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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

    Analyst => Blue Mage/Animist Idea

    Analyst => Blue Mage and Animist
    Weapon: Aether Scanners, Special pistols designed to scan lifeforms and fire off spells. Weapon Skills and auto-attacks are Blunt Damage.
    Armor: Clothing and Light Armor
    Stats: Dexterity and TP for physical skills, Intelligence/Mind and MP for spells.

    Analyst (ANA)
    Multipurpose DPS
    Limit Break: Magic DPS
    Mixing the intellect and magic of the Arcanist with the marksmanship and pragmatism of Limsa's privateers and a bit of pirated technology from the Imperials as the catalyst, Analyst storm the battlefield, scanning foes and drawing abilities from them.

    Back Story
    Guild Location: Limsa Lominsa
    Guild Master/Teacher: Lododo Lodo, the scatterbrained and easily excitable Lalafell who discovered the scanner's use. Her enthusiasm for the scanners and the importance of the Analyst is very apparent, as she drags the player into the guild when she notices them wandering by. Why would she be so desperate for guild members? And where did she get those scanners in the first place?

    Drawing Abilities and Junctioning
    Do to the nature of their Scanners, Analyst can draw abilities from their foes and junction them.
    Each Bestiary class has a set 3 drawable skills, that are ranked from 1-5, while a special 6th rank is held for special enemies.
    Analysts can only draw rank 3 or lower abilities, while Blue Mages and Animist can acquire rank 4 through 6 abilites but only from specific classes of enemies.
    In addition, Analysts/Blue Mages/Animists cannot draw or use abilities that are too high in ranking from their level.
    Rank 1 = Any level
    Rank 2 = Level 10 or higher
    Rank 3 = Level 20 or higher
    Rank 4 = Level 30 or higher
    Rank 5 = Level 40 or higher
    Rank 6 = level 50 characters.

    Junctioning
    Analyst start out with 1 Junctioning slot in their Ability Menu.
    Analyst unlock new slots via leveling in place of gaining skills.
    By level 50, they will have 11 slots.
    Junction slots function similarly to skills as you level-synch downward, you loose access to slots (the abilites will not be effected, just not usable unless swapped).
    Analyst can also store 5 additional abilities.
    When they draw out new abilities, they will automatically replace the oldest not-junctioned ability.
    Players can mark up to 2 stored abilities that will not be replaced when new abilities are drawn.
    Players can also opt to "forget" abilites (both junctioned and stored) manually.
    If the player has an open Junction slot, then the next ability they draw will automatically be junctioned.


    Drawable Skills
    Ashkin
    2. Stinking Gas: Lowers the user's enmity by 15%. 2 second cast time. 100 second recast.
    4. Malice: Magically Damages and Silences a selected target for 1 second. Potency of 25. 1 second recast. 30 second recast.
    5. Momento Mori: Increase the user's next Magical abilities damage by 10%. 1 second cast time. 120 second recast.

    Beastkin
    1. Yawn: Places a selected target to sleep for 30 seconds. 1 second cast time. 2.5 second recast.
    2. Roar: Pushes all foes in a 5 yalm radius of the caster 3 yalms away. 2 second cast time. 30 second recast.
    5. Lifebreak: Heals all party members with in 10 yalms radius of a selected target, then damages said target equal to an average of all the HP healed. Healing Potency of 150. 4 second cast time. 60 seconds.

    Cloudkin
    1. Feather Storm: Physically damages all foes withing a 5 yalm designated area. Potency of 100. 2 second cast time. 3 second recast.
    3. Jet Stream: Launches the cast towards a selected target, physically damaging them, and places the user 2 yalms behind them. Potency of 100. 1 second cast time. 30 second recast.
    4. Zephyr Mantle: Creates 3 shadow images on a selected target that each absorb a single attack. Powerful attacks can bypass these shadows. 2 second cast time. 2.5 second recast.

    Forgekin
    2. Laser: Magically damages all foes within a 15 yalm straight line in front of the user. Potency of 110. 2 second cast time. 2.5 second recast.
    3. Refueling: Restores 300 TP to the user. 2 second cast time. 120 second recast.
    4. Micro Missiles: Physically strikes a selected foe with 10 different missiles, all at the same time. Each missile has its own chance to crit or be evaded. Potency of 15 per missile. 1 second cast time. 5 second cast time.

    Scalekin
    1. Shed Skin: Removes a single detrimental effect from a selected target. 2 seconds cast time. 2.5 second recast.
    2. Gastro Acid: Magically damages a selected target and increases damage done onto them by 10% for 20 seconds. Potency of 90. 1 second cast time. 60 second recast.
    4. Dragon Force: Increases the Physical Damage the user deals by 10% for 25 seconds. 1 second cast time. 120 second recast.

    Seedkin
    1. Wild Oats: Physically damages a selected target and places a DoT on them for 20 seconds. Potency of 100 for the attack and a Potency of 40 for the DoT. 1 second cast time. 2.5 second recast.
    2. Pine Cone Bomb: Places a bomb in a designated area that will explode after 10 seconds, Magically damaging all foes with in 5 yalms of it. Only one bomb can be placed at a time. Potency of 130. 4 second cast time. 2.5 second recast.
    4. Magical Fruit: Heals a selected target's HP. Healing Potency of 650. 2 second cast time. 2.5 second recast.

    Soulkin
    2. Mysterious Light: Magically damages and Blinds all foes with in a 5 yalm radius of the caster for 10% seconds. 1 second cast time. 2.5 second recast.
    3. Aether Charge: Gradually restores the user's MP over time for 30 seconds. 2 second cast time. 120 second recast.
    5. Limit Glove: Magically damages a selected target. Potency of 120, 150 when the caster's HP is at or below 50%, and Potency of 240 when the caster's HP is at or below 25%. 2 second cast time. 6 second recast.

    Spoken
    1. Magic Hammer: Magically damages a selected target and converts some of that damage into a percentage of MP for the caster (Damage x 0.02 = MP%). Potency of 100. 2 second cast time. 6 second recast.
    3. Flames of Rebirth: Resurrects a selected target to a weakened state. (Note: can be used in-combat by default, without the need for a trait.) 8 second cast time. 2.5 second recast.
    5. Bravery: Increases the user's Determination by 20% for 10 seconds. 2 second cast time. 20 second recast.

    Vilekin
    1. Pollen: Heals a selected target's HP. Healing Potency of 400. 1 second cast time. 2.5 second recast.
    3. Spider Web: Magically damages all foes with in a designated area with a 5 yalm radius and leaves behind a web for 15 seconds. Any foe standing in the web will recieve a Heavy effect. Only one web can be up at a time. Potency of 170. 2 second cast time. 2.5 second recast.
    4. Cocoon: Decrease physical damage done onto the caster by 5% for 10 seconds. 2 second cast time. 30 second recast.

    Voidsent
    3. Magic Barrier: Reduces Magical Damage done onto the user by 5% for 10 seconds. 2 second cast time. 30 second recast.
    4. Dark Orb: Creates a 3 yalm orb that slowly moves towards a selected target, magically damaging any enemy in its way until it hits its target. Potency of 140 for its target, 90 for those that are hit while it's moving. Only 1 orb can be up at a time. 2 second cast time. 10 second recast.
    5. Gates of Hades: Magically damages a selected target, then, after 5 seconds, that target will detonate, damaging itself and any foes within a 5 yalm radius. Potency of 100 for the initial hit, 120 for the detonation. 3 second cast time. 4 second recast.

    Wavekin
    1. Frog Drop: Physically damages a selected target and Binds them for 5 seconds. Potency of 100.
    2. Aqua Breath: Magically damages all foes in a 5 yalm frontal cone. Potency of 140. 2 second cast time. 2.5 second cast time.
    4. Spring of Life: Places an AoE with a 5 yalm radius in a designated area for 10 seconds. Any friendly unit standing in this AoE will have their HP restored over time. Healing Potency of 90. 4 second cast time.



    Analyst's Skills and Traits
    Weapon Skills
    Pot Shot: Physically damages a selected foe. Potency of 150. Instant cast time. 2.5 second recast.
    Shell Cracker: Physically damages a selected foe. Potency of 140. Instant cast time. 2.5 second recast.
    Combo: Pot Shot => Shell Cracker: Lowers the target's Blunt Damage resistance by 10% for 20 seconds.
    Sonic Boom: Physically damages all foes within a 5 yalm radius of a designated area. Potency of 120. 3 second cast time. 2.5 second recast.
    Combo: Feather Storm => Sonic Boom: Damage radius increases to 8 yalms and potency to 130.
    Vitals Shot: Physically damages a selected foe and leaves a Vitals Shot DoT for 18 seconds. Potency of 100 for the attack and Potency of 35 for the DoT. Instant cast time. 2.5 second recast.
    Buck Shot: Physically damages all foes with in 10 yalm frontal cone. Potency of 130 for foes that are 5 or less yalms away from the user, Potency of 100 for foes 6 or more yalms away. Instant cast time. 10 second recast.
    Combo: Wild Oats => Buck Shot: Transfers Wild Oats DoT onto all foes that are hit by Buck Shot that are 6 or less yalms away.
    Combo: Buck Shot => Aqua Breath: Pushes all enemies that are hit 5 yalms away from the user.

    Other Skills
    Draw: Scans an selected enemy and draws out level 1 through 3 abilities. Instant cast time. 6 second recast.
    Libra: Scans the enemy, increasing magical damage done onto them by 10% for 10 seconds. 2 second cast time. 15 second recast.
    Convergence: Increases the damage done by the user's next junctioned ability by 10%. Instant cast time. 20 second recast.
    Correlation: Casts one of the drawable abilities from a selected foe. Instant cast time for this skill and the proper cast time for the ability used. Recast 6 seconds.

    *Special Note, using Draw or Correlation on Primals/Primal-like entities will NOT grant access to their Unbridled Learning/Invocation abilites. Instead, they will grant access to a set of drawable abilites.
    - Garuda: Cloudkin set
    - Good King Moggle Mog XII: Beastkin
    - Ifrit: Soulkin set
    - Leviathan: Wavekin set
    - Odin: Voidsent set
    - Ramuh: Spoken set
    - Titan: Forgekin set

    Skill Levels
    1. Pot Shot + 1 Junction Slot
    2. Draw
    4. Vitals Shot
    6. 1 Junction Slot
    8. Sonic Boom
    10. 1 Junction Slot
    12. Libra
    *Quest* 15. Correlation + 1 Junction Slot
    18. 1 Junction Slot
    22. 1 Junction Slot
    26. Buck Shot
    *Quest* 30. Convergence + 1 Junction Slot
    34. 1 Junction Slot
    38. 1 Junction Slot
    42. Shell Cracker
    46. 1 Junction Slot
    50. 1 Junction Slot

    Traits
    8. Assimilation: The user will now recover 10% of their MP whenever they use Draw.
    14. Metamorphosis I: Increases a certain stat depending on your class/job by 2 points: Dexterity for Analyst, Intelligence for Blue Mage, and Mind for Animist.
    16. Metamorphosis II: Increases a certain stat depending on your class/job by 4 points: Dexterity for Analyst, Intelligence for Blue Mage, and Mind for Animist.
    20. Maim and Mend I: Increases base action damage and HP restoration by 10%.
    24. Trick Shot: Pot Shot now has a 15% chance of hitting its target a second time.
    28. Cheap Shot: Increases damage done by physical skills by 5% when the user is behind or flanking their target.
    32. Metamorphosis III: Increases a certain stat depending on your class/job by 6 points: Dexterity for Analyst, Intelligence for Blue Mage, and Mind for Animist.
    36. Metamorphosis IV: Presents a different effect depending on your class/job:
    Analyst and Blue Mage: Grants a 50% chance for every damage tick of Vitals Shot to double the next tick's damage.
    Animist: Grants a 15% chance when the Animist uses a healing spell on an individual character, that character will recieve a Catnip buff for 10 seconds. Catnip increases the next heal ability's recovery amount by 10% (this does include Regen-like effects).
    40. Maim and Mend II: Increases base action damage and HP restoration by 30%.
    44. Mind Over Matter: Physical Analyst/Blue Mage/Animist skills now use Intelligence instead of Dexterity.
    48. Enhanced Libra: Libra's effect now last for 15 seconds.

