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  1. #41
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Ok my turn:

    Job: Dark Knight
    Role: DPS
    Base Class: Marauder
    Secondary Class: Lancer
    Tertiary: Pugilist

    And for the skills:
    lvl30: Blood stance: Change all increase enmity moves to equivalent HP restore moves. Increase damage dealt by 10%
    lvl35: Absorption: Increase damage dealt, taken, and healed by 10% for 20 seconds, off GCD
    lvl40: Decapitate: Base 100 potency, potency increases (up to a maximum of 450 at 0.1% hp) as HP decreases, GCD
    lvl45: Bleed: Base potency 300, potency decreases as foe has more HP (up to a minimum of 10 potency at 100% hp) , dot potency 10, dot potency increases as foe has less hp (up to a maximum of 200 potency at 1% hp), Off GCD
    lvl50: Red eye: Base potency 150 AOE, potency increases as HP decreases(up to a maximum of 300 at 0.1% HP), places dot on self potency 30, GCD

    I.e. Class has moves that increase in damage as hp decreases, but also has moves to recover HP from dangerous levels

    Job: Ranger
    Role: DPS
    Base Class: Archer
    Secondary Class: Lancer
    Tertiary: Pugilist
    (i.e. change the classes for bard)
    And for the skills:
    lvl30: Far shot: 200 potency, off GCD
    lvl35: Tactical Dodge: 150 potency, can only be used in range of 10 yalms to 20 yalms, knockback self 10 yalms, GCD
    lvl40: Smokescreen: Decrease enmity in nearby foes, inflict blind (AOE), off GCD
    lvl45: Camouflage: Increase Evasion and Dexterity by 20%, off GCD
    lvl50: Head Shot: 400 potency, off GCD
    Also can equip arrow heads as secondary weapon, with effects such as 10% poision, slow, crit rate, paralyze, etc

    Job: Bard
    Role: DPS
    Base Class: Archer
    Secondary Class: Conjurer
    Tertiary: Arcanist

    And for the skills:
    lvl30: Mages ballad
    lvl35: Army's Paeon
    lvl40: Foe Requiem
    lvl45: Rain of Death (the old Rain of death...)
    lvl50: Battle voice (less cooldown time)
    (0)

  2. #42
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Seeing UBERHAXED DRK, I'm gonna make my own since the skills he listed are overpowered.

    Dark Knight (DPS)
    Class: MRD
    Secondary: Thaumaturge
    Tertiary: Archer

    Cross Class: THM mainly for Thunder. Swiftast+thunder = another AoE. Archer because of Raging and Quelling.

    Job skills:
    30 Dark Seal - Removes enmity multiplier from moves, increases damage dealt and taken by ~10% (or rather whatever puts it on par with DRG and MNK).
    35 Soul Eater - Next action skill has double potency, but takes 5-10% of player health.
    40 Guillotine - 300-400 potency off GCD, 1-3 minute recast. Adds 15 second DoT.
    45 Blood Rage - Increases damage taken and dealt by 15%. Increases Enmity to all targets. 2 minute recast.
    50 Blood Weapon - Increases damage dealt by 15%, each hit recovers some % of HP. 10 second duration, 5 minute recast.
    (0)

  3. #43
    Player
    Nepenthe's Avatar
    Join Date
    Sep 2012
    Posts
    90
    Character
    Bastian Wolf
    World
    Excalibur
    Main Class
    Astrologian Lv 56
    Chemist, or something relating to chemistry and alchemy that sounds fancy.
    To unlock this job, you would need a master alchemist and.. well, I'm undecided on archer or a DoM, or something that's just not in the game yet. This wouldn't be something you just lead into.

