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  1. #11
    Player
    DragoonSantos's Avatar
    Join Date
    Jul 2016
    Location
    Pittsfield, Massachusetts/Gilgamesh, Gridania
    Posts
    97
    Character
    Mhirls Skaters
    World
    Gilgamesh
    Main Class
    Archer Lv 70

    um. difficult idea for a heavy weapon user.

    Fisherman Combat mode uses a grappling hook and claw inserts to support and fight. Binds monsters and snags friends from area of damage attacks. Can fish for metals.
    Anyways I want to say i think there should be a class that uses boulders and other heavy things I think a Wrestler would work well.
    Level 45 kusari-gama like weapon for ninja and other new AF weapons:
    https://www.youtube.com/watch?v=vKAylkPJtP8

    Making the class unique.
    Gardeners and miners wheel barrow and dune buggy transports
    (0)
    Last edited by DragoonSantos; 08-26-2016 at 05:28 PM.

  2. #12
    Player
    Norleas's Avatar
    Join Date
    May 2015
    Posts
    222
    Character
    Yuusha Sama
    World
    Jenova
    Main Class
    Ninja Lv 80
    Reaper (Damaging healer)
    Main weapon (Scythe)
    Armor class (Caster armor)

    Each time you or your party kills an enemy they gain a stack of Soul Power* (*or whatever you wanna call it), which strengthens the Reaper by a certain amount for each stack. The reaper's healing scales off of attack power and a lot of its attacks would drain health from the enemy and distribute it to the party. The reaper can use soul power stacks to give off heals/buffs to the party. While this class may seem *too* powerful, the downside will be that they have less access to powerful heals (if they don't have stacks of soul power). Since the soul power stacks wouldn't work in things like trials where there's usually no extra monsters to kill, thus no stacks, they should be granted lengthy cooldowns that grant them some stacks.
    (3)

  3. #13
    Player
    Jadub2k's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    349
    Character
    Jade Orchid
    World
    Sargatanas
    Main Class
    Paladin Lv 70
    (Post this in another thead so thought I'd copy/paste it here, but again I tried to keep the current battle system in mind while coming up with these jobs)

    Red Mage (RDM) - I honestly feel if RDM does get added to the game, it might be a little watered down. You have to remember that RDM is a "Jack of all trades, master of none". But because the way the current battle system is, that might not be possible. Sure it can dabble into the current schools of magic that are currently in the game, and might be the only DPS job that can heal others (Example - Using Convert, RDM version of Cleric stance but with additional affects). Or be the only job in the game that can Multi-Role as in Queing as DPS or Healer. just a few ideas I've had in my head as of late.

    Blue Mage (BLU) - Being the True Melee Mage job & with the current battle system I feel BLU would fit right in, just depends on how the devs impliment this. I honestly feel BLU done right would by far be the most customizable job in the game and what sets it apart from the other jobs.

    Dancer (DNC) - Dancer I feel would fit best as a Healer Role & could possibly be the Ture DPS Healer (as in no cleric stance, not even cross class option). As a bonus If there is a BRD and DNC in the same party, they would gain bonuses off of each other (this idea spawned from FF Tactics and how Only Males were BRDs and Females were dancers but wihtout the gender lock of course lol) depending on what BRD songs are playing, DNCs would gain additional effects on certain abilities and vise versa for BRDs (trying to make this sound fun but I already know some are not gonna like it, its the forums after all lol). I my opinion, you don't always have to be a mage to be a heal someone.

    Corsair (COR) - Had an idea for it for quite a long time, somewhat fleshed out as well. Like example a mix of Melee and range attack combos (Sword Main hand, Gun off hand {Merlwyb}). Questline too, May post in a thread of its own. But now that MCH is here, this is not possible (Too many Pirates in this Game not to have a pirate adventure! lol)
    (4)
    Last edited by Jadub2k; 09-06-2016 at 05:47 PM.

  4. #14
    Player
    DragoonSantos's Avatar
    Join Date
    Jul 2016
    Location
    Pittsfield, Massachusetts/Gilgamesh, Gridania
    Posts
    97
    Character
    Mhirls Skaters
    World
    Gilgamesh
    Main Class
    Archer Lv 70

    Mandeville's children, WELCOME~!