    Cross Class
    - Pot Shot
    - Draw (Draw will still store an ability when used by another class, so long as their is room)
    - Vitals Shot
    - Libra


    Notes
    I designed Analyst to be aesthetically similar to Gun Mages from FFX-2, being a mix of magic and science, versus the usually mystical-swordsman approach.
    I was also influenced by the whole "The Gun class will be something we won't expect" thing. >w>
    I gave them scanners versus actual guns so there was still room for another class.
    I used VIII's Drawing and Junctioning, making Draw the way your learn abilities versus tradition Blue Mages, who learn by getting hit by the move. I figured this would give players better control over what abilities they get and make it less of a RNG grind.
    I gave them 33 different abilities they could draw
    Almost none of the abilities actually come from this game (Malice is the exception). They're all mostly past Blue Mage/Enemy abilities (minus Malice and Spring of Life, I made that one up). I tried to stay away from XI but it just has so many abilities and they're already seperated by monster-type, which made the bestiary thing easier... ;A;
    I tried to make the abilities diverse and unique.


    Blue Mage (BLU)
    Multipurpose DPS
    Unlock: 30 ANA/ 15 THM
    Cross Class: THM and ARC
    Relic: Almace
    Delving deeper into the arcane, these mages draw even stronger abilities from enemies of a mystical persuasion and use their new-found powers destructively.

    Back Story
    Job Teacher Location: The Burning Wall, Eastern Thanalan
    Job Teacher: Gib Souleyes, cold and callous, this Highlander Analyst was last seen in Ul'dah, hoping to delve deeper into the powers of the Arcane. What could he possible be hoping to achieve? And at what ends?

    Skills
    Azure Lore: A Trait. Allows the user to draw rank 4 and 5 abilities from Ashkin, Forgekin, Soulkin, Spoken, and Voidsent enemies. No matter what level, Blue Mages will always have this activated.

    30. Beast Killer: Magically damages a selected foe. Potency of 200 for Beastkin, Cloudkin, Scalekin, Vilekin, and Wavekin, 170 for everything else. Instant cast time. 60 second recast.

    35. Area Scan: Scans all foes in a 10 yalm radius from the caster and allows them to draw abilities from them. In addition, the caster recovers 5% of their MP per foe scanned. 2 second cast time. 60 second recast.

    40. Expiation: Magically damages a selected foe. Potency of 200 for Ashkin, Soulkin, and Voidsent, 170 for everything else. Instant cast time. 60 second recast.

    45. Unbridled Wisdom: Halves the MP/TP of the user's next Damaging junctioned ability. Instant cast time. 180 second recast.

    50. Unbridled Learning: Allows the user to draw an ability from Primals/Primal-like entities. Blue Mages can only have one Primal-drawn ability (junctioned or stored) and must manually "forget" any currently junctioned/stored one, otherwise will not draw anything from the target. Primal-drawn abilities are all rank 6. 6 second cast time. 60 second recast time.

    - Garuda: Twister: Places a tornado with a 5 yalm radius in a designated area for 20 seconds. Any foe standing 5 yalms near the tornado will be drawn into it. Foes standing in the tornado will receive magical damage over time. Potency of 15. 4 second cast time. 2.5 second recast.

    - Good King Moggle Mog XII: Washtub Drop: Physically damages a selected foe and stuns them for 5 seconds. Potency of 50. 1 second cast time. 30 second recast.

    - Ifrit: Mustard Bomb: Magically damages all foes with in 5 yalms of a selected target. Potency of 220. 4 second cast time. 2.5 second recast.

    - Leviathan: Foul Waters: Places a magic DoT for 25 seconds on any foe standing with in a designated area with a radius of 5 yalms . Potency of 40. 2 second cast time. 2.5 second recast.

    - Odin: Discord: Physically damages a selected target 5 times. Each hit has its own chance to crit. Potency of 50 for each hit. 3 second cast time. 2.5 second recast.

    - Ramuh: Thunderbolt: Magically damages a selected target. Potency of 240. 4 second cast time. 2.5 second recast.

    - Titan: Embalming Earth: Physically damages all foes with in 5 yalms of a selected target and place a 20% Slow effect on them for 10 seconds. Potency of 220. 4 second cast time. 2.5 second recast.


