All the mages crammed together is usually Sage in FF games.
All the mages crammed together is usually Sage in FF games.
As for my chemist idea stated earlier, keep it with temp items instead of actual items, don't want to drive players bankrupt, that's what we have RNG for.
Everyday you must test your limits, if not, then it's a day wasted.
Main: WAR90 ~WAR fo' life yo!~
SCH90 BRD90 DNC90 DRK86 THF83 BST81 SAM75 NIN72
GOGO Enchanter Berserker or Guardian!!!!! They can haz fun times and offer a fresh look at old story moments.
Please read my sorta cool stories.....
In a crazy world, it pays to be the craziest.
I think SE should add Time Mage and Necromancer and a polymorph job.
Time Mage is the master of time and space thus they should get Comet,Meteor, Regen spells 1-6 or 7 as well as regenga since heals over time . they can be a big dotter maybe SE can bring Demi as their dot (Damage Over Time) spells. They would also get haste 1-4 and hastega 1-4 slow 1-4 and slowga 1-4 stop would be their version of petrify. Refresh not bad either also Regain spells.
Necromancer would work like Summoner you would get a pet as a spell at certain levels as well as a bloodpact type of ability but it would be called something else. You would only be able to have one undead out at a time. They could get all the spells the mages currently dont have that would be perfect for Necromancer but the undead would useit with their version of bloodpact so could use spells like Curse,Doom,Death,Amnesia, some more do exist just cant think of them at the moment. just like with summoner when you use the bloodpact ability they have they take from mp but unlike summoner they won't drain mp while they are out. Their main weapon like said earlier could be Scythe and Staff. Pets could be stuff like Demons,Evil Eyes,Imps,Lamia,Zomie,Skeletons,Ghosts,Evil Weapons,Hellhounds,and the larger looking imp type from Xarcabard S whatever they was called.
*Oh and to the members of Square-Enix who said having a Necromancer was silly because undead do not walk during the day, Undead walk around in caves, mines and crypts at all hours of the day in your game! Oh and undead are sleepless they are not going to care if it is day or night. if they are going to be restless they will walk regardless!
Polymorpher could turn into giant. But at a time limit with a recast of maybe 5 minutes or 10 minutes. If they turn into a giant they could do double damage for the time limit etc.. Maybe even triple damage at higher levels maybe somewhere between 80-99. could get some cool crush job abilities maybe a bolder throw attacks. They could specialize in 2-handed weapons >>> club sword axe katana staff scythe etc...
Just an attempt:
Mime
2 hr Ability: Perfect Mime - You can copy any ally or opponent's last ability or spell used. (You cannot target yourself. Duration: 1 min.)
Job Abilities:
Mimic: Use the last ability used on you on the user. Recast: 2 mins.
Repeat: Use the last spell used on you on the user. Recast: 2 mins.
Mimic II: Use the last ability used on you. You may select a new target. Recast: 5 mins.
Repeat II: Use the last spell used on you. You may select a new target. Recast: 5 mins.
Reacting Stance: Be ready to copy abilities that damage you back on the user. Recast: 5 mins.
Effect: When you are damaged by an ability, you return the ability back on the user. Duration: 1 min.
Special: Will override Reflecting Stance.
Reflecting Stance: Be ready to copy spells that harm you back on the user. Recast: 10 mins.
Effect: When you are damaged or enfeebled by a spell, you return with the spell back on the user. Duration: 1 min.
Special: Will override Reacting Stance.
Job Traits:
Counter-Mimic: When a damaging ability is used on you, you have a chance of returning the ability back at the user. (This trait activates 10% of the time when the condition is met.)
Counter-Mimic II: (Doesn't appear when obtained. The activation percent increases to 20%.)
Counter-Mimic III: (Doesn't appear when obtained. The activation percent increases to 25%.)
Resist Silence, II, III
Resist Amnesia, II, III
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
Maybe abit of a trim down...
Time Mage
Traits:
Resist Silence, II, III
Auto Regen, II
Auto Refresh
Spells:
Haste, Haste II, Hastega, Slow, Slow II, Slowga, Gravity, Demi (DoT sounds like a good idea to keep this spell from being overpowered.), All teleport spells, Warp, Warp II, Retrace, Silence, Regen, Regen II, Regen III, Regen IV, Refresh, Refresh II, Regenga (good idea of yours.), Stop (sounds like a good idea, but not a petrify effect, maybe like a super stun effect, even having it count as "Stun" for resistances.), Bind, maybe a few others.
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |