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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Elementalist => Red Mage/Geomancer Job idea

    It's time for me to give you all another large wall of text.

    Weapon: Rapiers: Thin, single-handed blades that end in a point that were specially handled to allow aether to be channeled through them. Allows for shields on the off hand.
    Armor Type: Robes and Light Armor

    Elementalist [ELM]
    Magic-Melee DPS Class
    Limit Break: Magic DPS
    Battle-mages that specialize in switching between devastating elemental magics and fencing. Their spells are DoT based and rely on a rotation, switching from one DoT to the next, increasing their damage when used in the correct sequence, and adding stacks to the foe. Magic uses MP and is Intelligence-based, while their Fencing uses TP and Dexterity-based.

    Elemental Spells and Cycle:
    - The Elementalist main arsenal consists of both natural (Air, Earth, and Water) and aetheric (Fire, Ice, and Thunder) elements and weaving them together, creating a cycle. One cycle is called an Arcane Cycle.
    - There are Three types of cycles: The Incorporeal Arcane Cycle (Fire, Thunder, Wind), Corporeal Arcane Cycle (Water, Ice, Earth), and the Complete Arcane Cycle (All Elements).
    - Incorporeal Arcane Cycle: Fire => Thunder => Wind => Fire
    - Corporeal Arcane Cycle: Water => Ice => Earth => Water
    - Complete Arcane Cycle: Fire => Water => Thunder => Earth => Wind => Ice => Fire
    - To progress through a cycle, the caster must cast the next Elemental Spell in the cycle on the previous spell's Attuned debuff.
    - A cycle is complete when the caster recasts the first spell they cast in the cycle on the correct Attuned debuff.
    - Upon completion of a cycle, a target shall receive one tally on an Arcane Cycle buff/debuff.
    - One target can only have 10 tallies on an Arcane Cycle stacks on them at a time.
    - Completing a Incorporeal Arcane Cycle places a tally on the selected enemy target (as a none removable-debuff).
    - Completing a Corporeal Arcane Cycle places a tally on the caster (as a none removable-buff).
    - Completing a Complete Arcane Cycle places a Incorporeal Arcane Cycle tally on the selected foe and a Corporeal Arcane Cycle tally on the caster.
    - Arcane Cycle stacks will stay on the foe until they are killed, disengaged, the Elementalist who placed them on is killed, or all the tallies are used on the stack.
    - Multiple foes can have an Arcane Cycle stack from the same Elementalist.
    - Arcane Cycle stacks will stay on a caster until they are killed or use all the tallies on the stack.
    - Casting the wrong elemental spell on the wrong Attuned debuff will NOT effect it but it will not count towards the cycle until the correct spell is cast. The Attuned debuff will disappear when time is up OR if the wrong Elemental spell's DoT ends and its Attunement buff pops up, the cycle will then be reset but it will not effect Arcane Cycle stacks.

    Spells:
    - Burn: Fire-based. Ignites the aether surrounding the selected target. Places a "Burn" DoT on the foe for 9 seconds and then places a "Fire-Attuned" debuff on them for 10 seconds.
    - Drown: Water-based. Converts the aether surrounding the selected target into water. Places a "Drown" DoT on the foe for 9 seconds and then places a "Water-Attuned" debuff on them for 10 seconds.
    - Shock: Thunder-based. Energizes the aether around the selected target. Places a "Shocked" DoT on the foe for 9 seconds and then places a "Thunder-Attuned" debuff on them for 10 seconds.
    - Rasp: Earth-based. Uses aether to make minerals surrounding the selected target grind. Places a "Rasp" DoT on the foe for 9 seconds and then places a "Earth-Attuned" debuff on them for 10 seconds.
    - Choke: Wind-based. Uses aether to push a great amount of air at the selected target. Places a "Choke" DoT on the foe for 9 seconds and then places a "Wind-Attuned" debuff on them for 10 seconds.
    - Frost: Ice-based. Uses aether to freeze the selected target. Places a "Frost" DoT on the foe for 9 seconds and then places a "Ice-Attuned" debuff on them for 10 seconds.
    - Osmosis: Uses 1 Incorporeal Arcane Cycle tally from a selected foe. Damages the targeted foe, converts 50% of it into MP, and adds one Corporeal Arcane tally to the caster's stack.
    - Elementalshift: Changes the selected target's Attuned debuff to the next one in the cycle (This does count toward completing an Arcane Cycle). Also increases the chance of the next Elemental spell placing a Tactical Wheel buff on the caster by 15%

