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  1. #31
    Player
    Segoris's Avatar
    Join Date
    Oct 2013
    Posts
    16
    Character
    Segoris Geraldine
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Late to the party, but overall nicely done. I'm definitely aching for Dark Knight, and some sort of CC/status mage.

    Quote Originally Posted by MartaDemireux View Post
    [B][U]On Haste and TIM
    Because of Yoshi's stance on Haste, I'd rather not have a Time Mage at all without one of its iconic spells. I'd rather the time/effort go into making a CC/effect based class. Though, your GEO makes me want a re-worked Scholar that can change a target's (friend and/or foe) elemental attunement which plays with resists and weaknesses in exchange for some healing power or for pet usage. This would synergize with all casters and create team based play.
    Example:
    Ice Attunement- puts a pulsing aura around the target increasing Ice resistance and outgoing Ice damage. The target's now weak(er) to incoming fire dmg. The Scholar's pet could even be used for this, creating a larger stationary field attuning the land to that element and effecting anyone within the field. Pet is inactive for the duration.
    (1)

  2. #32
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    I'd love to throw out a base idea for you to mess with, my all-time favorite archetype in any game - Thief! With the branches of Assassin as DPS and Ninja as a tank

    Class - Thief
    1 - Cut : GCD Potency 100 attack with 10 potency dot that lasts for 6 seconds (Upgrades to Slice @ level 32, increasing DoT to 25 potency)
    2 - Cut Throat : Off GCD Ability, Animation time 2s, duration 10s, counters the next physical attack on the player with a 200 potency weapon-based attack.
    4 - Shadow Strike : GCD Potency 120 attack, Combo w/Cut: Potency 160, increases player evasion by 10% for 10 seconds, does NOT stack, Readies Backstab.
    6 - Conniving Orchestration : Off GCD Ability, increases damage done by GCD abilities by 50% for 15s (Upgrades to COII @ 40, lasts 30s)
    8 - Shadow Step : GCD Ability, decreases enmity by 300 potency to all nearby targets (reverse of flash). This breaks all of your combo chains and pacifies you for 8s.
    10 - Dirty Fighting : Off GCD Ability, Adds pretty much every status effect that Bad Breath adds to your target for 3s (effectively weakening the target, with good timing, for an upcoming large attack to them, or coming from them)
    12 - Envenomed Blade : GCD Potency 120 attack, Combo w/Cut: Potency 100, adds a 12s DoT for 70 potency that has a weakness (attack power debuff) effect
    15 - Crossbow : GCD, high TP cost, 260 potency attack, doubles in strength if used from behind (I'm talking 230-270 TP), cannot be used at less than 7 yalms from target. Upon 3 consecutive uses, readies Detonate.
    18 - Acrobatics : Off GCD Ability 90s refresh, animation time of 4, move you behind the mob, then away from it in the opposite direction that it is facing by 9 yalms. Restores 200 TP, adds "Acrobatics" buff pacifies all abilities EXCEPT Crossbow for 20s
    22 - Off the Market : Off GCD Ability, Reverse Provoke, essentially it drops you to -1 behind the top enmity on the mob. CD 25 seconds
    26 - Backstab : GCD Ability with 30s refresh, Can only be used if it is readied (first example above with the comboed ability of Shadow Strike). Potency 450 attack that counts for 150% enmity.
    30 - Successful Execution : GCD Ability, if one of your DoTs is active when an enemy dies, you can activate this ability for a 250 refresh of TP - you only have 2s to active this after the death of a foe.
    34 - Situational Awareness : You are immune to status effects (including draw, knockback, heavy, etc) for 15 seconds - will not cure current status effects.
    38 - Lethal Injection : GCD potency 20 attack, Combo w/Envenomed Blade: Potency 1, adds a DoT that lasts for 12s with potency 110, the last tick of the DoT does 200 potency
    42 - Scapegoat : Off GCD Ability, take all of YOUR enmity, and transfers it to your target. Can only be used on a player character, CD 120s
    46 - Mug : GCD Ability, Potency 100 attack, Combo w/Shadow Stike: Potency 190 attack, restores 50 TP.
    50 - Detonate - Can only be used when readied, Delivers 3 small explosions, that deal damage to the targets that Crossbow has hit while using acrobatics, explosions do NOT stack, but deal 310 potency attacks on each different target.

