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  1. #1
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    New Job Framework: Chocobo Knight (CHO)

    Chocobo Knight (CHO)


    Far to the south of vana’diel in the continent of Olzhirya an order of soldiers called Chocobo Knights (CHO) defend the Matriarchy of Gha Naboh. These knights ride their chocobos to battle instead of using them for transportation, and depending on the chocobo features these fighters gain advantages that optimizes there fighting style making them jack of all trades. Chocobo Knight are pet handler; however, unlike the other beastmasters around vana’diel they actually ride there feathery creatures and sync their own spiritual attributes to create a bond unlike any other. While chocobos are loyal creatures if a situation arises where the chocobo flees the knight is not helpless over countless years of training Chocobo Knights all over vana’diel have developed an understanding of the chocobo combat style and with the help of the legendary avatar fat chocobo a new form of magic has been created only known as Choco Magic which imitates the chocobos fighting moves into a magical form, in addition the way you learn chocobo magic is even more bizarre unlike black or white magic which is learned from scrolls, feathers from fallen chocobos are taken by spellweavers and they inscribe there magical properties into the feathers which when pressed onto the skin of the tamer teaches them how to use the choco magic.

    Roles


    The Chocobo Knight is known primarily as a tank; however, depending on the color of your chocobo you will be able to unlock many different roles that would otherwise be impossible. There are six colors the yellow chocobo has balanced properties and its mostly used for tanking purposes; however, with the right gear you can also deal damage or even heal with this type of chocobo, the blue chocobo has defensive properties and its mostly used for magical or physical tanking, the red chocobo has offensive properties and its mostly used for combat, the green chocobo has both defensive and offensive properties tanking by using evasive techniques and delivering accurate hits, the black chocobo has magical properties improving your nuking capabilities, and finally the legendary and rare white chocobo has healing properties which allows the Chocobo Knight to take the position of a healer.

    Combat / Magic Skill

    • Choco Magic: A +
    • Parry: A +
    • Polearms: B +
    • Shield: C
    • Evasion: C
    • Sword: C -
    • Dagger: D
    • Club: E
    Equipment / Artifact Armor


    The Chocobo Knight debuted in final fantasy tactics A2: Grimoire of the Rift; however, I didn’t feel that the design for the artifact armor was proper because the armor is very similar to a thief or a dancer; while knights are more commonly known for carrying heavy armor and stronger weaponry. I envision the armor to be very similar to a dragoon, and for the artifact armor I envision the theme of the expansion having an Indian based flavor since it’s a tribal based continent, so as a reference I added a picture in the bottom of this section that kind of displays what I envision for the Chocobo Knight. The helmet I think it’s great; however, I think it should show the face of the character and the opening should have a chocobo beak design the colors are gold and for the beak orange. The body I feel looks perfect the color of the cloth areas would be orange, while the metal parts would be gold. The legs would be the same as the picture only with orange in the cloth areas and gold in the metal parts. The hands would be mittens similar to the design you see but orange. And finally the feet would have that unique type of look and would be brown.

    1.) Chocobo Carcanet (Neck)
    Level 30
    Attributes: VIT +3 / Haste +1%
    How To Obtain: Trial of the Magians

    2.) Feathery Lance (Polearm)
    Level 40
    Attributes: 58 damage / VIT + 5/ STR +1
    How To Obtain: A Feathery Confrontation (Quest)

    3.) Chocobo Footwear (Feet)
    Level 52
    Attributes: 5 defense, 5 evasion, Enhances the bonus gained from having an appropriate subjob.
    How To Obtain: The Path Of A Chocobo Knight (Quest)

    4.) Chocobo Brais
    Level 54
    Attributes: 34 defense, 7 evasion, HP + 2%, Enhances the movement speed of your chocobo by 25 %
    How To Obtain: Crafting NPC in Gha Naboh