    The Gambler throws cards hard and furiously! He has also learned monster art from Triple triad cards. He's dope and lucky with dice! Has a Beretta handy.
    Time Mage mathematician can attack with poetry space.
    Sword caster, a samurai that uses magical katanas and swords spells.
    Jester juggles and throws fruits and knives that accidentally explode.
    Dancing Wrestler uses anything to dance!Pro wrestler is the strongest spiritualist Its too easy! I can lift! 12 hundred up! objects envy him, monks hate him!
    Cowboy lassos! 6 shooter! indians bikini tans! baby!
    Superhero trained in laser karates!
    Yoyo Master breakdancing!
    Ark Defender + Jouster for the horsed and bird aficionados. They fight for the flag with other riders. summon moogles.Storm effects.
    Berserker's Wolf - saber tooth ripping clawing vampire
    Engineers like to repair machines. They wear jetpack and use RC motors.
    Painters like to use VR, pens and cameras to alternate reality!
    (2)
    Last edited by DragoonSantos; 08-27-2016 at 06:29 PM.

  5. #15
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Job: Shape Shifter (they can change the name if they want to)

    Weapon: Two Whips. One normal and one with spikes on it.

    2 Forms: Demand form that they can transform into which would cover dps.
    Elemental form which uses defense magic and can also heal.

    After seeing how POTD gave us the ability to change into monsters. I can see a shape shifter job working if done right. I think the cool down would depend on how long you can keep the form for or the more damage you get once you are under 500 hpp you are not strong enough to maintain the form. There four you shape shift back to your normal form.
    (1)
    Last edited by Blackcanary; 08-26-2016 at 11:15 AM.

  6. #16
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Blackcanary View Post
    A friendly hub/home for new Job ideas.
    Calculator or Arithmetician would make for an interesting mage. Those who played FF tactics know how this class works. However I do feel like it may be too "difficult" or "over-designed" for FFXIV which is unfortunate as its a Job that demand actual brain power since you need to do actual math.

    Assuming it was a mage dps here's an example of a single target skill rotation.

    Buff Ability *Multiple of 2 (potency 100) 60 sec duration. > Buff Ability **HP (potency *1.3) same duration of previous ability. > Demi (50 potency) > Spam Demi till timer runs out or refresh with another multiple or prime number.

    *the base is applied by multiples of 2
    ** specified base will now be applied to a specific variable "Player's own HP" and augments its damage based on this. If correct multiple will have higher chance to crit +40%.

    I believe this will be a job focused on manipulating numbers by using "Multiple of ..." or Prime Number to set the base value potency. Then modify its damage with variable like "HP" to increase it. Due to the high requirement of thought processing needed to use this job it will only have a two second casting time. This is so that the server can apply the base, variable and spell at the moment the cast bar starts and apply the damage and numerical value correctly. Basically once you start the cast time the server takes a snap shot of the base requirements, apply the variable then the spell and once the cast time ends it is executed based on that initial snap shot and not what happens after the cast bar is done.

    Example

    Multiple of 2 (100), Target HP (*1.5) + Demi (50) = 200 potency

    your target currently has 2000 hp left them moment you start casting he continues to take damage leaving him at 1799 hp at the end of the cast time. Once done casting, the spell will execute and you will deliver damage based on that 2000 HP at the start of the cast time meaning that you benefit from both the base and variable being correct and therefore a +40% crit chance will be applied to the Demi.


    Basically the base and variable always need to be combined to give you a 60 second stack that acts like a stance/stack similar to GL and BotD and any spells used during this time will share its potency regardless of if the spell is an aoe or single target. Calculator or Arithmetician will have access to exclusive spells focused on dark, ex, Demi, Umbra (dot). These base spells only have a potency of 50 (dot = 18 sec duration, no damage on hit with 15 potency ticks) by itself but when applied to a Base and Variable can increase exponentially. The job will also have access to a spell called "Probability" which randomly selects a damage spell from a class that you have leveled and uses that for 30 seconds. It can be anything from Stone to Fire IV to Holy to Miasma. It's ultimate skill is "Infinity". For 20 seconds Base and Variable's penalty for not hitting the correct numbers will be nulled and you will receive the +40% crit chance in addition to 20% damage increase. Some more examples of Spells Base, Variable and ogcd buffs that might appear in the job's skill set.

    Spells

    -Demi = 50 potency. Recast time 3.
    -Umbra = 15 potency, duration 18 seconds. Recast time 3.
    -Demi II = 30 potency to target and those near it. Recast time 3.
    -Umbra II = 40 potency, duration 21 seconds. Recast time 3.


