on the fact that I doubt SE are looking out for any new jobs.

    But hell, what do I know what they are upto / planning during future expansions.
    (0)

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