    5.) Chocobo Gauntlet
    Level 56
    Attributes: 20 defense, 3 evasion, Store TP + 2%, Enhances the attributes gained from riding your chocobo by 10%
    How To Obtain: Crafting NPC in Gha Naboh

    6.) Chocobo Mail
    Level 58
    Attributes: 58 defense, 10 evasion, TP regain + 1, Decreases the speed at which your Choco Magic decays.
    How To Obtain: Crafting NPC in Gha Naboh

    7.) Chocobo Helmet
    Level 60
    Attributes: 10 defense, HP + 3% while riding chocobo, + 3% Haste, Optimizes your performance based on the characteristics of your chocobo.
    Yellow Chocobo: 3% faster attack speed.
    Red Chocobo: 3% attack power.
    Blue Chocobo: 3% defense power.
    Green Chocobo: 3% evasive power.
    Black Chocobo: 3% magic attack power.
    White Chocobo: 3% healing power.
    How To Obtain: Feathers Of A Champion



    Job Quest


    (A Chocobo Tale)


    The Chocobo Knight quest begins at the empire of Gha Naboh, after talking to a specific male mithra npc at level 30 or higher. The npc tells you if you wish to become a chocobo knight if you say yes he’ll tell you about the history of the chocobo knights and how you must develop a bond with a chocobo in order to become a chocobo knight, he then tells you come back to him when you have developed a strong bond with a chocobo. Trade the npc a chocobo whistle and he will tell you that you are still not prepared, becoming a chocobo knight takes more than just a physical bond, but it also requires a spiritual bond due to the intense power necessary to learn Choco Magic, he tells you to head to an ancient tomb with your chocobo and perform an ancient ritual that fuses your chocobo soul with your own; however, there are certain roadblocks that must be completed before you can actually complete the ritual. First you must find a jewel that drops off wild chocobos called Fat Chocobo Zircon which has a drop rate similar to carbuncle rubies. And you need to complete a mini quest to get your chocobo into the tomb because since the area is a dungeon your chocobo refuses to enter the area, the mini quest is just a fun little quest that dresses you up as a Beastman to scare your chocobo into fleeing into the dungeon. After your chocobo enters the tomb you must go to the ritual location and trade the Zircon for a cutscene, after the cutscene you must touch the ??? again and fight against a NM called the fat chocobo which is level 85 and uses all the moves from the chocobo family including some deadly unique ones, after defeating the fat chocobo he disappears similar to an avatar, and he whispers the ritual has been complete you have shown your willingness to learn the art of choco magic so I grant you with a portion of my power to protect you in your time of need. Now you can become a chocobo knight, returning to the male mithra npc is important to finish the quest and to receive an item similar to the chocobo whistle called the chocobo jewel which is held in your ranged item slot instead of your neck slot. And it has multiple benefits including free chocobo calling for Chocobo Knights.

    Artifact Quest #1

    (A Feathery Confrontation)


    The Chocobo Knight weapon artifact quest involves you killing force pop wild chocobos NM that when killed pop a ??? after the ??? appears you must trade a color chocobo feather depending on what type of chocobo you fought.

    Artifact Quest #2


    (The Path Of A Chocobo Knight)


    The Chocobo Knight feet artifact quest involves you going on a militia mission to rescue a key npc that was kidnapped by a new Beastman race from the far southern border.

    Artifact Quest #3


    (Feathers Of A Champion)


    The Chocobo Knight body artifact quest involves you going to a new location to fight a monster called a Chocobo Eater, after defeating this NM you must return back to the npc to receive your reward.

    Limit Break V


    (A Duel Between Chocobo Kweh)


    The Chocobo Knight limit break quest begins at the empire of Gha Naboh, after talking to your mentor. The quest puts you in a BCNM against that mentor in a specific battlefield. The target uses a random chocobo and it has access to all the weaponskills, choco magic, and abilities that you gain from 1-70; however, he also has access to Amelioration: Chocobo, and blocks your access to your subjob like the other LB.