    Base

    -Multiple of 2 (100 potency)
    -Multiple of 3 (150 potency)
    -Multiple of 5 (130 potency)
    -Prime Numbers (200 potency)

    *if multiple/prime is correct spell crit chance increased by +20%.

    Variable

    -Level (*1.2 potency)
    -Own HP/MP (*1.3 potency)
    -Target HP (*1.5 potency)
    -Distance from Target (*1.4 potency)

    *if Variable is correct spell crit chance is increased by +20%.

    Self buffs

    -Infinity = Increase damage by 20% and remove penalty for not hitting the correct base and variable numbers. Duration: 20 second. Recast time 240.
    -Power Squared = The next spell cast has its potency squared. Duration: 10 second. Recast time 60.
    -Levitate = Nullify one ground target aoe. Duration: 15 second. Recast time 120.
    -Probability = Select a random spell that you have learned and use it. Recast timer based on spell. Duration 30 second. Recast time 180.

    Just some ideas I had floating in my head. TLDR; tough as hell job with confusing and high skill ceiling but definitely something that can be abused and be over powered when used correctly so don't expect to see this class in FFXIV.
    (2)
    Last edited by Marxam; 08-26-2016 at 03:52 PM.

  7. #17
    Player
    DragoonSantos's Avatar
    Join Date
    Jul 2016
    Location
    Pittsfield, Massachusetts/Gilgamesh, Gridania
    Posts
    97
    Character
    Mhirls Skaters
    World
    Gilgamesh
    Main Class
    Archer Lv 70

    Why hasnt there been any updates?

    Lets solidify and strengthen the weak. Some one write something!!!!!!!I will pick one of each!!PROs CONs?

    --------------------
    HEAVY TYPESBOMBARDIER!!!!
    ITS THE BEST JOB TO ADD TOO BECAUSE IT CAN SHOOT GRENADES AND DYNAMITE as well as shoot fireworks and projectines! Reminds me of bomberman! Feel free to fix this! KABOOM!!!!!
    I think there should be a difference in body types for all monsters, characters and races and environments! THERE IS NO FAT PEOPLE EATING or FIGHTING inthe game!!!! THEY MAKE THE BEST TANKS! FAT PEOPLE SPEAK UP!!!!YOU MAKE GREAT TANKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    -------------------
    GAMBLER - CARD TRICKS, AND GUNS LUCKY DEVIL!
    TRANSFORMS INTO MONSTER! Honestly i rather summon a triple triad monster instead. And shoot the damn thing down with my beretta.
    Throws cards to distract the monster to shoot them with a beretta clip (8/8). Other card tricks, coins, dice, roulette. Tricks monsters with thrown cards. This guy is my main focus.
    Gambler will be a magician with gun kata dante from devil may cry trickster styles less a sword. Flying knives, juggling daggers, and explosives.
    ------------------
    ---------------
    Dancer Ideas: Girls look bird like Brazilian Festival dancers. Guys _________?
    upbeat dances like Modern, Hip-hop, Techno, and bailarina breakdancing! yoyo and other weapons like, hula hop, sparklers, dresses with gadget like sharp swords, and the WHIPS SWORD!
    EDIT!!!!!!!!!! GUYS AND GIRLS! Can look like clowns and harlequins, can also use toys to fight!
    DANCER2 FIGHTS WITH FESTIVE DRESSES AND SECRET WEAPONS. COSPLAY LIKE DRESSPHERES! CLOWNS! COSTUMES AND BIRD WOMEN! EL CARNAVAL!!!!
    (0)
    Last edited by DragoonSantos; 08-30-2016 at 02:32 AM.

  8. #18
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Well, since you were nice enough to make this thread, I'll paste some of my suggestions here to keep the thread going.

    Mystic (version 2, as of 09/08/2015)

    Standing opposite to Thaumaturgy and its manipulation of destructive energies, the priests of Nald employ powers that draw on the dual aspects known as life and death. With the ability to control the pain and succor of living, these mystics perform rites that help preserve balance between life and death and can tip the scales one way or the other when needed.

    Mechanics

    Mystic is built around the concepts of duality. Seeing that they are basically a healer version of Thaumaturge, they have Astral and Umbral alignments. Certain skills grant Astral/Umbral Alignment (their version of Ast Fire and Umb Ice). Unlike THM, MYS's mechanic is that to fully utilize it's skills, they need to get three alignment stacks and then hit Ascension. This isn't a temporary mode, but a stance that has a cost to activate.

