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  1. #7
    Player Omen's Avatar
    Join Date
    Jul 2014
    Posts
    17
    Character
    Rorix
    World
    Sylph
    Main Class
    THF Lv 99
    Nice ideas Karbuncle,

    I'll add a few more.

    Job: Warrior
    Ability: Two-Handed (One handed weapons, when equipped by themselves, are twice as powerful and are treated as a 2h weapon.
    Slot Cost: 3 Slots
    Reasoning: Would boost the power of Dagger, Axe, and Swords Weapon skill output. Could see Bst's and Thf's really using this.

    Job: Paladin
    Ability: Duel Shields (Can equip a shield in the weapon slot and the off hand slot but can't attack if you do)
    Slot Cost: 3 Slots
    Reasoning: Could gear swap to two shields right before receiving a massive attack, or maybe could come up with a strat where they always have two shields up.

    Job: Summoner
    Ability: Savage Beasts (Boost's Avatar's Auto attacks and Blood Pact Rages Cool Down is reduced by 50%, but can't use Blood Pact Wards
    Slot Cost: 3 Slots
    Reasoning: Define's a SMN as a Damage Dealer at the cost of losing it's hybrid-ness

    Job: Summoner
    Ability: Avatar Blessing (Seals Blood Pact Rages, but Blood Pact Ward's Cool down is reduced by 50% and Avatar Favors are enhanced)
    Slot Cost: 3 Slots
    Reasoning: Defines a SMN as a Support Job at the cost of losing it's hybrid-ness and if other jobs sub SMN they can use Wards more often.

    Job: Red Mage
    Ability: Battle Mage (Converts 1% damage taken into MP)
    Slot Cost: 2 Slots
    Reasoning: Helps a lot while soloing or anytime you would be Tanking with an MP dependent job.

    Job: Thief
    Ability: Stealth (Generate Less Enmity but do X% less Damage)
    Slot Cost: 1 Slot
    Reasoning: Support Roles would love this.

    Job: Samurai
    Ability: Death Blow (Generates X extra TP when you deal the killing blow to an enemy)
    Slot Cost: 1 Slot
    Reasoning: Pretty self explanatory.

    Job: Dark Knight
    Ability: MP Attack (each Physical attack consumes X% of Max MP to make the attack do 1.5x more DMG)
    Slot Cost: 3 Slots
    Reasoning: Nice boost if you can afford the upkeep cost.

    Job: White Mage
    Ability: Healer (When you take damage 1% of the damage is used to restore HP to party members)
    Slot Cost: 2 Slots
    Reasoning: Tanks would like this

    Job: Black Mage
    Ability: Absorb Mp (when hit with a damaging magic spell, you restore X% MP)
    Slot Cost: 1 Slot
    Reasoning: Self Explanatory

    I'll add some more later
    (0)
    Last edited by Omen; 08-29-2014 at 01:28 AM.