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  1. #31
    Player
    Synra's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    121
    Character
    Synra Nightwalker
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    I posted this before months ago, but just for fun I will repeat it here:


    Class: Fencer

    Melee DPS based on DEX. Weapon type = Rapiers and Knives


    Job: Theif

    Fencer gains stealth ability, Steal, Mug and greater Backstabbing ability.


    Job: Red Mage

    Fencer gains buffs (en-fire?) that add Magical damage to their normal attacks. They also have a lot of freedom to take cross class abilities from WHM and BLM.
    (0)

  2. #32
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    Quote Originally Posted by LordSaviour View Post
    Everyone keeps using the same set of classes that we started with, use your imagination. As more worlds open up and new cities to be explored, this will introduce more Guilds for Classes.

    Like Templar, could start with Squire, and could be a 2H Great Sword Class. Which could also branch off into Dark Knight.
    I chose what I did because I'd rather flesh out what we have than add to the class lists. Right now only one class has two Jobs, arcanist.
    (0)

  3. #33
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    Job: Arithmetician
    Branching Class: Any mage
    Secondary Class: Any mage
    3rd Class for skill pulls: Any mage
    Role: DPS or Healer

    Some abilities:

    Sum - Creates a small circular field. While you are inside the field, increases your spell potency by 5% for each party member and enemy inside the field. Lasts 20s. 120s recast.
    Difference - Creates a large circular field. Deals damage over time to all enemies inside the field at 60 Potency, but potency is reduced by 15 for each party member inside. Lasts 15s. 40s recast.
    Redistribute - Single target spells damage nearby enemies instead, and AoE damage spells damage the target instead at increased potency. (Undecided recast)
    (0)

  4. #34
    Player
    Rakashu's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Rakashu Action
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Job: Action Man
    Class: Fists
    Subclass: Man
    Cross-class: Cyborg
    Role: Risk Assessment & Management.

    every group needs a certain type of man whose willing to go above and beyond the call of duty, some one who knows the risks, knows how to weigh them, and is willing to punch through them with the fists God gave him.
    (1)

  5. #35
    Player
    Shirana's Avatar
    Join Date
    Dec 2013
    Posts
    250
    Character
    Shirana Everdark
    World
    Brynhildr
    Main Class
    Lancer Lv 70
    lawl I got too excited while reading and thought this was a fun thread where you could post anything just for fun/killing time so I spent like twenty mins thinking of random stuff only to realize this thread is serious. Huge derp moment...

    Edit: Sorry, for clarification I mean..
    I read this: "Basically map out your idea of how the new classes/jobs will work!"
    as "Basically map out your idea of a class/job!"
    qq
    (1)
    Last edited by Shirana; 03-14-2014 at 02:59 PM.

  6. #36
    Player
    Grey_Cain's Avatar
    Join Date
    Oct 2011
    Posts
    426
    Character
    Cara Verant
    World
    Ultros
    Main Class
    Conjurer Lv 90
    Well, time to go overboard. A job for each role, to make three jobs per class. Of course, a lot of these are named more for the sake of having a recognizable job than being faithful to that job, and the roles are forced for symmetry rather than having an appropriate role for the particular job.

    Job: Dark Knight
    Role: DPS
    Base Class: Gladiator
    Secondary Class: Thaumaturge
    Cross-Class: Lancer

    Additional Enmity Generation on abilities replaced with HP loss for extra damage. Flash becomes Dark Wave for AoE cone damage. Abilities involve losing HP in exchange for extra damage.


    Job: Heaven Knight
    Role: Healer
    Base Class: Gladiator
    Secondary Class: Conjurer
    Cross-Class: Pugilist

    Additional Enmity Generation on abilities replaced with HP recovery, including Flash. Healing abilities spread the amount healed on self equally between all party members in range.


    Job: Geomancer
    Role: DPS
    Base Class: Marauder
    Secondary Class: Thaumaturge
    Cross-Class: Arcanist

    Additional Enmity Generation on abilities replaced with extra elemental damage based on terrain. Debuff ability adds a different debuff based on the terrain the caster is standing on (Slow on earth, Bind on snow, Burn on lava, etc.).