    * One foe can only have one DoT and Attuning debuff on them per Elementalist.
    ** Any newly cast DoT will replace an older DoT.
    *** The Attuning debuff will disappear when the opposing elemental spell is cast.

    Fencing:
    In order to protect themselves while attune their foes to the arcane cycle, Elemantalist have developed a special fencing technique to work in conjuncture with their spell.

    Fencing Skills:
    - Main Gauche: Uses 1 Corporeal Arcane Cycle tally from a targeted foe. Places a "Main Gauche" buff on the user for 10 seconds. The Main Gauche buff grants a 80% chance that the damage of a nearby enemy's attack will be decreased by 25% and will be countered for 50% of the damage. Some moves cannot be countered.
    - Sabrage: Uses 1 Corporeal Arcane Cycle tally from the user. Does physical damage to a selected target from up to 15 yalms away and adds 1 Incorporeal Arcane Cycle tally to their stack.
    - Checkmate: Uses all the Incorporeal Arcane Cycle tallies from a targeted foe. Endows your rapier with aether and causes their Arcane Cycle stacks to burst. Does 20 potency per Arcane Cycle stack.
    - Point-in-Line: Uses 1 Incorporeal Arcane Cycle tally from a selected foe and 1 Corporeal Arcane Cycle tally from the caster. An instant cast ability that automatically parries and counters the targeted foe's attack for 25% of the damage. Timing must be correct in order to use.
    - Wasp Sting: The Fencer thrusts towards their foe and places a Poison DoT on them for 10 seconds. Gap-Closer.
    - Swarmstrike: Thrusts at a targeted enemy seven times. Each strike does a small amount of damage and has its own chance to be evaded and/or crit. Can be stopped by moving your character.
    - Circle Blade: The fencer spins around in a circle, slashing every foe in a 5 yalm radius.
    - Ripose: Deals damage to a foe and places a "Bleeding" DoT on the targeted foe for 5 seconds. This skill can ONLY be used after evading, parrying, or countering an enemies attack.
    - Remise: A quick, second attack. Can only be used after a Physical Skill.

    On GCD
    - Elemental Spells
    - Main Gauche
    - Checkmate
    - Wasp Sting
    - Swarmstrike
    - Circle Blade

    Off GCD
    - Osmosis
    - Elementalshift
    - Sabrage
    - Ripose
    - Remise
    - Point-In-Line

    Special GCD notes:
    When they use a fencing skill, the GCD is normal. When they use an one of there class's Elemental spell , the fencing skills are off the GCD, and usable instantly.

    Skill Levels:
    1. Burn
    2. SwarmStrike
    4. Drown
    6. Shock
    8. Remise
    10. Rasp
    12. Circle Blade
    *Quest* 15. Point-in-Line
    18. Choke
    22. Frost
    26. Feather Strike
    *Quest* 30. Osmosis
    34. Wasp Sting
    38. Ripose
    42. Main Gauche
    46. Checkmate
    50. Elementalshift

    Traits and Level Obtained
    8. Enchanted Intelligence I
    14. Enchanted Dexterity I
    16. Enchanted Dexterity II
    20. Double-Touch: Whenever Point-in-Line is successfully used, the user will receive a "Double-Touch" buff for 15 seconds. Double-Touch boost the damage done by melee attacks/skills by 10%.
    24. Enchanted Intelligence II
    28. Tactical Wheel: Adds a 50% chance whenever an Elemental Spell is cast to add a "Tactical Wheel" buff onto the user for 10 seconds, depending on what spell was used. Only one Tactical Wheel buff can be gained per Arcane Cycle and an Elementalist can only have one Tactical Wheel buff at a time.