    Notes
    I'm sure some SMN is going to try to beat me with their tome for stealing Primal moves that could be used by their Egi but I really wanted to give BLU and ANM their own super-awesome-special move and I figured "LET THE CUSTOMIZATION CONTINUE!" and drawing abilities from Primals seems like a great idea.
    I tried to design the Primal abilities so that choosing one would be difficult, do you choose Twister's enemy-gathering/DoT powers or go for the AoE nuking Mustard Bomb? Or maybe a strong single blast from Thunderbolt? The AoE DoT of Foul Water? What if I'm running a Physical build? Discord or Embalming Earth? Even Moggle Mog's joke ability, Watertub Drop, can be useful.
    Beast Killer and Expiation were designed to go back to Analyst's X-2-Gun Mage roots without wasting a class's entire move set on Killer/Slayer abilities.


    Animist (ANM)
    Supportive Healer
    Unlock 30 ANA/ 15 CNJ
    Cross Class: CNJ and THM
    Limit Break: Healer
    Relic: Magun
    Having connected with nature, these Analysts draw their strength from the living spirits found in all to support their allies.

    Back Story
    Job Teacher Location: Sorrel Heaven, Central Shroud
    Job Teacher: Sylviel "Syl" Gerson, a surprisingly easygoing and sunny Elezen, who left the Analyst Guild to live in peace inside the woods with nature and his new-found commune. With a woods full of poachers, bandits, Imperials, tempered Sylphs, and hungry monsters, can Syl really find the peace he so desperately wants? Or will he have to fight for it?

    Skills
    Anima Lore: A Trait. Allows the user to draw rank 4 and 5 abilities from Beastkin, Cloudkin, Scalekin, Seedkin, Vilekin, and Wavekin enemies. No matter what level, Animist will always have this activated.

    30. Diffusion: Spread the effect of certain Healing/Support junctioned abilities to all party members within a 10 yalm radius. Cuts the amount healed by Healing skills by 50%. Instant cast time. 5 second recast time.
    Abilities Effected by Diffusion: Stinking Gas, Zephyr Mantle, Refueling, Dragon Force, Magical Fruit, Pollen, Cocoon, and Magic Barrier.

    35. Spirit's Ward: Increases the Elemental resistance of all party members within 10 yalms of a selected target by 15% for 30 minutes. 2 second cast time. 2.5 second recast.

    40. Totem: Summons one of the user's Minions to the field (even if inside a dungeon). The summoned minion will grant the user's party various effects depending on what bestiary group it is aligned with. The minions effects do NOT stack and party members must be in the same area map to receive the effect. The user can only have one Minion out at a time. The user will select the Minion via the Minion menu. The Minion is NOT a pet. The Minion will disappear when their user is KO'ed or dismissed. 6 second cast time. 10 second recast.
    Minion effects:
    - Ashkin: There isn't any Ashkin minion.
    - Beastkin: Increases the party's Physical Damage output by 5%.
    - Cloudkin: Increases the party's Skill Speed by 5%.
    - Forgekin: Reduces Physical damage done onto the party by 3%.
    - Scalekin: Increases the party's Accuracy by 5%.
    - Seedkin: Increases all healing done onto the party by 3%.
    - Soulkin: Reduces Magical damage done onto the party by 3%.
    - Spoken: Increases the party's Determination by 5%.
    - Vilekin: Increases the party's Evasion by 3%.
    - Voidsent: Increases the party's Magic Damage output by 5%.
    - Wavekin: Recovers 3% of the party's MP every 3 seconds.

    Special Minion effects
    - Black Chocobo Chick: Increases the movement speed of the party by 5%.
    - Flame Hatchling, Serpent Hatchling, and Storm Hatchling: Increases Company Seals gained by 5%.
    - Wind Up Airship: Decreases the party's Teleportation price by 1%.
    - Wind Up Cursor: Increases EXP the party gains by 3%.

    45. Float: Raises all party member with in 10 yalms of the caster off the ground, dodging detrimental ground effects (not attacks) for 5 seconds. Some powerful effects can bypass this. 5 second cast time. 30 second recast.

    50. Invocation: Allows the user to draw an ability from Primals/Primal-like entities. Animists can only have one Primal-drawn ability (junctioned or stored) and must manually "forget" any currently junctioned/stored one, otherwise will not draw anything from the target. Primal-drawn abilities are all rank 6. 6 second cast time. 60 second recast time.