    Job: Defender
    Role: Healer
    Base Class: Marauder
    Secondary Class: Conjurer
    Cross-Class: Gladiator

    Additional Enmity Generation abilities replaced with damage reduction (like Stoneskin/Adaloquiem) placed on target's target. Additional abilities to put up reactive healing that cures a person when they take damage.


    Job: Cavalier
    Role: Tank
    Base Class: Lancer
    Secondary Class: Gladiator
    Cross-Class: Marauder

    Side- and Back-position requirements replaced with Additional Enmity Generation. Gains damage reduction while mounted (with the ability to summon and mount your Chocobo companion), but your companion can be killed and would need to be re-summoned to mount again.


    Job: Oracle
    Role: Healer
    Base Class: Lancer
    Secondary Class: Monk
    Cross-Class: Conjurer

    Side- and Back-position requirements absorb life instead of dealing bonus damage. Absorbed HP does not heal the Oracle but instead is put into a healing bubble. The Oracle can release the bubble on a target to heal them for the total HP in the bubble. If the Oracle would take damage, the bubble takes the damage instead, reducing the amount of healing that can be given to another player.


    Job: Martial Artist
    Role: Tank
    Base Class: Pugilist
    Secondary Class: Marauder
    Cross-Class: Thaumaturge

    Side- and Back-position requirements replaced with Additional Enmity Generation. Various stances add debuffs to the enemy or buff the Martial Artist.


    Job: Priest
    Role: Healer
    Base Class: Pugilist
    Secondary Class: Arcanist
    Cross-Class: Conjurer

    Chakra recast is reduced and placed on the GCD. Various stances change Chakra to one of a single-target heal on another player, an AoE centered on the Celebrant, or removes a single debuff on the target. In each case, the use of Chakra will put the player into a different stance.


    Job: Sniper
    Role: Tank
    Base Class: Archer
    Secondary Class: Lancer
    Cross-Class: Marauder

    Uses Ground AoEs to place traps that inflict Heavy and Bind on targets and generates more enmity the further they are from the target. Note: Any Archer tank that doesn't need to stay within melee range of an enemy would be too overpowered to be made into an actual job.


    Job: Celestial Archer
    Role: Healer
    Base Class: Archer
    Secondary Class: Thaumaturge
    Cross-Class: Arcanist

    Fire healing arrows at allies. Add some buffs along with the healing.


    Job: Time Mage
    Role: Tank
    Base Class: Thaumaturge
    Secondary Class: Marauder
    Cross-Class: Arcanist

    In addition to their normal effects, Astral Fire bonus increases enmity from Fire-based spells, while Umbral Ice bonus reduces enmity loss. Also uses debuffs that prevent an enemy from acting, such as Pacification, Stop, and Slow, plus the ability to buff self and allies with Haste and Reflect.


    Job: Illusionist
    Role: Healer
    Base Class: Thaumaturge
    Secondary Class: Arcanist
    Cross-Class: Monk

    In addition to their normal effects, Astral Fire bonus increases the potency of healing effects cast by the Illusionist, and Umbral Ice adds an evasion bonus to targets healed by the Illusionist. Main healing ability also gives a target shadows to absorb hits.


    Job: Necromancer
    Role: Tank
    Base Class: Arcanist
    Secondary Class: Thaumaturge
    Cross-Class: Gladiator

    Summons undead pets to attack a target. Pets have additional enmity generation on all abilities and life drain with basic attacks. The Necromancer has an ability that moves all of his enmity to his pet.


    Job: Green Mage
    Role: Tank
    Base Class: Conjurer
    Secondary Class: Gladiator
    Cross-Class: Arcanist

    Main enmity generation would come from a spell buff. Casts buffing spells like Brave and Faith, and adds an extra debuff to Conjurer attack spells.


    Job: Seer
    Role: DPS
    Base Class: Conjurer
    Secondary Class: Thaumaturge
    Cross-Class: Lancer

    Magick Frenzy stance gives the Seer a ranged, Magic damage-based Auto-Attack hit whenever it hits an enemy with an offensive spell.


