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