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  1. #21
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Klive View Post
    Only FF11 has Dark Knights using scythes and you know how that can go on these forums. I'm against scythes because they are not a weapons. Only due to the renderings of Death, Grim Reaper, using a scythe to harvest souls is the only really anyone thought on it as a 'dark' weapon. Granted this is a fantasy, a scythe designed harvesting gain and a very clumsy hard to use 'weapon'. I would prefer Dark Knights to have swords if anything or, maybe, a flail. Flail or morning star could be really awesome for dark knights...
    Well....if ninjas can use them....

    (0)

  2. #22
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Win. good sir. but also about that weapon..... if you just change the angles of the blade on the top and bottom.... you have A SWORD STAFFF WOOT WOOT!
    (0)

  3. #23
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    and i hope that they give Drk a good 15 min ability. please not blood weapon again.
    (0)

  4. #24
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Kraken Club
    (2)

  5. #25
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    For DRK if we stick to the same concept of a job having 3 class abilities and DRK job derived from a new class I'd imagine the two class abilities to attached to DRK would be MRD/THM. To create the DRK class while keeping the scythe weaponry would be quite easy if you play around with the meaning of words, the best class name would be "Reaper" it could end up being a short-range mage character that cast spells through the blade of the scythe in order to absorb their attributes and take it as their own. AKA DRK would play as the hybrid TP/MP using type of class where at least 50% plus of it's TP based moves would require MP, but just like DRK counterpart in 11 they would have a small MP pool.

    For combo I imagine, Soul Eater, Shadow Blade and Darkness, for 1 in which they are all moves which also deal damage to the user though when using it as a combo the amount of HP taken is greater in exchange for even more damage. The other combo would most likely be based on the absorb commands however when it comes to said commands just like other classes they can't be given every type of down effect just cause it was in XI. Since DRK is corruption of the mind perhaps the absorbs accessible to DRK would only be INT/MND/PIE. Or rather... instead of absorb abilities "Soul Eater" could have a MND down effect, Shadow Blade, VIT down effect (if MND down connected) and Darkness (Acc down is both MND/VIT connected). A uniqued ability not seen for the DRK class could be added called "Reaper" in which the status ailments that the Reaper/DRK landed on the target are healed and instead those stat - turn into stat + for you.

    The trick when considering how the DRK class would work is to remember that you don't want to add redundant abilities, so don't except that whatever the class name will be that they'll learn the elemental magic spells, because THM and CON pretty much already have that covered.

    Side=Dex/Evasion, Front=VIT/STR/MND, Back=PIE/INT.

    So the Soul Eater, Shadow Blade and Darkness combo could instead be MND/VIT/STR weakness, then to compensate for the fact that they can perform a stat down for every attribute make the other 2 combos just 2 abilities rather then 3 or more. So that's about 6 abilities, and 1 DRK ability, which would still leave 9 abilities and 4 to introduce, well 8 abilities if we include Reaper. From tactics could prolly take Sanguine Blade/Infernal Strike give sanguine a TP/MP cost and Infernal a 1.5k TP cost. That would introduce the aspect of a drain and aspir without actually having to use drain and aspir. 6 more abilities
    -Weapon Bash (does dmg and chance to stun, can only be used after a parry)
    -Dark Seal <not sure if THM still have a spell like this but for Reaper it would work as followed> (Sacrifice x amount of HP to increase the chance of an attribute down effect landing when attacking, aka it increased the odds of MND down landing when "Soul Eater" is used)
    -Last Resort (pretty much like Berserk but the defense down is greater and effect doesn't reset when target is hit)..

    DRK side we have Darkness, Nether Void, Blood weapon, Weaken and Dread Spikes.

    Order of learning the following may be Darkness, Weaken, Nether Void, Dread Spikes and Blood weapon.

    -Darkness would be the AOE Dark attack (with chance at lowering STR)
    -Weaken would lower the targets resist to status ailments for a short duration
    - Nether Void would increase the attribute down effects when you land then, and in effect would increase the amount you gain when using Reaper
    -Dread Spikes would be a self target ability that drains HP from targets when hit by physical attacks.
    -Blood Weapon would pretty much be a 15 second Bloodbath where auto target attacks and TP moves restore HP upon landing a hit. The other perk would be damage is increased based on how much HP you have, so if you have 100% HP then you'll be doing more dmg, the first effect acts as a way to maximize the dmg you can deal.

