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  1. #1
    Player Garota's Avatar
    Join Date
    Mar 2011
    Posts
    197
    Character
    Garota
    World
    Ragnarok
    Main Class
    SMN Lv 99
    Quote Originally Posted by Rwolf View Post
    I wouldn't say never, they did have plans previously to add Charm removal to WHM, even if it was through the old manifesto. It's not a huge leap to ask for bringing that consideration back.



    [2011 Job Manifesto]
    No need for a White Magic spell to remove charm as already proven by the Assault Mission: Lamia No.13. Already got Dispel, Finale, Dark Shot, Lunar Roar, Geist Wall, Blank Gaze, and recently added Eerie Eye.


    Anyways, I'll play along and add my wishlist for SMN Job Point goodies.

    Hybrid Spirit Pacts


    This is a paragraph about stuff and junk why this is a good idea, blahblah blah, and because Cait Sith was such a disappointment. Also, the Blood Pact Delay -5 Gift from 100 Job Points was rather underwhelming compared to other jobs.

    These Hybrid Spirits will only be castable by Lv99 SMN with the prerequisite of um, something which I have no clue of yet. None of the spirits will have a Favor linked to them, similar to current spirits. They will also have a perpetuation cost comparable to Celestial Avatars. The time required to cast a Hybrid Spirit will be equal to Avatars and not Spirits.

    The Hybrid Spirits would behave similarly to the current Elemental Spirits, when engaged, they will cast offensive spells when they have been assaulted on a target or auto-assaulted due to aggro. The spells would be based on their element type and the tiers would scale up to V and they will also cast area of effect spells (-aja). Differing from typical Spirits, when passive, these will cast Enhancing Black and White Magic spells on themselves. Another distinguishing feature compared to typical Spirits, these hybrids will use Blood Pacts based on the actual hybrids' abilities. Hybrid Spirits will not have any Ward based Blood Pacts. Under the effect of Astral Flow, they will not gain additional Blood Pacts.

    Baelfyr Spirit
    Light/Fire

    When passive this spirit will work similarly to the current Light Spirit, due to it's tendency to cast spells randomly such as Protect V and Shell V, Curaga V, Haste II, and MAYBE even Regen V (Although I suppose Regen II should suffice). Those enhancing spells will have priority over the following spells:

    Enlight, Enfire, Blaze Spikes, Stoneskin, Blink, Aquaveil

    The following offensive spells will be cast at random when assaulted on an enemy target:

    Banishga III, Dia III, Banish IV
    Burn, Addle, Fire V, Firaga III, Firaja, Flare II

    The two following Blood Pact: Rage will be exclusive to the Baelfyr Spirit only:


    Blinding Fulgor - 15' Area Light damage centered on Spirit. Additional effect: Flash
    Searing Tempest - 15' Area Fire damage centered on Spirit. Additional effect: 25 HP Burn


    Byrgen Spirit
    Dark/Earth

    When passive this spirit will cast the following enhancing spells on itself:

    Endrain, Enstone, Dread Spikes, Stoneskin

    The following offensive spells will be cast at random when assaulted on an enemy target:

    Sleepga II, Bio III, Stun, Dispel, Drain II, Aspir II, all Absorb spells
    Rasp, Slow II, Break/Petrify, Stone V, Stonega III, Stoneja, Quake II

    The two following Blood Pact: Rage will be exclusive to the Byrgen Spirit only:

    Tenebral Crush - 15' Area Dark damage centered on Spirit. Additional effect: Knockback
    Entomb - 15' Area Earth damage centered on Spirit. Additional effect: Petrify

    Gefyrst Spirit
    Water/Ice

    When passive this spirit will cast the following enhancing spells on itself:

    Enwater, Enblizzard, Aquaveil, Ice Spikes

    The following offensive spells will be cast at random when assaulted on an enemy target:

    Drown, Poison III, Water V, Waterga III, Waterja, Flood II
    Frost, Paralyze II, Blizzard V, Blizzaga III, Blizzaja, Freeze II

    The two following Blood Pact: Rage will be exclusive to the Gefyrst Spirit only:
    '2
    Spectral Floe - 15' Area Water damage centered on Spirit. Additional effect: Terror
    Scouring Spate - 15' Area Ice damage centered on Spirit. Additional effect: Paralyze

    Ungeweder Spirit
    Wind/Thunder

    When passive this spirit will cast the following enhancing spells on itself:

    Enaero, Enthunder, Blink, Shock Spikes

    The following offensive spells will be cast at random when assaulted on an enemy target:

    Silence, Choke, Gravity II, Aero V, Aeroga III, Aeroja, Tornado II
    Shock, Stun, Thunder V, Thundaga III, Thundaja, Burst II

    The two following Blood Pact: Rage will be exclusive to the Ungeweder Spirit only:

    Silent Storm - 15' Area Wind damage centered on Spirit. Additional effect: Gravity and Silence
    Anvil Lightning - 15' Area Thunder damage centered on Spirit. Additional effect: Stun

    The names of the the aforementioned abilities and the additional effects are based on observations from playing with Escalents in Yorcia Skirmish II. The enemy Hybrid Elementals in game use their special ability attacks when enough TP has been accumulated, the Hybrid Spirits will however be able to use the abilities through the use of Blood Pact Rage. The amount of damage dealt would be modified by TP and by the Summoner's equipment, for example Pet: MAB+, Blood Pact Damage+, and Avatar: TP Bonus. On the contrary, the duration of the additional effects will be based on Summoning Skill and Pet: Magic Accuracy+ on the Summoner's Equipment.

    As previously mentioned, all spells would be cast randomly by the Spirit, summoning skill affect "the spirit's AI and will shorten time between spells casts" just like current spirits. All Blood Pacts will have the same MP cost of... 250? MP, except when under the effect of Apogee. All Blood Pacts will (not?) have skill chain properties.
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    Last edited by Garota; 03-11-2015 at 01:01 PM.

  2. #2
    Player Martel's Avatar
    Join Date
    Mar 2011
    Posts
    254
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    Quote Originally Posted by Garota View Post
    No need for a White Magic spell to remove charm as already proven by the Assault Mission: Lamia No.13. Already got Dispel, Finale, Dark Shot, Lunar Roar, Geist Wall, Blank Gaze, and recently added Eerie Eye.
    Umm, that's a mechanic unique to that assault. Dispel will not remove charm outside the Lamia#13 assault.

    So yes, we could use some charmna.
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  3. #3
    Player Garota's Avatar
    Join Date
    Mar 2011
    Posts
    197
    Character
    Garota
    World
    Ragnarok
    Main Class
    SMN Lv 99
    Quote Originally Posted by Martel View Post
    Umm, that's a mechanic unique to that assault. Dispel will not remove charm outside the Lamia#13 assault.

    So yes, we could use some charmna.
    Give me something to remove Amnesia instead, sleep the Charmed.
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  4. #4
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    Quote Originally Posted by Garota View Post
    No need for a White Magic spell to remove charm as already proven by the Assault Mission: Lamia No.13. Already got Dispel, Finale, Dark Shot, Lunar Roar, Geist Wall, Blank Gaze, and recently added Eerie Eye.
    Weak counterpoint, no offense. WHM has none of those abilities on main, even if they can get from support jobs. It would be akin to saying why add a Carbuncle Erase pact, when there was already Erase, Sacrifice, Esuna, Winds of Promyvion, etc.

    Either way, I'm ok with them not adding it as they've shortened the duration as of late. I was only replying that it wasn't impossible, nor is any addition of an ability that another job already has.
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