    Ascensions are active indefinitely once invoked. While ascended to a particular alignment, the MYS cannot get stacks of the aspect they're aligned with (so a MYS that is in Astral Ascendence cannot gain stacks of Astral Alignment, even if they are using only Mend and Mend II).

    Cross-class Skills: ACN (Eye for an eye, Virus, Physic). CNJ (Protect, Stoneskin, Raise, Cleric Stance).

    Abilities
    Astral Alignment - Decreases the casting time of healing spells by 1.66% per stack (5% at 3 stacks).
    Umbral Alignment - Increases the potency of damage spells by 1.66% per stack (5% at 3 stacks).

    01 Pain - Deals unaspected damage with a potency of 100 (120 potency on targets affected by Wither). Instant cast. Grants Umbral Alignment. Umbral Ascension: Places a DoT effect that deals 30% of damage dealt. DoT duration: 12s.
    02 Mend - Restores target's HP. Cure potency: 300. Grants Astral Alignment. Astral Alignment: Increased healing potency on targets under the effect of Mend II and Absolve.
    04 Wither - Deals unaspected damage with a potency of 30. Additional Effect: Unaspected damage over time with a potency of 40 for 30s. Increases the potency of Pain to 120. Grants Umbral Alignment.
    06 Transfuse: Swiftness - Reduce target's movement speed by 20% and increase own movement speed by 20%. Duration: 15s. Cooldown: 45s.
    08 Body to Mind - Consume 20% of max HP over 15 seconds to restore 30% of max MP. Cooldown: 150s.
    10 Reverberation - Restores HP of target and allies nearby. Cure potency: 200. Additional effect: Regen for 15s. Cure potency: 40. Grants Astral Alignment.
    12 Repercussion - Reflects 10% of direct incoming damage. Duration: 9s. Cooldown: 120s.
    15 Dispel - Removes a single detrimental effect from target.
    18 Renascence - Revives target in a weakened state.
    22 Temporal Exchange - Next spell is cast immediately, but its recast is increased by 50%. Buff duration: 10s. Cooldown: 60s.
    26 Mend II - Restores target's HP. Cure potency: 450. Grants Astral Alignment. Astral Ascension: Places a HoT effect that restores 30% of HP healed. HoT Duration: 12s.
    30 Ascension - Consumes three stacks of Astral or Umbral Alignment to grant Astral or Umbral Ascension. Cooldown: 15s.
    --Astral Ascension - Decreases the casting time of healing spells by 10% and enhances certain actions. Decreases the potency of damage spells by 30%. Overwrites Cleric Stance.
    --Umbral Ascension - Increases the potency of damage spells by 10% and enhances certain actions. Decreases the potency of healing spells by 30%. Swaps INT and MND values while active. Overwrites Cleric Stance.
    34 Transfuse: Speed - Inflicts target with 10% Slow and increases the skill speed and spell speed of nearby allies by 10%. Deals unaspected damage with a potency of 120 if the target is immune to Slow. Duration: 15s. Cooldown: 60s. Shares a 30 second cooldown with Transfuse: Might.
    38 Conversion - Places a barrier around target ally, increasing the effect of direct healing spells and causing direct attacks to heal them. Disappears once target has taken damage 3 times. Cure potency: 200. Duration: 30s. Cooldown: 90s.
    42 Blood to Mana - Converts damage dealt by next spell to MP. Buff duration: 10s. Cooldown: 30s.
    46 Life Exchange - Places a damage over time effect on target enemy and a healing over time effect on the target they are currently attacking. Both effects expire together. DoT Potency: 60. HoT Potency: 60. Duration: 12s. Cooldown: 45s.
    50 Transfuse: Might - Reduces damage dealt by target by 5% and increases damage output of all allies in range by 5%. Duration: 15s. Cooldown: 60s. Shares a 30 second cooldown with Transfuse: Speed.


    Traits
    08 Enhanced Mind
    14 Enhanced Mind II
    16 Enhanced Swiftness - Increases the duration of Transfuse: Swiftness to 20 seconds.
    20 Withering Pain - Increases the potency of Pain on targets under the effect of Wither to 150.
    24 Enhanced Mind III
    28 Magick and Mend
    32 Purge - While under the effect of Umbral Ascension, allows the use of Dispel on enemy targets to remove one beneficial effect from them.
    36 Enhanced Body to Mind - Increases the amount of MP restored to 40%.
    40 Magick and Mend II
    44 Enhanced Temporal Exchange - Temporal Exchange no longer increases the recast of the next spell.
    48 Enhanced Conversion - Target can now take damage 6 times before Conversion disappears.