    As for Reaper we have
    Soul Eater(Dark Based dmg chance at MND down)
    Shadow Blade(Dark Based dmg chance at VIT down)
    Reaper(Take enfeebles you landed and absorb them into positive effects)
    Dex Down attack (Dark Based dmg chance at DEX down)
    Eva Down attack(Dark Based dmg chance at EVA down)
    Pie Down attack(Dark Based dmg chance at PIE down)
    INT Down attack(Dark Based dmg chance at INT down)
    Sanguine Blade (attack that absorbs HP) Cost TP/MP to use
    Infernal Scythe(attack the absorbs MP) Cost TP to use
    Weapon Bash(After parry does dmg with chance at stun)
    Dark Seal(Sacrifice HP to increase chance of enfeeble landing)
    Corrupt(used only after parry deals dmg and more lower targets Defense)
    Last Resort(Like Berserk greater defense down and doesn't reset when hit)

    Just missing two abilities, 8 are attacks, 2 are after parry, 3 are abilities,

    Blind Rage (HP perp cost , lowers accuracy to increase attack power and speed)
    Hex (HP/MP perp cost, At the cost of HP/MP increases chances an enfeebles may land on target)

    Not sure what lv the Reaper abilities would be learned at but I think the above would be a decent skillset for them, they would be a Burst DMG class at the sacrifice of their own HP while at the same time being able to offer enfeebling effect. I tried to keep the DRK theme in mind when coming up with the skillset as well as how the battle flow in 14 works. Though I was just having fun with this coming up with it all on the fly XD it sounds good on paper though lol.
    (0)

  6. #26
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Airget View Post
    For DRK if we stick to the same concept of a job having 3 class abilities and DRK job derived from a new class I'd imagine the two class abilities to attached to DRK would be MRD/THM. To create the DRK class while keeping the scythe weaponry would be quite easy if you play around with the meaning of words, the best class name would be "Reaper" it could end up being a short-range mage character that cast spells through the blade of the scythe in order to absorb their attributes and take it as their own. AKA DRK would play as the hybrid TP/MP using type of class where at least 50% plus of it's TP based moves would require MP, but just like DRK counterpart in 11 they would have a small MP pool.

    For combo I imagine, Soul Eater, Shadow Blade and Darkness, for 1 in which they are all moves which also deal damage to the user though when using it as a combo the amount of HP taken is greater in exchange for even more damage. The other combo would most likely be based on the absorb commands however when it comes to said commands just like other classes they can't be given every type of down effect just cause it was in XI. Since DRK is corruption of the mind perhaps the absorbs accessible to DRK would only be INT/MND/PIE. Or rather... instead of absorb abilities "Soul Eater" could have a MND down effect, Shadow Blade, VIT down effect (if MND down connected) and Darkness (Acc down is both MND/VIT connected). A uniqued ability not seen for the DRK class could be added called "Reaper" in which the status ailments that the Reaper/DRK landed on the target are healed and instead those stat - turn into stat + for you.

    The trick when considering how the DRK class would work is to remember that you don't want to add redundant abilities, so don't except that whatever the class name will be that they'll learn the elemental magic spells, because THM and CON pretty much already have that covered.

    Side=Dex/Evasion, Front=VIT/STR/MND, Back=PIE/INT.

    So the Soul Eater, Shadow Blade and Darkness combo could instead be MND/VIT/STR weakness, then to compensate for the fact that they can perform a stat down for every attribute make the other 2 combos just 2 abilities rather then 3 or more. So that's about 6 abilities, and 1 DRK ability, which would still leave 9 abilities and 4 to introduce, well 8 abilities if we include Reaper. From tactics could prolly take Sanguine Blade/Infernal Strike give sanguine a TP/MP cost and Infernal a 1.5k TP cost. That would introduce the aspect of a drain and aspir without actually having to use drain and aspir. 6 more abilities
    -Weapon Bash (does dmg and chance to stun, can only be used after a parry)
    -Dark Seal <not sure if THM still have a spell like this but for Reaper it would work as followed> (Sacrifice x amount of HP to increase the chance of an attribute down effect landing when attacking, aka it increased the odds of MND down landing when "Soul Eater" is used)
    -Last Resort (pretty much like Berserk but the defense down is greater and effect doesn't reset when target is hit)..

