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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    Build "Your" next Disciple of Magic

    So as we know the game is seriously lacking in the magic department, and many of us including myself would like some new Disciples of Magic, so I wanted to make a thread so we can inspire SE to make a new and unique class with the many ideas we can gather in this thread.

    The class idea doesn't have to be very in-depth just give a basic idea of what the class is and does, but if you want to write out a full class idea feel free

    Items that are Important:
    1.) Weapon: The game focuses on the armory system you will have to be creative to implant some of your favorite jobs into the game, for example blue mage probably won't be using a sword if it is added into the game.

    2.) Role: Self-explained the role will basically show what the class is meant for.

    3.) Job or Jobs: Like the other classes you can't have a class without a job.

    4.) Mechanics: How will your class be unique and different from the current choices?

    5.) Fun: Most of all have fun making your idea.
    (0)

  2. #2
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Taoist

    http://forum.square-enix.com/ffxiv/t...le-of-Magic%29

    Weapon: Flabellum (Handfan)
    Role: Healer
    Job: Dancer
    Mechanics: Channels heals to heal overtime, can fight in the frontlines to provide additional healing, and dancer is primary a frontline job but you can still heal from the backlines.

    Base Class Spells

    1.) Scourge: Deals darkness damage with a potency of 140 and inflicts blind for 10 seconds.
    2.) Chakra: Restores target’s HP with a potency of 200. Usable under Effusions and Dances.
    3.) Banish: Deals holy damage with a potency of 50 and inflicts holy damage overtime with a potency of 25 for 18 seconds.
    4.) Expel Harm: Restores 10% of your HP, and the amount of HP recovered also causes damage to the enemy.
    6.) Effusion: Channels a wave of energy restoring the target’s HP over the next 12 seconds each tick has a potency of 150.
    7.) Samsara: Resurrects target to a weakened state. Cannot be used when in combat.
    8.) Karma: Creates a wave that bounces between friend and foe, causes damage to enemies, and heals allies. Cannot be used outside of combat. 4 bounces
    9.) Detox: Removes a single detrimental effect from target. Usable under Effusions and Dances.
    10.) Junction: Connects your Effusion wave with the 2 nearest people. Can only be used with Effusions
    11.) Blink: Creates three images around target that absorbs the enemy next attacks. Status lasts for 30 minutes, or until the images are absorbed. (50% chance of absorbing attack)
    12.) Sacrifice: Sacrifice your life to revive an ally can only be used during combat. The HP, MP, and TP valves are transferred from the caster to the revived player.


    (2)
    Last edited by Brightshadow; 07-26-2014 at 08:14 AM.

  3. #3
    Player
    KingOfAbyss's Avatar
    Join Date
    Apr 2014
    Posts
    996
    Character
    Abyss King
    World
    Gilgamesh
    Main Class
    Paladin Lv 60
    5) The roxxor Mage:

    Lvl 1 Skill: Odin's Insta Kill. CT: instant CD: none MP cost: 0

    Tracks Odin's on all servers, kills him, crashes Servers.

    Other numbers to fill up with time.

    *Good ideas you show there. Can't wait the expansion to see what SE said about new magic class that won't be what we think of.

    I'm a Demonologist in Blood, so Diabolos could be on a leash one day..
    (0)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Class: Oracle (support ranged mage dps)
    Weapon: Instrument

    Skills involving Demi, gravity and enfeeble and buff skills similar to the "Yin and Yang" magic in FFT. In party compositions they will play a similar role to the bard.

    Job: Time Mage (Oracle 30, Thaumaturge 15)

    Skills: Haste, Slow, Reflect (only magic damage one time 180 sec cd), Meteor, Quick (instantly resets all of one player's off-gcd abilities, 300 sec cd)
    (0)
    Last edited by Marxam; 07-26-2014 at 11:50 AM.

  5. #5
    Player
    ArmorKing's Avatar
    Join Date
    Apr 2012
    Posts
    89
    Character
    Silver Samurai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Gonna take a crack at Blue Mage and it's supporting class. Phew, here we go. (Will Edit, but split class and job into separate posts).