    Their main form of skills would be tossing flasks with a ground targeted AoE or a strong single target effect. Most attacks would require consumables you craft. Your throws have moderately long cool downs. If the class were supplemented with a DoM I'd say they'd utilize some sort of pseudo terrain effect with fire and water magic. If it were to be supplemented by a ranged physical class, they would have a ranged weapon and a few skills to use in between.
    (0)

  4. #44
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by File2ish View Post
    Seeing UBERHAXED DRK, I'm gonna make my own since the skills he listed are overpowered.
    .
    .
    .
    Cross Class: THM mainly for Thunder. Swiftast+thunder = another AoE. Archer because of Raging and Quelling.
    .
    .
    .
    You can't cross thunder anymore though... Also I think it should have access the the same move pool as the other 2 melee (both of which share MRD, LNC, and PGL, which this would as well). Why would This need quelling? None of the melee need quelling strikes so why would this be any different?
    (0)

  5. #45
    Player
    Rubieus's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    573
    Character
    Rubieus Amrita
    World
    Tonberry
    Main Class
    Lancer Lv 81
    Job: Gunblade Specialist
    Branching Class: Soldier (Garlean fighting force)
    Secondary Class: Pugilist
    3rd Class for skill pulls: Marauder
    Role: DPS

    Possible Skill: Lock and Load (This class works like blackmage, sacrificing more TP for higher damage, but sacrifices higher damage for tp regen), combos build up charges like the old Power Surge buff, higher charges mean higher damage and tp cost. Some skills require charges to use, like Aether Flow. Every 10 levels, the class gains an ability that utilizes charges 10=1, 20=2 and so on. Job, takes this one step further and adds passive enhancements to the charges. IE: attack buff, regain, so on.
    (0)
    Quote Originally Posted by Naoki_Yoshida View Post
    ガンブレード!吉田も欲しいです!
    うん、銃は夢があるし、ガンブレードもFFらしいですよね

  6. #46
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by UBERHAXED View Post
    You can't cross thunder anymore though...
    Mages are the only ones who get THM anyway, anything else from THM would be utterly pointless (I only did /THM because DRK in FF usually can do some black magic).

    As for quelling strikes it's mainly for potential enmity generation via damage boosting effects like Maim, Raging Strikes, and whatever else there might be (With the lvl 30 job skill I put plus those two it would be +50% damage [10% dark seal, 20% raging, and 20 maim]. If DRK is on par damage wise to DRG and MNK without those buffs they would probably need quelling. PGL and LNC would offer more useful cross class I'm sure (Invigorate probably being most useful), was trying to be a bit different since WAR takes from both of them.
    (0)

  7. #47
    Player
    Friske's Avatar
    Join Date
    Oct 2013
    Posts
    85
    Character
    Emoni Lannis
    World
    Odin
    Main Class
    Scholar Lv 90
    Here's one that I've been thinking about

    Job: Time Mage
    Branching Class: Thaumaturge
    Secondary Class: Arcanist
    3rd Class for skill pulls: Conjurer
    Role: DPS

    Time mages could be similar to how bards work, which is being able to use support abilities and do damage. Kind of like the magical version of Bards, but with some very unique spells such as trademark haste and slow.
    Thaumaturge is the branching class because it fits in with previous ff games. Supporting abilities such as slow and haste are kind of linked in with thaumaturges as well, and Arcanist because it's based heavily around status effects. It would also give some pretty cool spells like virus and eye for an eye.

    Possible Skills: Along with some fan serviced spells, I've thought of a few that could be quite cool to use.
    I'm gonna use Uberhaxed's template.
    Haste - Increase spell and skill speed of a selected friendly target by 20% for 15 seconds. 60 second cooldown. I really think Hastega would just be completely overpowered, that's why haste is used as one of the job skills. I think giving the signature ability Haste as the very first skill would really motivate people to continue levelling the job.

    Slow - Decrease spell/skill speed of a targeted enemy by 20% for 15 seconds. 60 second cooldown. Pretty much an inverted haste.

    Meteor - Deals a 600 potency aoe with a cast time of 6 seconds that costs all of your mana, you are also unable to enter umbral ice for 5 seconds,. It's kind of like a watered down version of the caster's lb3. The huge cast time really highlights how this is the most damaging spell time mages have. Which is really emphasised in previous ff games.

    Doomsday Clock - Everyone in the party receives a buff that increases the potency of their attacks by 15%. This lasts for 15 seconds and after the duration everyone receives a debuff that lowers all damage dealt by 25% for 15seconds. This encourages some thinking on when to use this spell. Even though it lowers overall dps, I think it would be quite good on dps checks. 2 minute cooldown with a 3 second cast time.