    Choco Magic Skill


    The Choco Magic skill is a new magic skill only available to Chocobo Knights unlike other magic skills the Choco Magic uses TP instead of MP, and the casting time of these spells are similar to physical blue magic. In addition the spell animation is quite unique while channeling the spell the Chocobo Knight takes the pose used for ninjutsu magic and a yellow aura engulfs the knight while pink swirls, and gysahl greens being to appear around the knight, after the spell is fully channeled you hear a kweh and a circle of chocobo feathers comes out swirling in front of the caster.
    (1)
    Last edited by Brightshadow; 03-05-2013 at 12:46 AM.

  2. #2
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    Chocobo Companions


    Unlike the other pet users of vana’diel the Chocobo Knight rides with it companion allowing it to tank fearsome foes, and combine the attributes of the knight and the chocobo together to become one unit. Even though the chocobo is being mounted it still receives its own health bar; however, the damage received between the knight and his fateful chocobo is spread in half. The color of the chocobo determines the role of the knight, and if the knight possesses the appropriate subjob he gains a boon with that subjob allowing him to use it at a higher potential than normal. Here are the boons gained by the color of the chocobo and the subjob if they are matched correctly.

    1.) Yellow Chocobo: Balanced attributes, mostly used for tanking, but can also be used for damage dealing, and healing.
    • (Appropriate Subjob: Mnk, Pup, Smn)
    • (Mnk Bonus: Health increased by 10%)
    • (Pup Bonus: All attributes increased by 5%)
    • (Smn Bonus: Recast time of your call chocobo ability is reduced by 50 %)

    2.) Red Chocobo: Offensive attributes, mostly used for dealing damage, or to break through the enemy defenses.
    • (Appropriate Subjob: Rdm, War, Sam, Drg)
    • (Rdm Bonus: The casting time of your spells is reduced by 50 %)
    • (War Bonus: Your strength is increased by 10 %)
    • (Sam Bonus: The TP cost of spells is reduced by 10 %)
    • (Drg Bonus: You gain a potent regain effect 3TP/tick)
    3.) Blue Chocobo: defensive attributes, mostly used for tanking physical and magical damage.
    • (Appropriate Subjob: Blu, Run, Pld)
    • (Blu Bonus: You gain a potent intimation effect if you have a spell set from the enemy family.)
    • (Run Bonus: Magic defense increased by 10 %)
    • (Pld Bonus: Physical defense increased by 10 %)
    4.) Green Chocobo: Offensive and defensive attributes using evasion for tanking, and speed for damage dealing.
    • (Appropriate Subjob: Thf, Nin, Dnc, Rng)
    • (Thf Bonus: Attack speed increased by 10 %)
    • (Nin Bonus: Evasion increased by 10 %)
    • (Dnc Bonus: Accuracy increased by 10 %)
    • (Rng Bonus: The range of your spells is increased)
    Black Chocobo: Magical attributes, mostly used for nuking or enfeebling the enemy.
    • (Appropriate Subjob: Blm, Sch, Geo, Drk)
    • (Blm Bonus: your magic attack is increased by 10 %)
    • (Sch Bonus: your overtime effects are doubled.)
    • (Geo Bonus: your magic accuracy is increased by 10%)
    • (Drk Bonus: your spells now grant TP when fully channeled.)

    White Chocobo: Support attributes, mostly used for healing and enhancing allies.
    • (Appropriate Subjob: Whm, Brd, Cor, Bst)
    • (Whm Bonus: Your healing power is increased by 10 %.)
    • (Brd Bonus: The duration of your buffs is increased by 50 %)
    • (Cor Bonus: The power of your buffs is increased by 10 %)
    • (Bst Bonus: The TP cost of healing spells is reduced by 50 %)

    Pet Commands


    1.) Dismiss (Sends your chocobo away.) (Level 20)

    2.) Choco Support (Depending on the color of your chocobo your companion can provide support.) (Recast: 1 minute)
    (Level 60)
    • Yellow: Uses a random Choco Magic based on the situation.
    • Red: Uses a damage dealing Choco TP move based on the situation.
    • Blue: Uses a defensive Choco TP move based on the situation.
    • Green: Uses a damage or defensive TP move based on the situation.
    • Black: Uses a black magic spell based on the situation.
    • White: Uses a white magic spell based on the situation.