    Job: Sky Pirate
    Role: Tank
    Base Class: Musketeer
    Secondary Class: Marauder
    Cross-Class: Archer

    Debuffs the enemy and his attacks have more enmity the closer the Sky Pirate is to the target.


    Job: Red Mage
    Role: DPS
    Base Class: Musketeer
    Secondary Class: Thaumaturge
    Cross-Class: Conjurer

    Gains a stacking Skill Speed buff every time he casts a spell and a stacking Spell Speed buff every time he uses a weapon skill.


    Job: Corsair
    Role: Healer
    Base Class: Musketeer
    Secondary Class: Conjurer
    Cross-Class: Lancer

    Random rolls give a target healing effects or various buffs, such as regen, stoneskin, or damage/defense bonuses. Busting causes a status ailment instead.
    (0)
    Last edited by Grey_Cain; 03-14-2014 at 05:23 PM.

  7. #37
    Player
    Nheir's Avatar
    Join Date
    Nov 2013
    Posts
    48
    Character
    Nheir Amell
    World
    Gilgamesh
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Shirana View Post
    lawl I got too excited while reading and thought this was a fun thread where you could post anything just for fun/killing time so I spent like twenty mins thinking of random stuff only to realize this thread is serious. Huge derp moment...

    Edit: Sorry, for clarification I mean..
    I read this: "Basically map out your idea of how the new classes/jobs will work!"
    as "Basically map out your idea of a class/job!"
    qq
    No that'd work fine! haha Just so long as it sorta fits the format.
    (0)

  8. #38
    Player
    Shirana's Avatar
    Join Date
    Dec 2013
    Posts
    250
    Character
    Shirana Everdark
    World
    Brynhildr
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Nheir View Post
    No that'd work fine! haha Just so long as it sorta fits the format.
    alright, but it's still more for fun than anything else so don't expect it to look balanced or maybe even useful 8D

    Edit: Taking longer than I wanted lawl but it became pretty fun so I kept adding more and changing stuff
    (0)
    Last edited by Shirana; 03-15-2014 at 05:15 AM.

  9. #39
    Player
    Shirana's Avatar
    Join Date
    Dec 2013
    Posts
    250
    Character
    Shirana Everdark
    World
    Brynhildr
    Main Class
    Lancer Lv 70
    Alright, here it is. It sucks but I had fun so it doesn't matter qq
    Kinda long so I put it in a hide box for convenience of people browsing.
    Personally I'd like to see Red Mage since I never played FF11 and it looks like lots of fun *-*

    **I seriously re did all of this like 5 times >_>**

    I made this for fun, out of fandom (signature says it all)!
    I do not expect it to look completely balanced. I just wanted to accomplish three goals here.
    1) To have fun, always
    2) Make the class something interesting
    3) Make it something worth playing but in it's own unique fashion. Each class in this game is unique from each other. I did not want to make a copy cat class. Not only that but each "stance" the class uses needed to have it's own reason to be considered over simply just personal playstyle otherwise it's more of a "fits everyones playstyle" class and not a "chose this class because it is useful, like a summoner using DoT's and back up healing" for example. You'll see what I mean when you read on, not that people shouldn't choose a class because of personal playstyle lol
    One last note, I just made up the skill names using Reimu's spell names so it's better if you read on to know what they do lol

    Job: Priest/Priestess (PRS)
    Branching Class: Conjurer (For the wands~)
    Secondary Class: Pugilist
    3rd Class for skill pulls: Thaumaturge
    Role: DPS Only.
    Basic Idea: Flexibility in combat, using "signs" to switch skills from true dps, to versatile dps, to utility dps. Kind of like a jack of all trades/master of none idea. Can dish out nice reliable DPS but not at the potency of say a black mage nuking something with astral fire and fire III/flare.


    Signs:
    Spirit Sign - Enter an enlightened state, capable of using magic. Increased Intelligence and Piety while reducing Strength and Vitality. 60 second cooldown. Shares a cooldown with the other stances. Cannot use Fantasy or Dream skills. Uses MP.

    Fantasy Sign - Enter a focused state, capable of swift physical action. Increased Strength and Evasion, while decreasing Intelligence and Vitality. 60 second cooldown. Shares a cooldown with the other stances. Cannot use Spirit or Dream Skills. Uses TP.