    Time Collapse - All damage dealt in the past 3 seconds will be dealt to the targeted enemy. Single Target spell with an instant cast time and a 1 minute cooldown. Limit breaks don't contribute to this. I think this would really encourage co ordination and timing of attacks. Like using this skill right after a black mage uses flare.

    Ofcourse, for balancing purposes, the time mage job crystal wouldn't give nearly as much intelligence as the black mage job crystal. It'll probably give no intelligence points at all, but could put some points into piety.
    (0)
    Last edited by Friske; 03-16-2014 at 04:52 AM.

  8. #48
    Player
    Swagcity's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Swag Zilla
    World
    Malboro
    Main Class
    Marauder Lv 32
    Job: Beastmaster

    Branching class: MRD

    Secondary class: GLD

    3rd class for skill pulls: perhaps Arc?

    Role: Tank

    Hmmm, lets see; a pet tanking class may be difficult to implement; perhaps the bst will mount onto the pet upon calling him/her (Perhaps make battle mounts move at the same speed as the player). This way the bst can move/dodge attacks. The bst would use axe attacks while on the mount along with other abilities specific to that mount. The bst and the mount will both throw out normal attacks while engaged. Abilities, snarl, reward, pet special abilities, etc. The bst alone has paper defense, but the pet+bst gains a hp and defense boost. No jugs needed, just do a series of quests for the pets. If the hp bar reaches zero, they both die, similar to the mamool ja riders in XI.

    Another thing, the pets would wear heavy armor (Which is why they move slower than personal mounts).
    (0)
    Last edited by Swagcity; 03-16-2014 at 09:23 AM. Reason: Someone already mentioned mount tanks, I approve of this^^

  9. #49
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by File2ish View Post
    As for quelling strikes it's mainly for potential enmity generation via damage boosting effects like Maim, Raging Strikes, and whatever else there might be (With the lvl 30 job skill I put plus those two it would be +50% damage [10% dark seal, 20% raging, and 20 maim]. If DRK is on par damage wise to DRG and MNK without those buffs they would probably need quelling. PGL and LNC would offer more useful cross class I'm sure (Invigorate probably being most useful), was trying to be a bit different since WAR takes from both of them.
    Warrior doesn't take from both of them (in fact warrior is the only job that takes from gladiator). If DRK is on par with DRG and MNK, neither of which use quelling, then why would it need quelling? In fact, no class needs quelling. There was a reason that no melee class can get raging strikes and this was intentionally put in place for balance.
    (0)

  10. #50
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by UBERHAXED View Post
    Warrior doesn't take from both of them (in fact warrior is the only job that takes from gladiator). If DRK is on par with DRG and MNK, neither of which use quelling, then why would it need quelling? In fact, no class needs quelling. There was a reason that no melee class can get raging strikes and this was intentionally put in place for balance.
    You're right, my bad lol. I never got warrior, forgot they get flash and whatnot XP Brain fart on my part. My mistake lol.

    As for quelling, the only job that requires Archer is Black Mage, and most black mages I've partied with that actually got it (which isn't too many lol) uses it at the start of fights so they don't pull hate, but that is in part because they're ranged and sometimes start casting before the tank pulls, or for AoE burns. Critical Flare can do a ton of damage and put a lot of hate on the BLM. Bard needs it as well usually for during a pull since some overzealous bards like to attack immediately when they see a lob or tomahawk go off, and others like to AoE groups of 3+ when they don't need to. Quelling certainly isn't a required skill, but is actually very useful. It's like a courtesy to use it for the tank, we don't rip hate by accident when you're trying to generate hate. Few, if any cross classable skills are required for jobs, they're tack ons with some use.

    Balancing jobs is tricky, I saw it fit for my version to have quelling for the temporary attack boost from stacked skills that could rip hate with Overpower without the enmity multiplier. I know full well what I put isn't perfectly balanced. I envisioned a short burst damage output for the job, archer seemed like it would work the best from the lack of PGL/LNC for the required second class. There are trade offs from using /THM.
    (0)
    Last edited by File2ish; 03-16-2014 at 01:28 PM.

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