    3.) Defend (Increases your chocobo and your defense for the next attack you receive) (Level 80)

    4.) Evade (Increases your chocobo and your evasion for the next attack your receive) (Level 80)

    Job Abilities


    1.) Animalistic Instincts (Only available for CHO)
    • Level 1
    • Effect: You dismount your chocobo allowing it to support you in battle, only works if you have a chocobo jewel, or chocobo whistle equipped.
    • Duration: 15 minutes
    • Recast: 1 hour
    • Notes: The job of the chocobo would depend on the color, and the reason that this is the special ability is because chocobo knights are supposed to mount their companions not use them as regular pets.

    2.) Ride Chocobo
    • Level 20
    • Effect: Calls your chocobo to the field to ride him into battle, only works if you have a chocobo jewel, or chocobo whistle equipped.
    • Duration: Instant
    • Recast: 20 minutes
    • Notes: When your chocobo is called with this ability it acts differently than a regular chocobo, for starters enemies can still agro you while riding a chocobo, secondly the chocobo used under this ability is 90% slower than a regular chocobo, in addition like the other pets the chocobo has its own health bar and healing spells are split in half between the chocobo and your health. (Also unlike regular chocobos these chocobo are wearing armor.)

    3.) Meed
    • Level 40
    • Effect: Recovers your chocobo health and temporary increases it primary attributes, requires a gysahl green.
    • Duration: 1 minute
    • Recast: 2 minutes

    4.) Amelioration: Self
    • Level 60
    • Effect: Your chocobo doesn’t receive any damage while under this effect and your primary attributes are increased; however, the knight receives the full damage.
    • Duration: 5 minutes
    • Recast: 3 minutes
    • Notes: Doesn’t work against area of effect damage, and also resets Amelioration: Chocobo.

    5.) Amelioration: Chocobo
    • Level 80
    • Effect: You don’t receive any damage and you cannot use any Choco Magic while under this effect; however, the chocobo receives the full damage.
    • Duration: 5 minutes
    • Recast: 3 minutes
    • Notes: Doesn’t work against area of effect damage, and also resets Amelioration: Self.

    6.) Mounted Protection
    • Level 95
    • Effect: While riding your chocobo your defensives attributes are increased.
    • Duration: 15 seconds
    • Recast: 3 minutes
    • Notes: Triples your parry, guard, evasion, block rates for the duration of the ability, while riding your chocobo.

    Job Traits


    Unlike the other jobs the Chocobo Knight is unique when it comes to job traits because depending on the color of the chocobo you gain different traits even if you aren’t riding the chocobo, all that you need to do is have the appropriate chocobo jewel equipped and you gain all those traits; however, changing this item will reset your TP making it a unwise decision to change it in the middle of combat. (In addition these traits gained from your chocobo jewel also stack with your subjob traits; however, they do not exceed tier V traits.

    1.) Yellow Chocobo Jewel (Riding chocobo raises all attributes by 75 %)
    • Accuracy Bonus (Level 20)
    • Attack Bonus (Level 30)
    • Evasion Bonus (Level 40)
    • Stalwart Grip (Allows you to wield a shield in your offhand while wielding a 2 handed weapon.) (Level 50)
    • Accuracy Bonus II (Level 60)
    • Attack Bonus II (Level 70)
    • Evasion Bonus II (Level 80)
    • Gilfinder (Level 90)
    • Kick Attacks (Level 95)
    • Quick Chocoattacks (Increases the target attack speed.) (Level 99)