    • Burn: Places a "Tactical Wheel - Flick" buff on the caster. Tactical Wheel - Flick adds a 50% chance of adding a normal, physical attack after using a Fencing skill.
    • Drown: Places a "Tactical Wheel - Check-Step " buff on the caster. Tactical Wheel - Check-Step boosts the target's rate of parrying and/or countering by 10%.
    • Shock: Places a "Tactical Wheel - Ballestra " buff on the caster. Tactical Wheel - Ballestra boosts the target's action speed by 10%.
    • Rasp: Places a "Tactical Wheel - Forte" buff on the caster. Tactical Wheel -Forte boosts the target's evasion rate by 10%.
    • Choke: Places a "Tactical Wheel - Fleche" buff on the caster. Tactical Wheel - Fleche boosts the target's physical damage by 15%.
    • Frost: Places a "Tactical Wheel - Appel " buff on the caster. Tactical Wheel - Appel increases the amount of enmity generated by the caster by 5%.

    32. Enchanted Intelligence III
    36. Cyclone Blade: Increases the range of Circle Blade from 5y to 8y and pushes all enemies in range 2y to their right. Some monsters cannot be pushed such as bosses.
    40. Enchanted Remise: Shortens the recast time of Remise.
    44. Enchanted Dexterity III
    48. Cycle Through: For every successful opposing spell cast on an Attunement debuff, 1 second will be taken off of the Elemental Spells DoT. DoT times can only go down to 4 seconds long. Does not effect Red Mage's Enchant or Geomancer's Terrain.

    Cross-Class Skills
    - Circle Blade
    - Ripose
    - Remise
    - Point-in-Line

    Red Mage [RDM]
    Magic-Melee DPS/Support Job
    Limit Break: Magic DPS
    Elemantalist 30/ Arcanist 15
    Cross-Skills: Mage
    Relic Weapon: Joyeuse (Main-hand) and Warlock's Escutcheon (Off-Hand)
    Mages that use their past elemental mastery to enchant allies.

    Skills:
    30. Spike: Places a magic barrier around the targeted unit. Whenever the target is hit with a nearby attack/skill/spell, the attacker will receive 25% of that damage. When the targeted unit has an Enchant buff on them, damage increases to 35%.
    35. Elemental Burst: Makes it so your next spell will effect the target and any foe in a 5 yalm radius. For every monster hit by the spell, the caster's chance of gaining a Tactical Wheel buff increase by 5%. All hit enemies will receive the DoT and following Attuned debuff.
    40. Salute: Uses 5 Corporeal Arcane Cycle tallies from the caster. A selected ally will receive 3 seconds to their oldest buff that was placed on them by the caster.
    45. Enchant: Uses 1 Corporeal Arcane Cycle tally from the caster. Changes the next spell you cast into an Enchantment spell that buffs a selected player. Enchantment places two buffs on a selected target: An "En-" buff, that increase the target's physical damage by 10% and a second buff that is based on what spell was cast on the target. Both last for 20 seconds. Only one Enchantment can be placed on a target at a time. A target can only have one Enchantment placed on them and any new Enchantments cast on them will replace the old. Enchantment spells cost double the MP of the Elemental Spells used to cast them.

    • Burn: Places both an "EnBlaze" and "Courage" buff on the target. Courage boost the physical damage of the target by an additional 10%.
    • Drown: Places both an "EnDrench" and "Calm" buff on the target. Calm boost the healing potency of the target by 15%.
    • Shock: Places both an "EnSpark" and "Enlightened" buff on the target. Enlightened boost the magical damage of the target by 10%.
    • Rasp: Places both an "EnGeo" and "Steadfast" buff on the target. Steadfast decreases damage the target receives by 5%.
    • Choke: Places both an "EnGail" and "Energized" buff on the target. Energized hastens the targets actions by 15%.
    • Frost: Places both an "EnRime" and "Refreshed" buff on the target. Refresh continuously restores the targets MP and TP by 5%.