    Job, Assassin
    30 - Deadeye : "Stance", when activated, all damage is increased by 10%, enmity generation is increased by 15%, decreases TP pool to 900, Decreases maximum hitpoints by 20% and it allows your other Assassin skills to remove the 30s refresh timer from backstab when activated
    35 - Deadly Intent : Off GCD Ability - Refreshes (not readies) Backstab if in Deadeye, adds "Deadly Intent" buff, which restores 250 TP if you are responsible for the death of an enemy lasts for 30s. Refresh is 120s
    40 - Whirl of Steel : Off GCD Ability, Refreshes Backstab if in Deadeye, for 15s you deliver auto-attacks 3 times as fast at 80% potency. Refresh is 120s
    45 - Cunning Disguise : Off GCD Ability, Refreshes Backstab if in Deadeye, for 20s, you generate 30% less enmity, after 20s, you generate 30% MORE enmity for the next 10s. Refresh is 120s
    50 - Intrigue : Off GCD Ability - Refreshes Backstab if in Deadeye, Grants a 30s buff to your party that increases the rate at which you build limit break by 50%. Refresh 120s.


    Hehehe, I might have made the class a little too powerful, if so then adjust the potencies or refresh times, etc. The idea is that the Thief kind of is a base for a class that is mainly a DD with aggro shaking abilities, and some helpful group stuff, and is semi durable through evasion, etc. When you equip your assassin job soul, you become fragile, losing hp, TP, increasing your enmity generation, but gaining the advantages of 10% extra damage, and the huge advantage of having basically 5 free backstabs within 120s at level 50. I thought the ranged attack variety would be fun, and gave it a pseudo AE @ level 50 with detonate. I would imagine Ninja would also branch off this, and that their level 30 ability would be something that reserves the effects of the enmity decreasing abilities, and that stack evasion or add a "free-hit" mechanic somewhere in Thief for activated mitigation.
    (0)
    Last edited by Ehayte; 10-09-2013 at 03:11 AM.

  3. #33
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Ninja - Job

    30 - "Stance" Smoke and Mirrors - All enmity decreasing abilities and turned into enmity increasing abilities. Damage done is reduced by 15%, Enmity generation is increased by 15%, Evasion is increased by 20%, TP is reduced to 900, Cut Throat is now Cut Throat II
    Cut Throat II - Animation time .5s, Duration 3s, Counters and BLOCKS the next income enemy attack - refresh is 10s
    35 - Potent Unpotables : Off GCD Ability - All poison effects caused by the Ninja gain the following traits: Decrease enemy accuracy by 5%, decrease enemy strength by 10%, decrease enemy attack speed by 15%, decrease enemy movement speed by 20%, decrease enemy magic attack power by 25%. Duration 30s, refresh 90s
    40 - Shadow Fade : Off GCD Ability - Increase parry and dodge rate by 50%. Duration 15s, refresh 60s
    45 - Solace in Shadows : Off GCD Ability - Animation Time: 0s, Immunity to all damage and status effects, duration 3s, refresh 45s
    50 - Stealth : Activated Ability - expires upon reuse, cast time: 5s. Become invisible to most hostile enemies. Any offensive action besides Crossbow will break stealth. Movement speed is decreased by 35%

    I dunno, that's a harder one! I would envision the end game ninja as a master puller, avoiding any messy over-pulls in difficult dungeons with Stealth/Crossbow. I would envision alternating between minimizing overall damage by using Potent Unpotables 1/3 of the time (as its up) and the other two thirds of the time, you need to keep up Shadow Strike, use Shadow Step strategically, and then use Cut Throat as often as possible, along with Shadow Fade and Solace in Shadows as you see incoming damage. You kind of have to make the evasion abilities ultra powerful for an evasion tank, as I would imagine Ninja using cloth armor.
    (0)
    Last edited by Ehayte; 10-11-2013 at 12:21 AM.

  4. #34
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by MartaDemireux View Post
    I would love to see these jobs included in XIV from existing classes so they also have 2 jobs each much like ACN does. Here are some of my ideas:
    Some interesting ideas, but not mechanically sound. Time Mage is interesting until you realize that it's a gimped debuffer whose skillset is at war with itself. Nobody in his right mind would take that. You need to make use of the Astral/Umbral mechanic, not fight it. Put debuffs on Umbral cycles and buffs on Astral cycles, for example. Templar looks like a tank... ish, but wouldn't be able to tank at all (it would make WAR look positively boss by comparison). Your Berserker is just another DD job from a DD class with another DD job -- MNK is actually more capable of debuffing than your concept, meaning you seriously have two jobs with the same role and mostly the same abilities.
    (0)

  5. #35
    Player
    DartFx's Avatar
    Join Date
    Aug 2013
    Posts
    68
    Character
    Dart Frost
    World
    Diabolos
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Ineluki75 View Post
    Wouldn't MRD be a better base class for DRK? They already get HP drain attacks and use a two handed weapon. Just a thought.