    Quested Abilities
    30 Dichotomy - Converts Astral Ascension into Umbral Ascension or Umbral Ascension into Astral Ascension. Cooldown: 30s.
    35 Absolve - Restores HP over time. Cure potency: 80. Duration: 30s. Astral Ascension: Regen effect grows stronger over time (final tick: 280 potency).
    35 Condemn - Deals unaspected damage over time. DoT potency: 40. Duration: 30s. Umbral Ascension: DoT effect grows stronger over time (final tick: 90 potency).
    40 Stave - Places a shield on target ally, negating damage up to 25% of target's max HP. Upon reaching this amount, target receives the accumulated damage over 15 seconds. Shield Duration: 10s. Cooldown: 30s.
    45 Boon - Restores target's HP. Cure potency: 500. Cooldown: 30s. Astral Ascension: Causes attacks performed by target to heal them. Cure Potency: 50. Duration: 15s.
    45 Chastise - Deals unaspected damage with a potency of 200. Cooldown: 30s. Umbral Ascension: Attacks performed on target deal additional damage with a potency of 50 per attack. Duration: 10s.
    50 Duality - Allows the use of one ability of the opposite alignment. Cooldown: 60s.
    52 Vile Spike - Marks target, causing direct magical damage taken by them to affect enemies nearby for 20% of the original attack's damage. Duration: 10s. Cooldown: 30s.
    54 Overflowing Cup - Marks target ally, causing 60% of any healing effects received by them to heal two allies with the lowest HP nearby. Duration: 18s. Cooldown: 90s.
    56 Transfuse: Status - Steal a beneficial effect from target. Cooldown: 15s.
    58 Consecration - Creates a designated area at the target's feet, healing any party members who enter. Cure Potency: 100. Duration: 21s. Astral Ascension: Removes one negative status from allies per tick
    58 Desecration - Creates a designated area at the target's feet, dealing damage with a potency of 30 to any who enter for 30s. Umbral Ascension: Afflicts enemies standing within with 40% weight.
    60 Tipped Scales - Can only be used while ascended. Astral Ascension: Deals unaspected damage to all nearby enemies with a potency of 100. Restores own HP and the HP of nearby allies (Cure Potency: 500). Umbral Ascension: Deals unaspected damage to all nearby enemies with a potency of 250. Restores own HP and the HP of nearby allies (Cure Potency: 100). Cooldown: 120s.


    Lv3 Limit Break - Equipoise

    Notes
    - As always, potencies and durations are negotiable.
    - As mentioned in the description, this is essentially a healer version of Thaumaturge. Seeing that THMs are based out of the temple of Thal, Mystics being based out of the temple of Nald would make sense.
    - Astral and Umbral alignments are stacking buffs, much like Astral Fire and Umbral Ice. Each have their own effects to their respective alignments.
    - A MYS that wants to do easy switches will want to try to keep stacks of the opposite alignment while ascended.
    - Dichotomy exists in the event you need to do a quick swap for emergencies, but otherwise the MYS would have to build three stacks of the opposite alignment and then hit Ascension again.
    - This being said, in the event you hit Ascension while having no stacks of the opposite alignment, you lose your ascended status.
    - The "doubled" abilities (Absolve/Condemn, etc) would have their own icons depending on what is your current ascension. Should you have no ascension, the default would be the Astral Ascension version of the spell.
    - The Transfuse line of abilities is this job's version of raid utility. Might and Speed share a cooldown. I guess in a way you can treat Might as a mini-mitigation cooldown for the tank.
    - Conversion and Stave are sort of defensive utility, mostly meant to be used on tanks. Conversion in particular would be useful to mitigate attacks like the multi-hit stuff from Turn 9.
    - Yes, Overflowing Cup turns heals into smart heals. Vile Spike does the opposite with enemies by spreading damage the target receives to other enemies.
    - Life Exchange is meant to simulate health being drained form an enemy on to its target. There might be a better way to do this, or this skill could be axed for an additional way of recovering MP.
    - The reason the Withering Pain trait exists is because I decided to forego giving the job too many non-ascended offensive spells. In theory MYS should be able to keep up with a same-level WHM in pre-30 content. Also keep in mind that Pain is instant cast.
    - Tipped Scales is this job's answer to WHM's Assize, with a tweak of sorts.
    - I know I'm sort of grasping at straws with Transfuse: Status. I honestly didn't have anything else to put in there, so I'm open to suggestions. >.>;
    - I also want to emphasize that potencies are negotiable. I'm not good at the numbers game and I'm sure some of these abilities are either overpowered or underpowered.
    - Access to Cleric Stance is really meant to help out in the pre-30 content. Once you hit 30 you'll ignore Cleric Stance and use Umbral Ascension if you want to DPS.
    - While Mystics in FF Tactics were yin yang-themed, this version of the job is more like a Life & Death mage.
    - As an aside, I'm thinking their weapon would be a transforming weapon. It'd look like a staff or long scepter while aligned to Astral, and when Aligned to Umbral the weapon turns into a scythe.