    DRK side we have Darkness, Nether Void, Blood weapon, Weaken and Dread Spikes.

    Order of learning the following may be Darkness, Weaken, Nether Void, Dread Spikes and Blood weapon.

    -Darkness would be the AOE Dark attack (with chance at lowering STR)
    -Weaken would lower the targets resist to status ailments for a short duration
    - Nether Void would increase the attribute down effects when you land then, and in effect would increase the amount you gain when using Reaper
    -Dread Spikes would be a self target ability that drains HP from targets when hit by physical attacks.
    -Blood Weapon would pretty much be a 15 second Bloodbath where auto target attacks and TP moves restore HP upon landing a hit. The other perk would be damage is increased based on how much HP you have, so if you have 100% HP then you'll be doing more dmg, the first effect acts as a way to maximize the dmg you can deal.

    As for Reaper we have
    Soul Eater(Dark Based dmg chance at MND down)
    Shadow Blade(Dark Based dmg chance at VIT down)
    Reaper(Take enfeebles you landed and absorb them into positive effects)
    Dex Down attack (Dark Based dmg chance at DEX down)
    Eva Down attack(Dark Based dmg chance at EVA down)
    Pie Down attack(Dark Based dmg chance at PIE down)
    INT Down attack(Dark Based dmg chance at INT down)
    Sanguine Blade (attack that absorbs HP) Cost TP/MP to use
    Infernal Scythe(attack the absorbs MP) Cost TP to use
    Weapon Bash(After parry does dmg with chance at stun)
    Dark Seal(Sacrifice HP to increase chance of enfeeble landing)
    Corrupt(used only after parry deals dmg and more lower targets Defense)
    Last Resort(Like Berserk greater defense down and doesn't reset when hit)

    Just missing two abilities, 8 are attacks, 2 are after parry, 3 are abilities,

    Blind Rage (HP perp cost , lowers accuracy to increase attack power and speed)
    Hex (HP/MP perp cost, At the cost of HP/MP increases chances an enfeebles may land on target)

    Not sure what lv the Reaper abilities would be learned at but I think the above would be a decent skillset for them, they would be a Burst DMG class at the sacrifice of their own HP while at the same time being able to offer enfeebling effect. I tried to keep the DRK theme in mind when coming up with the skillset as well as how the battle flow in 14 works. Though I was just having fun with this coming up with it all on the fly XD it sounds good on paper though lol.
    sounds good they only thing i would have a problem with is 2 things. 1 making ws also cost mp with tp would be bad especially if Drks get a low mp pool cause unless they get auto refresh or if there is no brd in the pt ot brd wont give drk the mp song theyll blow throught that mp so fast and be next to useless. 2 No accuracy down stuff that was their biggest flaw when they came out, and if you didnt have a haubergeon you werent getting a pt. and if they are slower hitting itll be a nightmare cause itll be swing miss, wait 5 secs miss, not saying itll be that slow but now youll have to concentrate more on acc gear than strength and then ppl will just pick up a drg or war .
    (0)

  7. #27
    Player
    Ramsey's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Also...

    Challenge Accepted.

    Only gave myself 15 minutes for this one, so apologies if it's a bit rough...

    As I have neither the time nor the spreadsheets to properly balance MP and TP costs, or any exact numbers for that matter, please use your imagination for the purposes of exact numbers.

    In addition, given the current system requirements for a class and a job to be paired 1:1, this includes a corresponding class, Ravager.



    Quote Originally Posted by Ramsey View Post

    Ravager
    大剣術士 (lit. "Greatswordsman")

    Ravagers are combatants who specialize in the use of two-handed swords. Their unparalleled offensive abilities allow them to easily overpower their foes at the cost of their own safety.