    Class: Monster Hunter [MON or MH] (Whip)
    Job: Blue Mage [BLU] (Whip, Chain)
    Roles: Monster Hunter (DPS, Enfeebler), Blue Mage (Varies)

    Monster Hunter (AKA Flayer to be simplistic)
    Inspired by the traditional "safari hunter" of Earth lore, the MH is obsessed with traveling the four corners of Eorzea to hunt and collect it's most exotic creatures. Unlike the Beastmaster who aims to tame and charm his animal of choice and create a personal bond, the MH's claim to fame is capturing or hunting the biggest game in the land.

    As such, he/she is equipped with the tools of the trade: light/medium armor for flexibility and weathering the elements, as well as various traps and lures. They also employ vicious weapons for vicious creatures, such as whips, ebolas, and other binding tools that subdue their targets.

    Monster Hunters enjoy a variety of employment, ranging from personal entrepreneurs to hunters for hire, rounding up critters for rich investors, zoological groups, and even more unorthodox organizations. The ends justify the means, and it's the hunt that fuels the Monster Hunter.

    Abilities:
    Entangle: A channeled ability, the whip is used to tie up the target and restrict it's movement. Similar to Holmgang, this move binds both the hunter and the target while channeled.
    Strangle: The whip is aimed at the neck or head instead of the feet, attempting to restrict it's ability to speak (or cast, in some cases), IE: Silence.
    Recoil: Used in a combo with entangle or strangle, the whip is recoiled sharply, releasing the target quickly, causing it to spin and/or possibly be knocked down/off balance.
    Retract: Used in combo with entangle or strangle, the hunter yanks the whip toward himself, pulling the target closer. Be careful, if the monster is too strong, the reverse effect can occur - if the ability is resisted, the hunter can be pulled instead, falling prone before the enemy!
    Whip Crack: A loud pop of the whip near the target causes brief disorientation (this is an Interrupt skill, not a stun). This has to be used sparingly, as it enrages the target (increased enmity). The interrupt is subject to the same rules of diminishing returns, but the threat increase is doubled if used again too soon.
    Various whip combos: although the above skills all do decent damage on their own, sometimes a hunter has to employ more lethal techniques. Pure DPS options here.
    Ebola: The hunter throws a weighted rope-like contraption that snares the target in place. The first half of the bind duration is unbreakable, the second half breakable via damage or abilities, resulting in heavy for the remaining duration (which is also removable).
    Snare: The hunter places a trap near himself, which triggers a wide net-like contraption that captures walking and flying creatures alike. Class traits allow for more traps and/or more enemies to be snared by a single trap. Same rules as ebola -- unbreakable first half, heavy effect if broken afterwards.

    Limit Breaks: All various flashy Whip combos. Some aerial, lots of cool effects (like Simian Thrash of 1.0)
    (0)
    Last edited by ArmorKing; 07-26-2014 at 02:58 PM.

  6. #6
    Player
    ArmorKing's Avatar
    Join Date
    Apr 2012
    Posts
    89
    Character
    Silver Samurai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Blue Mage (AKA the mystical, spiritual side of Monster Lore)
    Required Classes: MH 30, Pugilist 15 (Lancer cross class)
    If the monster hunter is like a Steve Irwin or pokemon master type, think of the blue mage as the Shaman or Druid in a sense, who seeks more than just fame and fortune, but to truly mimic and master the powers of the beast world. Blue mages believe in capturing the soul or essence of the beast, and recreating their power for his/her own purposes.

    They have to be careful, however, in how many/how powerful souls they absorb, as it can lead to the "Blue Madness". In the lore, they say that too many souls can overwhelm the blue mage, and break free in a terrible release. This event can facture the mind, causing permenant insanity. As such, Blue Mage masters have learned to discipline themselves by limiting their souls and powers. In order to keep from having to hunt down monsters again and again, they have developed soul prisons: devices that hold the soul until further use. Some prisons are elaborate (to contain powerful entities), others as simple as a stone or gem (lore example: Genie Lamp - the BLU releases and consumes the spirit - and can "breathe" the spirit back into the lamp).

    Mechanics:
    Unique Weapons: Although BLU's can use most whip weapons, they also have exclusive weapons (similar to how there are JOB only weapons now) of their own: magical chains. These chains allow the Blue Mage to extend their auras and magic along the length of the chain, enabling them to battle the more deadly monsters from a safe distance (lore option mostly, they can empower whips as well).