    Comments, suggestions and so on are welcome.
    (3)
    Last edited by Duelle; 08-27-2016 at 05:19 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #19
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Here's another one. I'll limit it at 2 per day to avoid looking like I'm spamming the thread.

    Blue Mage

    Cross Classes: THM (Swiftcast, Surecast, Blizzard II), ACN (Physic, Ruin, Virus)
    Weapon: Jeweled Gauntlet

    Mechanics: Blue mages have two mechanics. The first is aetheric instability. By tapping into the life force of their enemies, they can increase the power of Lesser Blue Magic. This is achieved in "cycles" of three spells. The way cycles work is as follows:

    Opening spell (or Magic Missile) => mob gains debuff Aetheric Instability => second spell correlating to beast affinity => mob gains Greater Aetheric Instability => Third spell => mob loses Greater Aetheric instability (this is called a completed cycle)

    The second mechanic is Lore, a resource that fills up over time as you use Lesser Blue Magic. Lore is consumed when you use Greater Blue Magic, and the amount of lore consumed varies by spell.

    Abilities
    Aetheric Instability - Increases potency of direct attacks by 20% and the duration of damage over-time effects by 15% for 10s.
    Greater Aetheric Instability - Increases potency of direct attacks by 30% and the duration of damage over-time effects by 30% for 10s.

    01 Magic Missile - Deals unaspected damage with a potency of 150. Can only start a cycle.
    02 Power Attack (Beetle) - Deals blunt damage with a potency of 160.
    04 Efflux - Spells consume TP in addition to their MP costs, increasing their damage dealt by 10%. Duration: 15s. Cooldown: 150.
    06 Acid Mist (Ochu) - Poison nearby enemies, dealing damage over time with a potency of 40 for 21s.
    08 Final Sting (Giant Hornet) - Delivers an attack with a potency of 250. If used on a target that is not below 20% HP, consumes 25% of your current HP. Cooldown: 90s.
    10 Magus Fist - Delivers an attack with a potency of 50. Additional effect: Stun for 3s. Cooldown: 40s. Requires melee range.
    12 Screwdriver (Pugil) - Deals water aspected damage with a potency of 180.
    15 Lancet - Deals damage over time with a potency of 30. Restores MP over 9 seconds. Movement or actions taken cancel the effect. Range: 20y. Cooldown: 30s.
    18 Sanguine Bite (Wolf) - Deals unaspected damage with a potency of 200. Additional effect: Converts damage dealt to HP. Cooldown: 45s.
    22 Wing Cutter (Vulture) - Deals wind aspected damage with a potency of 100 in a cone before you. Additional effect: Knockback.
    26 Hammer Beak (Ziz) - Deals blunt damage with a potency of 180. Additional effect: Reduces Blunt resistance by 10% for 30 seconds.
    30 Magic Hammer - Deals unaspected damage with a potency of 100. Restores MP equal to damage dealt. Cooldown: 30s.
    34 Chain Affinity - Grants 2 stacks of Chain Affinity. Reduces cast time of the next spell by 25% per stack. Duration: 10s. Cooldown: 90s.
    38 Eerie Light (Eft) - Reduces nearby enemies' resistance to magic by 10% for 10s. Cooldown: 60s.
    42 Bellowing Grunt (Boar) - Deals unaspected damage with a potency of 50 to nearby enemies. Additional effect: Stun for 2s. Cooldown: 40s.
    46 King's Will (Dullahan) - Increases damage dealt by 10% for 20s. Cooldown: 60s.
    50 Thirst for Lore - Consumes 1 unit of Lore to restore MP. Cooldown: 45s.