    Love what you got going on in here though!
    This.
    /10 ch.
    (0)

  6. #36
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Gamemako View Post
    Some interesting ideas, but not mechanically sound. Time Mage is interesting until you realize that it's a gimped debuffer whose skillset is at war with itself. Nobody in his right mind would take that. You need to make use of the Astral/Umbral mechanic, not fight it. Put debuffs on Umbral cycles and buffs on Astral cycles, for example. Templar looks like a tank... ish, but wouldn't be able to tank at all (it would make WAR look positively boss by comparison). Your Berserker is just another DD job from a DD class with another DD job -- MNK is actually more capable of debuffing than your concept, meaning you seriously have two jobs with the same role and mostly the same abilities.
    I agree with your TIM assessment and have changed it a little. Berserker comes from MRD, not PGL... so I think you misunderstood that. I'm not sure how you conclude that TMP wouldn't be able to tank though. TMP stats wouldn't be equal to a DRG's just as SCH's aren't equal to SMN's.

    Quote Originally Posted by DartFx View Post
    This.
    /10 ch.
    Again, my reasoning has nothing to do with 2-handed weapons but for the weapon type. In the series DRK has used swords predominately (and also used shields in several titles should SE decide to do it that way). Gladiator is literally "Sword Specialist" in the Japanese client, Marauder is "Axe Specialist". If a CNJ or THM can use a 1-handed or 2-handed weapon, why can't GLA and MRD follow suit?

    @Ehayte: Lot of thought put into that. I'd suggest making it into its own thread to better get the opinions of others as well. One thing you should know about DoT's is that they are all on a global tick. Abilities that increase the amount of damage on the last tick won't be able to feasibly be programmed IMO. For naming I'd consider naming the class Rogue and the two jobs Ninja and Thief. Also be sure to think of some traits for the class and cross-class abilities for the jobs. I'd take a look at the FF wiki as well for some THF/NIN ideas and naming conventions. SE will likely use similar names and expand their old uses to new variations. Such as NIN almost always would get a water attack so you could incorporate that in somehow in your idea. I'd suggest looking over a lot of your abilities too as some sound very similar. Also in terms of Potent Unpotables, it sounds very unbalanced. Perhaps just give it a static rate and instead of so many affected stats, maybe just an all-rounder like determination.

    Changes made to OP:
    Lowered Dark Knight's Bloodweapon recast from 300 seconds to 120 seconds (Since they can still set Bloodbath I didn't want them to have too short of a cast time). Gave them the ability to set Vengeance as well.

    Time Mage's Astral/Umbral system was changed. Now they get full use of it and their Demi line of spells are affected by which is up and how many stacks it has up. Stop recast was reduced from 45 seconds to 30 seconds.
    (0)
    Last edited by MartaDemireux; 10-20-2013 at 04:02 AM.

  7. #37
    Player
    Gorehound's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Sundyrsthal Einundsyn
    World
    Leviathan
    Main Class
    Gunbreaker Lv 80
    I always have fun coming up with cool class ideas. It's a little challenging to make a job totally different from their base class, but I'll try anyways. I'll post my alternative take on Berserker in the next post, because the character limit is crumby.

    (How are you guys breaking the character limits, btw?)
    (0)

  8. #38
    Player
    Gorehound's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Sundyrsthal Einundsyn
    World
    Leviathan
    Main Class
    Gunbreaker Lv 80
    My alternate take on the Berserker job:

    Berserker
    30Mar/15Pgl

    Passive
    Berserk no longer has pacify

    Cross Class
    PGL/LNC

    LV 30
    Unbridled Rage

    Buff
    Melee abilities reduce Berserk's CD by 3s
    Fracture ticks have a chance to reset and allow the use of Mercy Stroke

    LV 35
    Death Match

    Can only be used on foes effected by Holmgang
    CD: 2.5s
    Delivers an attack with a potency of 250. Consecutive Death Matches deal 30 extra potency

    LV 40
    Carnage

    TP: 60
    CD: 2.5s
    Combo: Skull Sunder
    Delivers an attack with a potency of 230. Resets the duration of Fracture

    LV 45
    Butcher Cleave

    TP: 80
    CD: 2.5s
    Combo: Overpower
    Delivers an attack with a potency of 150 to all enemies in a cone before you. Any enemies effected with fracture spreads it to all other enemies hit with Butcher's Cleave.

    LV 50
    Death Wish

    CD: 180s
    Reduces the GCD and TP Cost of Abilities by 20%. Reduces your armor by 90%. Lasts 15s.
    (0)

  9. #39
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Quote Originally Posted by Gorehound View Post
    LV 35
    Death Match

    Can only be used on foes effected by Holmgang
    CD: 2.5s
    Delivers an attack with a potency of 250. Consecutive Death Matches deal 30 extra potency
    Cool idea, but Homgang is a level 42 MRD ability, so you'd need to make this the level 45 Zerker ability.
    (0)

  10. #40
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Quote Originally Posted by MartaDemireux View Post
    @Ehayte: ...
    Thanks for the input. I'll look into all those things you said and revise my post into its own thread when I'm ready. Setting traits gets so tricky due to not knowing exactly how different stats effect dps directly (I'm sure SOMEONE does, I just don't, lol).
    (0)

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