    Dream Sign - Enter a euphoric state, perfectly balanced and capable of special actions. Increased Vitality and Piety while decreasing Intelligence and Strength. 60 second cooldown. Shares a cooldown with the other stances. Cannot use Spirit and Fantasy skills. Uses MP and TP.

    Some Skill Ideas.

    Spirit Based Skills:
    Spirit Seal Circle - inflict void status on one foe which causes the enemy to reset to their original position and ignore players until re-engaged (if used in a group, that enemy will teleport back to where they were when pulled as if nothing happened and no longer move to defend the group. They will simply act as if they were a random single monster on the map now. Would not work on spawns/adds as they auto target all players). 150 second cooldown.

    Spirit Orbs - Deals a Potency of 180 and striking the target with orbs dealing magical damage. Global Cooldown.

    Divine Spirit Orb - Strike the foe with a single powerful orb, dealing a magical potency of 280. 40 second cooldown.

    Spirit Arts - Reduced casting time for 20 seconds. 120 second cooldown.

    Spirit Blink - Turn invisible (like the DoL skill), increasing damage taken by 30% but increasing movement speed by 20%, MP regen by 50% for 8 seconds. Cast times are increased for the duration. 180 second cooldown.


    Fantasy Based Skills:
    Fantasy Amulet Seal - Strike the target with your Gohei (wand) with great force, inflicting confuse status on your opponent with 150 potency. Confused enemies will randomly attack themselves or other enemies for 10 seconds. 60 second cooldown.

    Fantasy Demon Seal - Strike the target with your Gohei with a potency of 120. Global Cooldown.

    Fantasy Duplex Seal - Strike the target with your Gohei with a potency of 150. Fantasy Demon Seal Combo Bonus: 180 Potency and inflict Heat status, causing the enemy to take an additional unaspected potency of 40 everytime the enemy attacks or uses a skill. Lasts 20 seconds. Global cooldown. Heat status is slowly resisted over time like stun or slow.

    Fantasy light seal - Strike the target with your Gohei with a potency of 170. Fantasy Demon Seal Combo Bonus: 220 potency an inflicts slow for 20 seconds. Global Cooldown.

    Fantasy Light Seal - Strike the target with your Gohei with a potency of 100. Fantasy Amulet Seal Combo Bonus: inflict Doom status, instantly killing the target after ten seconds. 180 Second cooldown.


    Dream Skills:
    Dream Barrier - Shield a target, reducing their damage by 10% for 15 seconds. Cannot be used on self. 60 second cooldown.

    Dream Arts - Instantly replenish the entire parties MP/TP by 25%. 120 second coolown.

    Dream Evil Seal - Curse a target and the two nearest targets, reducing their determination and vulnerability for 20 seconds. 60 sec Cooldown.

    Dream Ascension - Cast damage reflection on a party member for 10 seconds. 40 Second cooldown.

    Dream Rift - Deal 100 Unaspected Potency to all targets in an area. Global Cooldown, high MP cost like a BLM using Astral Fire.

    tl;dr: too much work, back to enjoying a game 8D


    Edit: Fixed a typo where it sounded like I implied you to do your own research but I actually just meant read on.

    Edit: One last note, I'm not being paid for this so I didn't work out potency/cd I just worried about incentive and balance. So the cd's are just to give the idea it's not mean to be spammed like GCD skills lol
    (0)
    Last edited by Shirana; 03-15-2014 at 05:59 AM.
    The unique perspective of Touhou in my own words and why it is different from the typical game or manga c:
    https://sites.google.com/site/mytouhouprojectperspective/


  10. #40
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Well looking at the new 2.2 patch video dual dagger class confirmed!? Because Thancred!!! http://www.youtube.com/watch?v=uwPAj8ivQ-8

    So Thief/Ninja could be a future thing :3 Get the class from him, Ninja from someone from Doma. And just to plug Dancer because I want it, get Dancer from F'lhaminn or one of the random dancer NPCs in Ul'dah/Costa del Sol =p
    (0)

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