    - Garuda: White Wind: Heals all party members with in a 15 yalm radius of the caster and places a Regen-like effect on them for 30 seconds. Both have a healing potency of 125. 2 second cast time. 2.5 second recast.

    - Good King Moggle Mog XII: Mog Dance: Places a 4 yalm AoE where the caster was stand while casting for 30 seconds. Any party member that stands in the AoE will have their MP gradually recover. 4 second cast time. 90 second recast.

    - Ifrit: Healing Light: Heals all party members with in 10 yalms of a selected target. Healing Potency of 500. 4 second cast time. 2.5 second recast.

    - Leviathan: Serpentine Verve: Increases both the skill and spell speed of all party members with in 10 yalms of the caster by 30% for 30 seconds. 2 second cast time. 50 second recast.

    - Odin: Angel's Whisper: Places an effect on the targeted party member that will revive them when they are KO'ed in a Weakened condition. When the Angel's Whisper effect, the target will then receive a debuff that prevents them from receiving another Ange's Whisper for 30 minutes (they still can be revived using other skills). The caster can NOT cast this on themselves. Powerful attacks can negate this effect. 10 second cast time. 180 second recast.

    - Ramuh: Angel's Snack: Removes one detrimental effects from all party members within 5 yalms of the caster. 5 second cast time. 20 second recast.

    - Titan: Mighty Guard: Creates a barrier around all party members in a 10 yalm radius of the caster that absorbs damage that totals 20% of their maximum HP for 30 minutes or until it absorbs its total amount of damage. 4 second cast time. 20 second recast.


    Notes
    I designed Animist to function as a mix of Evoker (using their Primal abilities to buff/heal) and Seer/Spiritmaster (warding off damage and using advanced White Magic) because the Animist from FFTA were just to random for this game, and the definition of an animist is someone who believes that natural objects, phenomena, and such have souls, so I figured it made sense...
    I made Totem just for more customization and a chance for the Minions to actually have a purpose other then being cute trophies. I also felt to use of Totems went with the spiritualist feeling of the job.
    As for the Primal abilities, it's healing versus support.
    Healing-wise, White Wind is a Medica II expect the big heal is weaker, while the Regen is stronger, Healing Light is what Cure III should be, Angel's Whisper is designed to be a last chance move (it might be too strong though...), and Angel's Snack is a group Esuna, which is great for certain dungeons/trials/raids.
    Support-wise, Mog Dance is to help both the caster and their WHM friend, Serpentine Verve takes both of everyone's two favorite Selene abilities and mashes them together, and Mighty Guard is the group Stoneskin we all wanted.
    (1)
    Last edited by Mimilu; 09-17-2014 at 01:37 PM.

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    There, posted all of it. Enjoy. >w>
    (0)

  3. #3
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    Just my initial impressions, in no particular order:

    Draw comes in too early. The trait that makes using it without worrying about Junctioning comes in 6 levels afterward, and your first Junction slot comes in 4 levels later. You need to either make it so that Assimilation or your first Junction Slot come in at the same time as Draw.

    I'd make Shell Cracker come in a bit later; Pretty much every class I know of gets their "Damage Type Resistance Down" debuff skill at something like level 30, or later.

    Mind Over Matter is kind of random. Either Analyst uses INT from the get-go, or it uses DEX all the time. It's bad enough as it is with new Arcanists having to gimp themselves damage wise if they want to go Scholar...

    Not too sure about making it so that the Rank 6 abilities come from Trial enemies...Then again, the "Hard Mode" primals, with the possible exception of Titan, aren't really all that hard, hopefully even for new players.

    I'm going to assume that the exact effects of Totem are categorized by what bestiary group the minion'd be in if they were full-fledged monsters, rather than actual minions.

    I honestly don't know how useful Spirit's Ward would actually be...On the one hand, Elemental Resistance is kinda useless, but on the other hand, it'd last long enough that it might actually make itself useful over that period of time.

    Foul Waters is worded weirdly. I'm assuming it works like Shadow Flare or Flaming Arrow, and the DoT only ticks while the monster is standing on the ground effect?

    Float is also worded weirdly. Do you mean it'd work on effects like Ifrit's and Titan's Plumes? Could it let you ignore the water when fighting Ramuh EX or the second boss in Halatali? Just some thoughts...