    50. Doublecast: Uses one Arcane Cycle from a selected target. Allows the user to cast a spell on up two separate targets. MP and Arcane Cycle stack costs still are in effect. If Elemental Burst was used, its AoE effect will NOT go into effect.

    On GCD:
    - Spikes
    - Salute
    - Enchant

    Off GCD:
    - Elemental Burst
    - Doublecast

    Geomancer [GEO]
    Magic-Melee Tank Job
    Limit Break: Magic DPS
    Elemantalist 30/ Gladiator 15
    Cross-Skill: Melee + Tank
    Relic Weapon: Caladbolg (Main-Hand) and Aegis (Off-Hand)
    Elemantalist that use the surrounding aether to augment their own strength, draw enmity, and just make their enemies miserable.

    Skills
    30. Nature's Wrath: Increases the enmity generated from Elementalist's spells and fencing and Geomancer's abilities. Stance. Can be used under level 30, as long as Geomancer's Job Stone is equipped.
    30. Seal Evil: Uses 1 Incorporeal Arcane Cycle tally from a selected foe. Stuns the selected target for 4 seconds.
    35. Poison Mist: The caster corrupts the aether surrounding them, causing all foes in a 5 yalm radius to receive a "Mist Poison" DoT for 18 seconds.
    40. Sinkhole: Uses 1 Incorporeal Arcane Cycle stacks from a selected foe. Physically pulls all enemies within a a 7 yalm radius towards the caster. Some enemies cannot be pulled (bosses, trails, giant monsters, etc.).
    45. Pulse of Life: Uses all of the Corporeal Arcane Cycle stacks from the caster. The caster sends out a pulse of aether that heals all allies nearby. Heals with a 20 potency per Arcane Cycle stack used.
    50. Terrain: Uses 2 Incorporeal Arcane Cycle tallies from a selected foe. Changes the next Elementalist spell cast by the user into a Terrain spell.
    - Terrain spells cost double the MP of the Elemental Spells used to cast them.
    - Terrain spells place a continuous, 5 yalm AoE effect where the Geomancer was standing during the cast for 20 seconds.
    - Terrains damage any enemy that enter them over time and enchants any party member that is stand in them, while the Geomancer who cast them is standing in it. How the terrain enchants depends on the spell that was cast.
    - Additionally, any enemy that is standing in 4 yalms of the caster when they cast a Terrain spell will receive the corresponding elemental spell's DoT for 5 seconds.
    - Also, while standing in a Terrain, the chances of the caster receiving a Tactical Wheel buff from the corresponding elemental spell will increase to 75%.
    - One Geomancer can only have one Terrain up at a time, and a party of 2-8 can only have up to 2 Terrains up at a time.

    • Burn: Places a "Magma Surge" terrain. When the Geomancer that cast the terrain stand in it, every party member who is standing in the AoE's physical damage increases by 10%. Also increases the chance of the user getting Tactical Wheel-Aetheric when Burn is cast to 75%, while the Geomancer is standing in the terrain.
    • Drown: Places a "Torrent" terrain. When the Geomancer that cast the terrain stand in it, every party member who is standing in the AoE's HP heals over time. Also increases the chance of the user getting Tactical Wheel-Natural when Drown is cast to 75%, while the Geomancer is standing in the terrain.
    • Shock: Places a "Thunder Cloud" terrain. When the Geomancer that cast the terrain stand in it, every party member who is standing in the AoE's magic damage increases by 10%. Also increases the chance of the user getting Tactical Wheel-Aetheric when Shock is cast to 75%, while the Geomancer is standing in the terrain.
    • Rasp: Places a "Sandstorm" terrain. When the Geomancer that cast the terrain stand in it, any enemy that attacks any party member who is standing in the AoE's will receive a Blind debuff. Also increases the chance of the user getting Tactical Wheel-Natural when Rasp is cast to 75%, while the Geomancer is standing in the terrain. In addition, any enemy stands in this terrain will receive addition damage.
    • Choke: Places a "Eye of the Storm" terrain. When the Geomancer that cast the terrain stand in it, every party member who is standing in the AoE's Evasion increase by 10%. Also increases the chance of the user getting Tactical Wheel-Natural when Choke is cast to 75%, while the Geomancer is standing in the terrain.
    • Frost: Places a "Snowstorm" terrain. When the Geomancer that cast the terrain stand in it, any nearby enemy that attacks any party member who is standing in the AoE's will receive a small amount of damage. Also increases the chance of the user getting Tactical Wheel-Aetheric when Frost is cast to 75%, while the Geomancer is standing in the terrain.

