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  1. #10
    Player ch405's Avatar
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    Mar 2011
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    When it comes to the Job Abilities and Traits they added, I wasn't that impressed. Of course I'm a bit distracted by the 'oh hey, that Shinryu fight scythe would be fun to be charmed why wielding' thoughts from my mind.

    That trait that gives TP for damage from spells is nifty, but it could be a little more. Maybe having gear that notedly boosts that so it is more worthwhile casting those Tier III elemental spells, hmmm? Something that augments it to add bonus TP based on the MP cost of the spell? Can't stop from dreaming.

    The one that boosted the Drain/Aspir was nice, especially when paired with Drain II. Gave me Abyssea like health in the non-abby zones when lucky~. Now if only Aspir II boosted Max MP... I am enjoying that spell none-the-less.

    I am a bit... awed by the damage output of others compared to me, though. Maybe it's just my imagination.

    I'd actually like for them to add the following when it comes to this job...

    Darkness: Job Ability -> Expend HP to Deal Non-Elemental or Dark Elemental Damage to a Foe/Foes.
    * The only issue with this is Dark resistant foes, such as Antica and the like. But it'd be a neat novelty from the old days.
    * Could make it where it gives a decent TP boost comparative to the damage dealt.

    Dark: Spell Line -> like elemental spells but Dark Elemental Damage. (FFXII Dark, Darkra, Darkga spells pretty much)
    * Holy/Light gets Banish, why not Dark with it's own spell line. Maybe Dark KNight could be the only one to have them, too...


    Another idea is dealing with maybe some sort of Job Ability that increases attack damage proportionately to how low your health is. Make it last at least as long as Soul Eater and if paired with it, would probably make for some powerful strikes. ...And probably some unhappy MP levels on the WHMs who have to raise.
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    Last edited by ch405; 03-11-2011 at 06:10 PM. Reason: more stuff about original topic than just going off on my own whim