    "Magun" Glad to see at least one other person's watched Final Fantasy Unlimited...

    I don't think Diffusion needs the "Doubled Cast Time" effect, personally.

    I'll look over the non-Rank-6 blue magic later. But otherwise, that's my overall impressions.
    (1)

  4. #4
    Player Deelo's Avatar
    Join Date
    May 2011
    Posts
    165
    Character
    Dee Loe
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    ANAL is always a good idea.
    (0)

  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 DarkStar View Post
    Snip
    Thank you for your feed back

    To cover the points you brought up
    Draw
    Analysts start out with 1 Junction slot at level 1. I forgot to add it to the list (there's only 10 slots right now, there should be 11). >A>()

    Shell Cracker
    I had originally thought of having Shell Cracker being gained later but was worried that Analyst might not have enough skills available during lower levels. I could switch it with Libra.

    Mind Over Matter
    I designed Mind Over Matter because of the SMN vs SCH stat debate. This would make all of the Physical skills (including the drawable ones) use the same stat as the Spells, so then a Analyst/Blue Mage could focus just on one stat and Animist could Cleric-Stance when they need to DPS.

    Rank 6 Abilities
    I figured, at one point or another, everyone has to go through at least the Hard Mode Primal fights (for relic, story, and to unlock EX).

    Totem
    I did mean each minion would have its own effect. I actually never thought about splitting the minions into bestiary groups but that might not be a bad idea (maybe I can make a few with special effects too). >w>()

    Spirit's Ward
    I think that it's more of a min-max spell. It's not mandatory like Protect but it's always good to have.

    Foul Waters
    Foul Waters just puts the DoT on the enemies in the AoE, it isn't a standing one like Shadow Flare, that's more of Twister's job. I designed it so you could put the DoT on multiple enemies at once but don't have to worry about them standing in the AoE the whole duration.

    Float
    Float dodges effects, not attacks. It wouldn't dodge the plumes in a Titan EX fight but it would dodge the burning circles the adds place when you defeat them. It also wouldn't be able to dodge effects that are important to the fight's mechanics.

    Diffusion
    I only put that their because I was worried that it might be broken. >w>()

    Magun
    Yep yep. It was really hard to figure out a relic and was looking up guns in the FF franchise, saw it, and went with it.
    (0)
    Last edited by Mimilu; 09-16-2014 at 04:02 PM.

  6. #6
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Update
    Analyst
    - Placed a Junction Slot at level 1.
    - Now learns Libra at 12 and Shell Cracker at 42.

    Blue Mage
    - Re-worded Foul Waters.

    Animist
    - Diffusion no longer doubles the cast time of skills.
    - Minions summoned by Totem now grant effects based on what bestiary group they fall into.
    - Re-worded Float.
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  7. #7
    Player
    Herrored's Avatar
    Join Date
    Dec 2013
    Posts
    16
    Character
    Marko Summers
    World
    Zalera
    Main Class
    Lancer Lv 50
    I really like this idea (I just want some kind of Blue Mage in general) and it seems well thought out.

    One thought jumped out at me: I kind of understand why you separated the monster types between BLU and ANM, but does that present an issue with the primal moves? You assigned some general monster classes to the primals with Draw in ANA, but then limited it in the jobs. Do you think it would make some kind of coding issue to have Garuda give a cloudkin lvl 1-3 skill from draw, then nothing at 4-5 (for a BLU), then an independent primal move at rank 6?
    (0)

  8. #8
    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 Herrored View Post
    One thought jumped out at me: I kind of understand why you separated the monster types between BLU and ANM, but does that present an issue with the primal moves? You assigned some general monster classes to the primals with Draw in ANA, but then limited it in the jobs. Do you think it would make some kind of coding issue to have Garuda give a cloudkin lvl 1-3 skill from draw, then nothing at 4-5 (for a BLU), then an independent primal move at rank 6?
    I don't think so. In game, Primals already have their own bestiary group, so I would think their rank 6 abilities would fall under that category versus the general monster groups their Draw abilities fall under. Also, the rank 6 abilities have their own drawing skills for the jobs, Unbridled Learning (BLU) and Invocation (ANM), which is separate from Draw.
    (0)