More Jobs with Ammo-based Abilities
* Dragoon: Javelin (These can all be used during "Dragon Flight"-extended jumps as well as on the ground.)(ammo - Angon) Angon: We place the merit ability into this sub-menu for organization purposes.
(ammo - Angon?) Dragon Heart: This has the Lancet/Dragon Sword effect of past games. Drain+Aspir. Stronger vs Dragons.
(ammo - Angon?) Steel Rain: Throw a spear to deal piercing damage only while in the air during a "Dragon Flight"-extended jump.
(See my Dragoon thread about Dragon Flight, and an alternate implementation of Dragon Heart)
* Engineer: Sabotage(ammo - Sabotage kit) Wrench: Random, short duration fits of terror along with damage each time, on machine enemies.
(ammo - Sabotage kit) Yellow Goop: Stops machines from changing "Modes": Mammets, Automaton frames & Omega 2/4 leg switch.
(ammo - Sabotage kit) CCB Polymer Pump II: Inflicts Amnesia on any machine enemy.
(ammo - Sabotage kit) Spider Drone: Causes TP moves to backfire as they try to hit the spider drone crawling on them.
(See Engineer thread for more detailed info)
* Judgemaster: Law Book (or gavel?)(ammo - Law Book) Guilty: Judging an enemy to be guilty, you throw the book at them. Deals damage based on how strong of a penalty effect is currently active on the target.
(ammo - Law Book) Contempt: For repeated violations against the Judge, find them in contempt. Terror effect. (lasts longer depending on the strength of their "Penalized" status; misses when the enemy is not penalized.)
(ammo - Law Book) Overruled: Prevent the use of the ability or spell currently being readied by the enemy. Similar to stun, but stops that specific ability or spell from being used for the duration.
(See Judgemaster thread for more detailed info)
* Chemist: Item Tossing(stash-item potions) Splash: Use a helpful potion on another alliance member.
(stash-item attack items) Toss: Throw harmful items at enemies.
(stash-item potions) Diffuser: Use a single helpful potion on your entire party.
(stash-item attack items) Lob: Throw a harmful item at enemies without any distance penalties.
(stash-item attack items) Launch: Increase the destructive force of a harmful item.
(See Chemist job thread for more detailed info)
* Jikuu Sage: Dimensional Weapon(They don't get a whole category, similar to the other mages.)
Duration: 5min
Recast: 5min
This "stance" allows you to use melee attacks from a distance by attacking through a fold in space-time. (This is a nod to the past FF games where characters took a step forward, shook their weapons a couple times, then took a step back, while their strikes hit enemies across the screen, never getting close to touching each other.)
* Auto-attacks strike the enemy "from a safe distance".
* Probably won't be able to put weaponskills into this ability, but would be nice.
* Drains 3 MP from the JKS for each attack. (If you have less than 3 MP, you get the "Enemy is too far away" message.)
* I think all FFXI monsters have this ability while they're chasing us... (haha?)
* Geomancer: Toll(ranged - Bell) Death Knell: Weakens the enemy resistance to Geomancy enfeebles and slashing defense.
(ranged - Bell) Chime: Trigger "weaker" region-based Geomancy on the targets of your ranged attacks for the duration.
(ranged - Bell) Ring: Increase the duration and potency of enfeebles caused by Geomancy by using "ring" periodically.
I have not yet figured out proper ranged category commands for these jobs: Paladin, Blue Mage, Dark Knight, Mimic
Personally, I don't see them using thrown weapon techniques at this point (even though Blue Mage can equip chakrams, without throwing skill.) I just haven't given it enough thought... given enough time, I'm sure I could...

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