    2.) Red Chocobo Jewel (Riding chocobo doubles your attack power.)
    • Attack Bonus (Level 20)
    • Critical Attack Bonus (Level 30)
    • Attack Bonus II (Level 40)
    • Berserker Grip (Increases the damage you do with 2 handed weapons with every successful hit increasing the chance of you delivering a critical strike.) (Level 50)
    • Attack Bonus III (Level 60)
    • Conserve TP (Level 70)
    • Skillchain Bonus (Level 80)
    • Store TP (Level 90)
    • Critical Attack Bonus II (Level 95)
    • Bloody Pecks (Reduces the enemy defense every successful hit you deliver, and inflicts them with a potent damage overtime that increases rapidly.) (Level 99)

    3.) Blue Chocobo Jewel (Ride chocobo doubles your defense power.)
    • Defense Bonus (Level 20)
    • Magic Defense Bonus (Level 20)
    • Critical Defense Bonus (Level 30)
    • Tactical Parry (Level 40)
    • Stalwart Grip (Allows you to wield a shield in your offhand while wielding a 2 handed weapon.) (Level 50)
    • Defense Bonus II (Level 60)
    • Magic Defense Bonus II (Level 70)
    • Defense Bonus III (Level 80)
    • Magic Defense Bonus III (Level 90)
    • Defensive Feathering (Increases your defense for every successful hit you receive, and whenever you receive a critical hit you become immune to damage for 4 seconds; however, the effect is reset when you receive a critical hit.) (Level 99)

    4.) Green Chocobo Jewel (Ride chocobo raises your evasion and accuracy by 50 %)
    • Evasion Bonus (Level 20)
    • Accuracy Bonus (Level 20)
    • Converse TP (Level 30)
    • Subtle Blow (Level 40)
    • Dualist Grip (Increases your evasion whenever you deal a critical strike to the enemy, and allows you to wield shields in your offhand.) (Level 50)
    • Evasion Bonus II (Level 60)
    • Accuracy Bonus II (Level 65)
    • Subtle Blow II (Level 70)
    • Counter (Level 80)
    • Accuracy Bonus III (Level 90)
    • Evasion Bonus III (Level 95)
    • Evasive Chocowork (Increases your evasion for every successful hit you receive, and whenever you receive a critical hit you evade every hit for 4 seconds; however, the effect is reset when you receive a critical hit.) (Level 99)

    5.) Black Chocobo Jewel (Ride chocobo converts the TP cost of spells to MP)
    • Magic Attack Bonus (Level 20)
    • Magic Accuracy Bonus (Level 20)
    • Clear Mind (Level 30)
    • Occult Acumen (Level 40)
    • Sorceress Wisdom (Removes the magic cap from your subjob level, allowing you to use the skill at maximum strength.) (Level 50)
    • Magic Attack Bonus II (Level 50)
    • Magic Accuracy Bonus II (Level 60)
    • Conserve MP (Level 70)
    • Magic Burst Bonus (Level 80)
    • Magic Attack Bonus III (Level 90)
    • Magic Accuracy Bonus III (Level 95)
    • Black Chocowizardary (Increases the damage of your Choco Magic based on your TP percentage, and your Choco Magic is converted to magical magic instead of physical.) (Level 99)

    6.) White Chocobo Jewel (Ride chocobo converts the TP cost of spells to MP.)
    • Auto Regen (Level 20)
    • Auto Refresh (Level 20)
    • Clear Mind (Level 30)
    • Max MP Boost (Level 40)
    • Sorceress Wisdom (Removes the magic cap from your subjob level, allowing you to use the skill at maximum strength.) (Level 50)
    • Auto Regen II (Level 60)
    • Auto Refresh II (Level 70)
    • Clear Mind II (Level 80)
    • Max MP Boost II (Level 90)
    • White Chocowizardary (Decreases the decay of your Choco Magic by 50 %, and your Choco Magic is converted to magical magic instead of physical.) (Level 99)
    (3)
    Last edited by Brightshadow; 03-04-2013 at 11:22 PM.