    Abilities

    Lv Ability Name
    Description

    1 Overwhelm
    Delivers a melee attack. Damage increased when executed from in front of the target.

    2 Spinning Slash
    Delivers a melee attack to enemies in range.

    4 Bonecrusher
    Greatly increases parry and counters the enemy's attack when an attack is parried. Effect fades upon parrying an attack or after a certain period of time elapses.

    6 Sanguine Blade
    Delivers a melee attack that absorbs HP.

    10 Cripple
    Delivers a melee attack. Chance to inflict paralyze when executed from behind the target.

    14 Bloody Strikes
    Grants an effect to auto-attacks that consumes HP to increase damage. Effect weakens as health decreases.

    18 Full Assault
    Delivers a melee attack at low accuracy.
    Combo Action: Overwhelm
    Combo Bonus: Increased accuracy.

    22 Shockwave
    Attacks targets in a cone before you.
    Combo Action: Spinning Slash
    Combo Bonus: Chance to inflict heavy.

    26 Infernal Blade
    Delivers a melee attack that damages MP. Chance to inflict silence when executed from the right or left of the target.

    30 Crush
    Delivers a melee attack. Chance to inflict stun when executed from behind the target.
    Combo Action: Cripple
    Combo Bonus: Increased chance of stun.

    34 Obsess
    Converts HP to TP.

    38 Rend
    Attacks targets in a cone before you. Chance to inflict a bleed effect when executed from behind the target.
    Combo Action: Shockwave
    Combo Bonus: Increased bleed damage.

    42 Slaughter
    Delivers a fourfold attack at low accuracy.
    Combo Action: Full Assault
    Combo Bonus: Increased damage.

    46 Glare
    Lowers target's critical evasion.

    50 Ground Strike
    Delivers a powerful melee attack to enemies in range.
    Combo Action: Full Assault
    Combo Bonus: Increased critical rate.


    Traits

    Lv Trait Name


    8 Enhanced Physical Attack Power

    12 Enhanced Parry

    16 Swift Bonecrusher

    20 Enhanced Physical Attack Power II

    24 Desperate Blows

    Increases damage as health decreases.

    28 Enhanced Sanguine Blade
    Grants sanguine blade a regen effect.

    32 Enhanced Critical Attack Power

    36 Enhanced Physical Attack Power III

    40 Swift Obsess


    44 Enhanced Physical Attack Power IV

    48 Enhanced Bonecrusher

    Bonecrusher now fades after two counters.




    Dark Knight
    暗黒騎士

    Dark Knights are powerful attackers who expand upon the Ravager's abilities with umbral magics. Sacrificing survivability in favor increased offensive capability, the Dark Knight is unparalleled in destruction.


    Abilities

    Lv Ability Name
    Description


    30 Souleater
    Sacrifices HP to deal umbral damage.

    35 Scourge
    Delivers a melee attack. Chance to inflict umbral damage to nearby enemies when executed from behind the target.

    40 Unholy Blade
    Converts your attacks into umbral attacks and grants an absorb-HP effect. Effect fades after a certain period of time elapses.

    45 Guillotine
    Delivers a melee attack at high accuracy.
    Combo Action: Sanguine Blade
    Combo Bonus: Increased critical rate.

    50 Blood Weapon
    Doubles the damage of your attacks and absorbs that damage as HP.
    * Can use abilities from: marauder/lancer

    See: Bloodbath, Blood for Blood, Berserk, alliteration unintentional.
    (4)
    Last edited by Ramsey; 04-19-2012 at 07:32 AM. Reason: Kanji Fail

  8. #28
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    good sir you have impressed me. but one small change. Make Unholy Blade like life surge sap tp everytime you recast but last 1 min but recast on spell is 20 seconds and then Drk would be golden.
    (0)

  9. #29
    Player
    Wevlum's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    I want my scythe ;_;
    (0)
    The Ul'duh Inn is like an antique shop...full of crap and always closed.
    "You don't have to say anything, I just look at your life now and work backwards." - Black Books

  10. #30
    Player
    Join Date
    Mar 2011
    Posts
    188
    Quote Originally Posted by Andrien View Post
    Kraken Club
    ^ /10charrrrrrrr
    (0)

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