    Abilities:
    Azure Entangle: This skill replaces Entangle (similar to how Garuda replaces carbuncle). The BLU lashes out with his chain or whip, essentially "linking up" with his target. Unlike Entangle, the BLU can move around while his target is bound. During this link, he can continue to cast BLU spells with his free hand, or execute combos related to Entangle as normal. This is when the BLU has the chance to learn the monster power if demonstrates it. The BLU still has to defeat the monster afterwords and absorb the soul. (Optional: other skills used in combo with this one can increase the odds of the monster using a power at random).
    Azure Affinity: Similar to XI, this allows the BLU to string together chain/whip moves with monster powers, creating a skillchain effect, from which he can then magic burst with another monster power. EX: Azure Affinity > Azure Entangle > Recoil or Retract > Explosive Effect > Bomb Toss (extra damage). This gives BLU burst damage similar to SMN (IE, some skills have to be in place to execute the skillchain).
    Convergence: Allows the next BLU spell that is normally an AOE to hit only the target, but with increased potency.
    Diffusion: Opposite of convergence, this allows the next single target monster spell to become an AOE. Bonus: This affects both offensive and defensive powers!
    Enrage: Like how so many notorious monsters have been known to enrage in the past due to long, grueling encounters, the blue mage has mastered this ability as well. For a short time, the BLU will glow with immense Azure power, enabling a huge increase in potency in all of his monster powers. Using this skill will also reset the timers on Azure Affinity, Convergence and Diffusion. All monster powers used during this effect while have an "empowered" azure effect to demonstrate their added potency.

    Limit Break 1: The BLU reaches forward with both hands, shooting out electrified, dazzling blue chains, piercing the target. A wave of blue energy travels down the length of the chains, exploding on the target. (Single Target).
    Limit Break 2: The BLU reaches forward again, but multiple electrified blue chains shoot out in a cone shape, with similar effects (Cone AOE).
    Limit Break 3 AKA "Blue Madness": The BLU rises up into the air, drawing in all monster power around him, then releasing it a massive explosion of chains, electricity, and blue energy (circular AOE centered on caster). You could do a lot of cool effects here, like showing a multitude of ghosts shooting out along with the chains.

    Learning powers: Using the required abilities, blue mages learn their powers through battling the monsters in question. They rely on their supporting skills from the class to assist in this endeavor. When the monster uses the sought after power, there's a chance the BLU will learn it upon defeating it.

    Equipping powers: Similar to XI, blue mages here have a Limited Action Set (LAS), meaning although they can learn a plethora of monster powers, they can only set X number of spells per level. Another limiting factor is that each monster power has a set cost: the stronger the power, the more it costs to set it as an ability. Example: At level 50, BLU can set up to 15 powers, with a total set cost of 50. Some powers may cost up to 10 points to set.

    Monster Powers: Let your imagination run wild here, I guess. This is where the role "varies" depending on what powers they set. They can go from pure DPS, to enfeebler, to party buffer, or hybrid. Monster powers will give BLU access to effects other classes don't have, to make them unique, including abilities that drain TP, MP, or steal enemy buffs, etc.
    (0)
    Last edited by ArmorKing; 07-26-2014 at 03:03 PM.

  7. #7
    Player
    Radkat's Avatar
    Join Date
    Sep 2013
    Posts
    135
    Character
    Sylphia May
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Class: Emo Vampire
    Role: Fodder/Tank. Has auto-provoke always on. All mobs instant-aggro him because everyone hates him. All his auto attacks and skills has HP drain ability. Main attack is biting. Main weapon is magic toothbrush. Gotta maintain those molars.

    Job: Sparkly Vampire
    Upon finishing level 30 quest, he starts sparkling. In the sun. Special ability :auto-charms 50% of the mobs - the female mobs. They will just gather around him and follow him around doing nothing. The other 50% (males) will also follow him, but gains 50% attack bonus when attacking him. Because guys hates Sparkly Vampires more than Emo Vampires.
    (1)

  8. #8
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Everymage:
    Weapons are sort of long rods or short staves that have nets on the end. Their purpose is never explained and they can be confused for fishing nets, except the netting glows while casting.

    It will have skills that deal damage and certain utility ones that inflict trivial versions of non-major debuffs onto monsters.
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