    Traits
    08 Enhanced Intelligence
    14 Azure Lore - Grants access to one unit of lore.
    16 Enhanced Intelligence II
    20 Critical Lore - When your direct damage spells deal critical damage, they contribute double the amount to generating Lore.
    24 Azure Lore II - Grants access to an additional unit of lore.
    28 Repeating Cycle - Finishing a cycle has a 15% chance to apply Aetheric Instability on target.
    32 Enhanced Intelligence III
    36 Enhanced Efflux - Reduces the cooldown of Efflux to 120s.
    40 Epiphany - Completing a cycle has a 10% chance to generate one full unit of Lore.
    44 Azure Lore III - Grants access to an additional unit of lore.
    48 Extended Chain - Chain Affinity now grants 3 stacks.

    Job Abilities
    30 Lifebreak (Archaeodaemon) - Consumes 1 unit of Lore. Deals unaspected damage with a potency of 150. (note: this counts as a lv14 ability for level synch purposes)
    35 Burst Affinity - Reduces the potency of the next 3 spells by 40% but causes them to deal damage to target and all nearby enemies. Cooldown: 90s.
    40 Bad Breath (Marlboro) - Afflicts enemies in a cone before you with Blind, Paralyze, Slow, Weight and Poison for 10s.
    45 Mind Blast (Mindflayer) - Consumes 2 units of Lore. Deals unaspected damage with a potency of 100. Additional effect: Paralyze for 20s.
    50 Grand Delta (Hidon) - Consumes 3 units of Lore. Deals unaspected damage with a potency of 400.
    52 White Wind (Great Bird) - Consumes up to 3 units of lore. Restores own HP and that of nearby party members. Cure Potency: 150. Gains 50 potency per additional unit of Lore (250 potency at 3 units). Cooldown: 180s.
    54 Extended Cycle - Allows Aetherial Instability and Greater Instability to persist for 3 spells. Duration: 15s. Cooldown: 60s.
    56 Moon Flute (Magic Tome) - Consumes 3 units of Lore. Increases damage and attacks speed of all party members by 15% for 15s. Cooldown: 180s.
    58 Charybdis (Behemoth) - Consumes 1 units of Lore. Creates a designated area that deals damage over time with a potency of 50 for 21s.
    60 Unbridled Wisdom - Using Greater Blue Magic does not consume Lore for 10s. Cooldown: 180s.

    The Questline (WARNING: Fanfiction Advisory is in effect)
    BLU's questline should focus on the concept of blue magic as well as the risks involved.

    30-50 Questline: Blue magic is dangerous and on questionable moral grounds. The key here is that neither the player character nor your companion NPC knows ANYTHING about blue magic aside from old stories and myths. It's truly something your character learns and figures out on their own without NPC guidance of any sort.

    52-60 Questline: Blue magic is not only dangerous through its use, but can also affect the user if one is not careful. The art of Blue Magic is a relic of the ancient Belah'dians, who dabbled in aetherial manipulation to give their beast mages the strength, speed and endurance of beasts. The art itself was one that could only be wielded by a handful, as most would either lose themselves to the beast essence absorbed or become monsters themselves. Your companion NPCs for this arc would be experience blue mages that try to make sure you've properly learned the discipline, surprised you made it as far as you did on your own.

    30 The Long Search (requires a lv50 job like with the DRk, AST and MCH unlocks)
    30 Turning Blue
    35 Behavioral basics
    40 For posterity
    45 A Blue Clue
    50 Hidon Seek
    50 Application of Knowledge (segue into the HW BLU story arc)
    52 True Understanding
    54 Past Present
    56 A drop in the bucket
    58 The unusual suspects
    60 Give and Take

    Achievements
    Blue are the beasts that live inside me I-IV - Achieve blue mage level 30/40/50/60.
    Da ba dee I - Complete the blue mage job quest "Hidon Seek".
    Da ba dee II - Complete the blue mage job quest "Give and Take".

    About Blue Magic
    Blue Magic is split between Lesser Blue Magic and Greater Blue Magic

    Lesser magic is what you learn naturally as you level. The difference between lesser magic and regular abilities is that anything related to monsters has to be learned by killing the respective monster. The unlock quest allows you to learn monster skills between levels 1 and 30 (since BLU is a job that starts at lv30 like DRK, AST and MCH), but anything beyond that has to be learned out in the world. For example, at lv38 your ability window will have a slot for Eerie Light, but you won't be able to use the skill until you kill an Eft-type mob. Same thing with King's Will (kill a Dullahan) and Bellowing Grunt (kill a boar).

