First thing I thought when I saw this was that it's similar to the wizard jobs (advanced mage I guess) from FFI. It's not quite as simple as that but still a cracking idea and the melee/pet job ideas look good too.
First thing I thought when I saw this was that it's similar to the wizard jobs (advanced mage I guess) from FFI. It's not quite as simple as that but still a cracking idea and the melee/pet job ideas look good too.
The days of the digital watch are numbered.
all in all a great idea. i have one suggestion:make every job have 3 specializations, and name them after their AF AF2 and emp sets, and make them much broader spectrums.
EX:
Paladin:
Gallant: Enhances tanking capabilities
- Latent effect: Enhances Enmity cap, and lowers damage taken.
- Augments Cover: takes damage for anyone behind the paladin, not limited to one target.
- Augments flash: flash now deals light damage. (low light damage)
- Gallants Pride: AOE JA Buff - Lowers damage taken for all party members affected.
Valor: Enahances DD capabilities
- latent effect: increases melee damage
- Augments Enlight: Lowers enemies Mevasion Eva, DEF and MDEF by a miniscule ammount per swing, stacking up to 5%
- Augments Sentinel: Sentinel Provides an attack bonus while active.
- Valorous Wrath: deals light based magic damage Proportionate to current HP ( does more damage with less HP)
Creed: enhances healing capabilities
- Latent Effect: Increases Cure potency, Auto refresh +1
- Augments Rampart: Rampart now restores 25% of the paladins max MP.
- Augments Shield Bash: heals all party members in range equal to the damage dealt
- Divine Creed: Heals target party member by an ammount proportionate to your current TP. (low recast timer, max of 300 HP restored)
Redmage
Warlock: Enhances nuking and healing
- Latent effect: MAB+10, CPT+10,
- augments elemental magic: Increases Susceptibility to enfeebling magic matching the element of the nuke.
- Augments healing magic: increases resistance to last damage type sustained.
- Warlocks Barrage: Deals random Elemental Damage to all targets in range.
Duelist: enhances Melee offense and defensive abilities
- latent effect: Accuracy +10% Attack +10%, Evasion skill +20, Shield skill +30, Parrying +10
- Augments En spells: Double attack +5%
- Augments Parrying: Retaliation chance on Parry
- Duelists Engarde: deals damage porportionate to remainingMP, matching element of current En spell. Draws moderate enmity (provoke). provides heightened chance to parryevade or block incoming attacks for a short time.
Estoqueur: Enahances debuffing and supporting
- latent effect: Enhances Buffing and debuffing Potency. Increases Enfeebling magic accuracy.
- Augments Buffs:buffs return a 10% of their MP when they wear off or are removed.
- Augments Enfeebling magic:enfeebling magic now does low elemental damage matching the enfeeebles element.
- Estoqueur's Hindrance: Deals damage proportionate with the ammount of debuffs currently on the target. does not break sleep effects.
Thief:
Rouge: focuses on subversion (stealth, stealing, mugging, enfeebling)
- latent effect: Steal +5, Despoil +5 Mug +5, Hide duration+60
- Augments Melee attacks: low chance of randomly inflicting poison blind slow and paralyze
- Augments Hide: Critical damage +25% when attacking from Hide
- Enhances Hide: Hide now applies sneak and deodorize before applying Hide.
- Rouges Wit: Increases TH & gill finder level by 1 for every steal mug and despoil attempt against current target.
Assasin: focuses on SA TA abilities
- latent Effect: SA damage +10% TA damage +10%
- Augments Sneak attack: No longer dependent on dirrection
- Augments Trick attack: No longer requires angle dependant partner, applies threat to the closest player to the thief
- Assisinate: deals damage equivalent up to 25% of the targets maximum HP, Affected by the number of trick attacks and sneak attacks preformed on the target.
Raider: focuses on meleeing abilities
Latent effect: Dual wield +20, trippleattack +5
augments Critical Hits: Critical hits have a chance to grant double TP.
Augments evasion: can counter attack on an evade.
Raiders strike: deals damage proportionate to the number of critical hits dealt to the target: Grants TP equivalent to +1 for every critical hit against current target.
stuff like that would be perfect, have the spec augment a few aspects of the job, and grant a JA that would remain exclusive to that spec and help it flourish and thrive, so that one spec wouldnt be better then another, and would only be a matter of preference.
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