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  1. #1
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70

    [dev1075] Establishment of Job Specifics Thread!

    Establish the details of the initial set of jobs and their skills

    Lets start brainstorming some ideas to help out the developers. Here's a few I thought of:

    *White Mage

    Unique Traits
    High Magic Defense
    Cannot use Scourge or Bio Spells
    Bonus to Healing Magic potency
    Bonus to Enhancing Magic Duration(possibly)

    Abilities
    Pray-Restore a small amount of HP and MP to all party members within range.
    Esuna-Remove all(or could be 1) detrimental effects from target party member(s).
    Barrier-Creates a small circular barrier in an area that reduces damage from attacks(Well it's in the intro movie and one of the NPC's in the Limsa Lominsa opening uses it so why not)

    *Black Mage

    Unique Traits
    High Magic Potency
    Cannot use Banish or Dia Spells
    Bonus to Elemental damage

    Abilities
    Mana Wall- Allows you to take damage with MP.
    Firaja, Blizzaja, Thundaja, Stoneja, Waterja, Aeroja- Self Explanatory.
    Ancient Magic Fix-Takes too long to cast, effect not as "flashy" as people would have liked it to be
    Meteor?-Who knows lol

    *Red Mage

    Unique Traits
    High Magic Accuracy
    Cannot use Tier 3 spells(Could be changed with cap increase later)
    Bonus to Enfeebling Magic(Lengthened maybe)
    Faster Cast Time

    Abilities
    Enfire, Enblizzard, Enthunder, Enstone, Enwater, Enaero- Imbue a target party member(s) weapon with an element.
    Refresh?-Might as well.

    *Dragoon
    Jump-Kinda obvious they might get this


    What do you think? What job specific abilities would you like to see?
    (0)

  2. #2
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Red Mages could maybe have the ability to use TP to cast spells or MP to use weaponskills. Or maybe a thing where casting a spell boosts their next weaponskill and using a weaponskill boosts their next spell.
    (0)
    Last edited by Brannigan; 05-21-2011 at 02:36 PM.

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    100
    I would like to see NIN and THF again

    Ninja
    Abilities:
    Poison weapons,
    Sleep bombs (Why are gobbies only ones with bombs?)

    Traits:
    Throwing bonus/acc,
    Stealth (Able to creep up behind mob for a higher attack strike or something while in combat)

    Just a idea. While playing FFXI I used my NIN to it fullest and had alot of fun throwing stuff around lol. Even toss Grenade Arms at Haughtpox Bloatbelly for the hell of it.
    (0)

  4. #4
    Player
    Loony_BoB's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    725
    Character
    Loony Bob
    World
    Twintania
    Main Class
    Warrior Lv 80
    I'd like to see a widened area of effect for white mages using white magic and black mages using black magic. Well, not entirely sure on the latter, black mages might have a better idea on whether or not that would be good or bad considering it could affect mobs you aren't in battle with and could result in problems. White magic obviously doesn't have that kind of issue.

    EDIT: Also, Bard - bonus to enfeebling and enhancements. Naturally.
    (0)
    doop doop

  5. #5
    Player
    Roll's Avatar
    Join Date
    Mar 2011
    Posts
    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Yeah Conjurer's AoE is pretty small compared to Thaumaturge for healing and buffing. I hope it's bigger for white magic at least.
    (0)

  6. #6
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    WHITE MAGE => Quest available at R30 Disciple of Magic
    + Pray -> Whenever White Mage casts a spell, a small amount of HP and MP are restored to nearby party members
    + Bonuses to Healing and Buffs from THM and CON classes
    + Gains new buffing magic (Haste + Elemental Protect Spells)
    + Gains new magic: Holy (Deals Light damage)
    - Can no longer use Astral and Umbral spells
    - Can no longer use Burst, Flare, Flood, Freeze, Tornado, or Quake
    - Loses some casting efficiency when equipped with Hand-to-Hand, Axes, or Polearms

    BLACK MAGE => Quest available at R30 Disciple of Magic
    + Meteor -> Deals large amounts of unaligned damage to all enemies and decreases all their defenses for a time afterwards
    + Ultima -> Deals large amounts (but less than Meteor) of unaligned damage to all enemies, ignoring resistances and defenses
    + Osmose -> takes the place of "Siphon MP." Steals a portion of the target's MP and deals Water damage equal to the amount of MP stolen
    + Bonuses to damage spells
    - Can no longer use Cure III, Sacrifice III, Protect II, Shell II, Resurrect, or Raise
    - Loses efficiency on spells such as Sleep, Gravity, Slow, Silence, and Paralyze
    - Loses some casting efficiency when equipped with Hand-to-Hand, Axes, or Polearms.

    RED MAGE => Quest available at R30 Disciple of Magic + R15 Disciple of War
    + Curse -> Target(s) take a portion of the damage they deal as Umbral damage
    + Dualcast -> Red Mage casts with increased efficiency (more damage/healing) for a time (30-60 seconds?)
    + Gains new buffing magic (changes elemental alignment of target's weapon)
    + Gains Osmose and Haste (neither are as effective as the Black Mage or White Mage version)
    + Efficiency of spells increased while wielding Swords, Daggers, Axes, Hand-to-Hand, or Polearms (80% affinity with Disciples of Magic)
    + Bonuses to spells such as Sleep, Gravity, Slow, Silence, and Paralyze
    - Slightly Decreased magic damage
    - Slightly Decreased physical damage
    - Decreased survivability
    - Can no longer use Burst, Flare, Flood, Freeze, Tornado, Quake, Cure III, Sacrifice III, or Levinbolt II

    THIEF => Quest available at R30 Disciple of War
    + Steal -> Has a chance to steal an item that a monster drops, increasing chances depending on Dexterity.
    + R50 Mug -> Has a chance to steal an item, deals moderate physical damage while doing so
    + Flee -> Decreases the Thief's damage but increase Evasion for a time
    + Alert -> Thief cannot be critically hit for a time (20-30 seconds, 60 second cooldown?)
    + Gil Toss -> Throws some gil at enemies, dealing physical damage.
    - Deals less physical damage than other Disciple of War classes
    - Very vulnerable to magic as invasion is increased but magic resistances are not
    - Does not have good defenses but has good evasion.
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  7. #7
    Player
    BloodLotus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    539
    Character
    Blood Lotus
    World
    Sargatanas
    Main Class
    Lancer Lv 80
    Dragoon

    Quest to unlock Dragoon available at R50
    Main Role in Party: Deal Damage

    Traits to increase Damage
    Traits to increase Accuracy
    Traits to increase damage to Lizard type mobs (Puks, Drakes, Peistes)

    Skills to Charm and control Lizard type mobs? (I'm allowed to dream and wish)

    TP Skills more powerful in Battle Regimen Mode (If it stays)
    TP Skill "Jump" Reduce Enmity and deal damage in proportion to TP stored.
    (0)
    Last edited by BloodLotus; 05-21-2011 at 04:21 PM.

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