    On GCD:
    - Sinkhole
    - Pulse of Life
    - Terrain

    Off GCD:
    - Nature's Wrath
    - Seal Evil
    - Poison Mist
    (0)
    Last edited by Mimilu; 06-09-2014 at 11:51 AM.

  2. #2
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Geomancer will come from Conjurer methinks
    (1)

  3. #3
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Altijacek View Post
    Geomancer will come from Conjurer methinks
    That's if SE can figure out how to make anything other then a healer out of Conjurer's skills.
    (1)

  4. #4
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
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    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Mimilu View Post
    That's if SE can figure out how to make anything other then a healer out of Conjurer's skills.
    It wouldn't be too hard. GEO could boost INT a lot and give them terrible MND. They could change Cleric Stance while GEO is equipped to be a stance that creates some sort of new mechanic for GEO (like WAR's Defiance). Add in Flood, Tornado and Quake, a form of MP restoral and some other ability/mechanic. The ancient magic could combo or work with Aero/Stone lines in order to make it a little interesting. They'd still have all their heals but at a reduced potency and would essentially function like a support DPS similar to how BRD supports the team.

    I have a really hard time accepting GEO's wielding rapiers too. Outside of Final Fantasy Tactics they've always had a form of blunt weapon as their specialty. Bells, clubs, poles, maces etc. That makes CNJ another reason for their class of choice. Blunt weapons derived from nature.
    (0)
    Last edited by MartaDemireux; 06-04-2014 at 11:47 AM.

  5. #5
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by MartaDemireux View Post
    I have a really hard time accepting GEO's wielding rapiers too. Outside of Final Fantasy Tactics they've always had a form of blunt weapon as their specialty. Bells, clubs, poles, maces etc.
    I did actually have the Tactics version of Geomancers in mind when I designed the job... >w>()
    They were more physical and hardy then other incarnations, who were all squishy mages (they even used swords and axes as weapons).
    We already have two types of squishy mages, the burst-damaging Black Mages and DoT-single-targeting Summoners, so I figured why not have a Tanking mage to go along with my Red Mage.
    (0)

  6. #6
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Edit:
    Added skills
    (0)

  7. #7
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Updated
    General
    -Added Relics
    -Added Limit Break
    -Added Cross-Class skills for Jobs

    Elementalist
    -Added what level you get skills
    -Added what skills are cross-class
    -Added a note about the GCD

    Red Mage
    -Elemental Burst and Enchant only use 1 Arcane Cycle stack each.

    Geomancer
    -Terrain only uses 1 Arcane Cycle stack.
    (0)
    Last edited by Mimilu; 04-12-2014 at 01:26 AM.

  8. #8
    Player
    Join Date
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    Limsa
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    327
    The elemental sounds like a job itself
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  9. #9
    Player
    Join Date
    Aug 2013
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    Limsa
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    The elemental sounds like a job itself
    (0)

  10. #10
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Updating:

    Elementalist:
    -Added Traits

    Geomancer:
    -While standing in a Terrain, the Geomancer who cast it's chance of getting a Tactical Wheel buff from the corresponding elemental spell will increase to 25%.
    (0)

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