  3. #3
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    Choco Magic


    The Chocobo Knight uses a new form of magic known as Choco Magic, unlike the other forms of magic in vana’diel Choco Magic uses TP or MP depending on the color of your chocobo, and the effects wear off overtime. Choco Magic also cannot be reused until the magic effect wears off, and you cannot manually remove the effect.

    1) Choco Cure (Heals the target for low health; however, each time it is used while in combat it becomes weaker.)
     Level 1

    2) Choco Evade (Increases the chocobo knight evasion; gradually decays overtime.)
     Level 3

    3) Choco Nib (Delivers a 2 hit attack to the target; damage decreases overtime while in combat.)
     Level 5

    4) Choco Flame (Shoots a fireball at the enemy; and inflicts burn on the enemy; burn effect decays overtime.)
     Level 7

    5) Choco Barrier (The target receives protect and shell; however, the effect decays overtime.)
     Level 9

    6) Choco Regen (The target receives regen; however, the effect decays overtime.)
     Level 12

    7) Choco Rage (Increases the chocobo knight attack, and attack speed; gradually decays overtime.)
     Level 15

    8) Choco Lightning (Deals lightning damage to the enemy, and inflicts the target with shock; effect decays overtime.)
     Level 18

    9) Choco Wail (Lowers the target evasion and accuracy; the effect decays overtime.)
     Level 20

    10) Choco Freeze (Deals ice damage to the enemy, and inflicts the target with freeze; effect decays overtime.)
     Level 22

    11) Choco Kick (Jump in the air and deliver a kick that lowers the enemy intellect and mind; effect decays overtime.)
     Level 24

    12) Choco Gust (Deals wind damage to the enemy, and inflicts the target with choke; effect decays overtime.)
     Level 26

    13) Choco Mudshot (Deals earth damage to the enemy, and inflicts the target with rasp; effect decays overtime.)
     Level 28

    14) Choco Splash (Deals water damage to the enemy, and inflicts the target with drown; effect decays overtime.)
     Level 30

    15) Choco Revive (Revives the knockout target; however, their attributes are 50% weaker while weaken.)
     Level 32

    16) Choco Guard (Increases your chance of guarding against an attack; effect decays overtime.)
     Level 34

    17) Choco Focus (Increases your magic accuracy and physical accuracy; effect decays overtime.)
     Level 36

    18) Choco Clarity (Increases your healing power, and your recovery rate; effect decays overtime.)
     Level 38

    19) Choco Shield (Increases your defense and magic defense; effect decays overtime.)
     Level 40

    20) Choco Block (Increases your chance of parrying against an attack; effect decays overtime.)
     Level 42

    21) Choco Refresh (The target receives the effect of refresh; effect decays overtime.)
     Level 44

    22) Choco Regain (The target receives the effect of regain; effect decays overtime.)
     Level 46

    23) Choco Comet (A comet falls from the heavens lowering the target magic defense and magic accuracy; effect decays overtime.)
     Level 48

    24) Choco Haste (Increases the target attack speed; effect decays overtime.)
     Level 50

    25) Choco Cure II (Heals the target for moderate health; however, each time it is used while in combat it becomes weaker.)
     Level 52

    26) Choco Evade II (Increases the chocobo knight evasion; effect decays overtime.)
     Level 54

    27) Choco Nib II (Delivers a 4 hit attack to the target; damage decreases overtime while in combat.)
     Level 56

    28) Choco Wall (Grants the target the effect of stoneskin and blink; effect decays overtime.)
     Level 26

    29) Choco Flame II (Shoots a fireball at the enemy; and inflicts burn on the enemy; burn effect decays overtime.)
     Level 60

    30) Choco Lightning II (Deals lightning damage to the enemy, and inflicts the target with shock; effect decays overtime.)
     Level 60