    Greater magic is learned through job quests and are gained at full power. They generally do not have cooldowns but require varying amounts of Lore to be used.

    About Lore
    Lore is a resource in a similar vein to ACN's aetherflow stacks. The difference is that the stacks are generated through appropriate use of Lesser Blue Magic and completing cycles. The easiest way to explain the concept of Lore is to think of it like the energy tanks in Super Metroid. Instead of filling up extra tanks as you collect life, using Lesser Blue Magic and completing cycles is what fills up your Lore "tanks". Once a "tank" hits 100% you get 1 unit of lore than can then be spent on Greater Blue Magic.

    A spell that inflicts the mob with Aetheric Instability contributes 10%. A spell that inflicts the mob with Greater Aetheric Instability contributes 15%. A spell that finishes a cycle contributes 20%. The Critical Lore trait doubles the contribution when the spell in question crits. The Epiphany trait causes the spell in question to contribute 100%, thus filling a unit of Lore.

    Notes
    - The idea for the gauntlet was inspired by The Infinity Gauntlet. The concept here is that blue mages store the essence of beasts they slay in their gauntlets, drawing upon them when using their spells.
    - Aesthetically, the gauntlet should have a jewel between each knuckle and one at the center of the palm.
    - The idea behind the instability debuffs is to create a flexible combo system that can be changed on the fly. The benefits are also meant to make the player want to plan ahead.
    - Something I did not add but am nevertheless considering is additional effects for spells used on enemies under Greater Aetheric Instability. I do feel it might make things a bit too complex but could also add something to the job's gameplay.
    - Needless to say, BLU's DPS model is very focused on single-target damage with few options for AoE. It's role is that of a caster DPS, so it would stay at range next to the BLMs and SMNs in a group.
    - Monster correlations are not in a perfect cycle the way they were in FFXI. They are sort of "who eats who" but not in a straight line. If someone can suggest a better way of organizing this, it'd be great, but for now the correlations are:

    Birds < Plants < Beasts

    Plants < Insects < lizards

    Insects < Fish < Birds

    Fish < Lizards < Beasts

    - Magic Missile's role in this is as a sort of opener. You can use it to start a cycle if you want, and can follow it with any other spell that affects the mob to continue the cycle.
    - Magus Fist is supposed to be a "oh shit I need to get away right now" type of ability, since it is meant to be used if you're getting trained by a melee or pull an extra mob. I was thinking of adding a back-step to it like what Repelling Shot and Elusive Jump have.
    - MP recovery for BLU comes in the form of Lancet (channeled MP recovery), Magic Hammer (damage converted to MP) and Thirst for Lore (Lore converted to MP). This should be enough for a BLU to do their thing without forced breaks for MP.
    - On the topic of Lancet, the animation would look similarly to this. The difference is that instead of pulling the target to the BLU, the link/chain would simulate draining MP from the target and transferring it to the BLU.
    - Lifebreak might need a nerf or an additional effect. It's sort of tough because what I want to avoid is making spamming 3 Lifebreaks more efficient than using Grand Delta.

    - The AF could be middle-eastern themed, could also take hints from Strago's aesthetic, or (if you really want to go crazy) could borrow from characters like Suikoden II's Zamza.

    Questions, comments and so on are welcome.
    (5)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #20
    Player
    DragoonSantos's Avatar
    Join Date
    Jul 2016
    Location
    Pittsfield, Massachusetts/Gilgamesh, Gridania
    Posts
    97
    Character
    Mhirls Skaters
    World
    Gilgamesh
    Main Class
    Archer Lv 70
    Quote Originally Posted by Duelle View Post
    Blue Mage
    Weapon: Jeweled Gauntlet
    1.THIS WAS THE BEST JOB IDEA FOR BLUE MAGE PLEASE ADD THIS ONE
    2. CAN WE START MAKING SOME SUGGESTIVE NEW RACES FOR THESE NEW JOBS!!!! ART PLEASE
    3. SUGGESTIVE LINKS:
    Drunken boxing Jester
    Gambler, Hume and Devil Gambler
    Blue mage frog
    Unicorn Necromancer :http://www.unicornoalato.com/images/black-unicorn.gif
    (0)
    Last edited by DragoonSantos; 08-28-2016 at 02:56 AM.

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