    31) Choco Freeze II (Deals ice damage to the enemy, and inflicts the target with freeze; effect decays overtime.)
     Level 60

    32) Choco Gust II (Deals wind damage to the enemy, and inflicts the target with choke; effect decays overtime.)
     Level 60

    33) Choco Mudshot II (Deals earth damage to the enemy, and inflicts the target with rasp; effect decays overtime.)
     Level 60

    34) Choco Splash II (Deals water damage to the enemy, and inflicts the target with drown; effect decays overtime.)
     Level 60

    35) Choco Barrier II (The target receives protect and shell; however, the effect decays overtime.)
     Level 62

    36) Choco Regen II (The target receives regen; however, the effect decays overtime.)
     Level 64

    37) Choco Rage II (Increases the chocobo knight attack, and attack speed; effect decays overtime.)
     Level 65

    38) Choco Wail II (Lowers the target evasion and accuracy; the effect decays overtime.)
     Level 67

    39) Choco Kick II (Jump in the air and deliver a double kick that lowers the enemy intellect and mind; effect decays overtime.)
     Level 69

    40) Choco Revive II (Revives the knockout target; however, their attributes are 25% weaker while weaken.)
     Level 71

    41) Choco Refresh II (The target receives the effect of refresh; effect decays overtime.)
     Level 73

    42) Choco Regain II (The target receives the effect of regain; effect decays overtime.)
     Level 73

    43) Choco Guard II (Merit) (Increases your chance of guarding against an attack; effect decays overtime.)
     Level 75

    44) Choco Focus II (Merit) (Increases your magic accuracy and physical accuracy; effect decays overtime.)
     Level 75

    45) Choco Clarity II (Merit) (Increases your healing power, and your recovery rate; effect decays overtime.)
     Level 75

    46) Choco Shield II (Merit) (Increases your defense and magic defense; effect decays overtime.)
     Level 75

    47) Choco Block II (Merit) (Increases your chance of parrying against an attack; effect decays overtime.)
     Level 75

    48) Choco Meteor (Merit) (A meteor falls from the heavens lowering the target magic defense and magic accuracy; effect decays overtime.)
     Level 75


    49) Choco Breath (Poisons the enemy and lowers all its attributes; effect decays overtime.)
     Level 75

    50) Choco Reflect (Has a 20% chance of reflecting any magic against you, effect decays overtime.)
     Level 77

    51) Choco Esuna (Removes all the negative effects the target has received, cannot be used more than once per minute.)
     Level 79

    52) Choco Cure III (Heals the target for high health; however, each time it is used while in combat it becomes weaker.)
     Level 80

    53) Choco Nib III (Delivers a 6 hit attack to the target; damage decreases overtime while in combat.)
     Level 82

    54) Choco Haste II (Increases the target attack speed; effect decays overtime.)
     Level 84

    55) Choco Kick III (Jump in the air and deliver a triple kick that lowers the enemy intellect and mind; effect decays overtime.)
     Level 86

    56) Choco Barrier III (The target receives protect and shell; however, the effect decays overtime.)
     Level 88

    57) Choco Flame III (Shoots a fireball at the enemy; and inflicts burn on the enemy; burn effect decays overtime.)
     Level 90

    58) Choco Lightning III (Deals lightning damage to the enemy, and inflicts the target with shock; effect decays overtime.)
     Level 90

    59) Choco Freeze III (Deals ice damage to the enemy, and inflicts the target with freeze; effect decays overtime.)
     Level 90

    60) Choco Gust III (Deals wind damage to the enemy, and inflicts the target with choke; effect decays overtime.)
     Level 90

    61) Choco Mudshot III (Deals earth damage to the enemy, and inflicts the target with rasp; effect decays overtime.)
     Level 90

    62) Choco Splash III (Deals water damage to the enemy, and inflicts the target with drown; effect decays overtime.)
     Level 90

    63) Choco Regen III (The target receives regen; however, the effect decays overtime.)
     Level 92

    64) Choco Refresh III (The target receives the effect of refresh; effect decays overtime.)
     Level 92

    65) Choco Regain III (The target receives the effect of regain; effect decays overtime.)
     Level 92

    66) Choco Flee (The chocobo knight receives the effect of flee allowing your chocobo to run at normal speed.)
     Level 94

    67) Choco Evade III (Increases the chocobo knight evasion; effect decays overtime.)
     Level 96

    68) Choco Rage III (Increases the chocobo knight attack, and attack speed; effect decays overtime.)
     Level 96

    69) Choco Wail III (Lowers the target evasion and accuracy; the effect decays overtime.)
     Level 98

    70) Choco Flutter (Every successful hit against you increases your evasion, and every attack you deliver to the enemy lowers their accuracy; effect increases overtime.)
     Level 99
    (4)
    Last edited by Brightshadow; 03-05-2013 at 12:42 AM.

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    I just want to say, your AF gear stats are massively overpowered. Even at todays standards, the level 30 neck having 5% Haste, the head with 10% Haste, 10STP on hands, all of this on gear under level 60!?

    I like some of the ideas for the job, however I think some parts of it would be broken, and depending on if you are always riding on your chocobo or not, some weapons make no sense. Polearm sounds good, maybe deserving to be an A- or so, but things like a Great Katana, or a Great Sword, while riding on a chocobo it would be impossible to wield it properly, the primary weapons should be Polearm and sword. Polearm is the only 2-handed weapon which really makes sense when fighting on a mount, as it can be 1-handed if need be but with less accuracy, where as sword is a 1-handed weapon with some decent reach, but any other weapon does not fit a mounted warrior very well.

    Besides that, I don't know how movement speed would work, unless chocobo knights would be riding chocobos who only run at normal speed, there would be balance issues with movement speed. Some of the gear you have listed seem problematic as well, chocobos right now give you +100%, which so far as I know is the max speed, same with flee, but your talking about adding some more speed with gear, that would be putting you past cap.

    In either case, not a bad idea!
    (0)

  5. #5
    Player Teraniku's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    671
    Character
    Teraniku
    World
    Shiva
    Main Class
    WHM Lv 99
    You have Great Katana listed twice with different Skill levels attached to each. (B-, C+), Also why give them Shield skill when there is no 1 handed weapon type listed?
    (0)

  6. #6
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,124
    you give out a lot of pretty crappy stuff at the last levels and give out the cool stuff before that.

    I'm glad you put forth some effort in dreaming up a job, I'll give you that. But the balance is lacking.
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Alhanelem View Post
    you give out a lot of pretty crappy stuff at the last levels and give out the cool stuff before that.
    Excluding gear though, that sounds like most other jobs, which strikes me as awesomely funny.
    (0)

  8. #8
    Player
    Join Date
    Sep 2011
    Posts
    166
    Thank you guys for reading, I know the values and percentages might be overpowered im not that good with values, but the concept of the job I feel was presented solid, ill do some updates later but what do you guys think about the concept of the job?
    (1)

  9. #9
    Player dragmagi's Avatar
    Join Date
    Feb 2012
    Posts
    88
    Character
    Dragmagi
    World
    Leviathan
    Main Class
    DRG Lv 99
    What about the silver and gold chocos?
    (0)

  10. #10
    Player Caketime's Avatar
    Join Date
    Apr 2011
    Location
    Taco Bell
    Posts
    654
    Character
    Anonymous
    World
    Leviathan
    Main Class
    WHM Lv 99
    Needs Axe and Club skills, Cavalry switched to a secondary weapon after their initial charge. Also, you may want to think up a trait to help with one handed weapon damage, maybe a variant of Fencer that requires the user be mounted? That also conveniently fits with the function of the stirrups, which provided much greater leverage when swinging weapons from a saddle.
    (0)

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