Hey I know that class....that's the Wizard King from Kingdom of Kupa KeepFartman.
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Heavy Damage over time fart attacks as well as decent burst damage.
Can use gassyness to get out of the way of attacks, similar to repelling shot in bard but with more diversity and control.
Gains stacks, up to 5, when using special gas attacks and can sacrifice all of them for a big fart nuke.
Shepherd
At the beginning of 1.0 we had new classes that were not like in other FF games (like Conjurer, a mix of WHM and BLM without to be a RDM).
People complained that they want them to get changed into traditional FF (XI) classes.
Last edited by Felis; 10-04-2014 at 03:40 AM.
It a lil disappointing that no one wants anything new, just recycled stuff with new wrapper.
Oh well...
Job: Guard
Weapon: Bo staff
Skills
Lv: 1 Normal attack: over head strike
Lv: 4 Second attack : uppercut strike lowers defense of monster 2%
Lv: 12 3rd attack : run through attack and attacks from back also for a two hit move.
Lv: 2 accuracy boost
Lv: 6 magic shield 5% fire ice and lightning defense
Lv: 8 fire and earth aura does fire and earth dmg 2%
Lv: 10 magic shield II 5% water, wind and earth defense
Lv: 12 Ice water aura does ice water dmg 2%
Lv : 15 whirl spin aoe damage to all foes
Lv : 18 ugly stick stuns monster
Lv: 22 wind and lightning aura wind and lightning dmg 2%
Lv: 26 ultimate tae bo 5 move attack, attacks in a star shape disappearing and reappearing for each side of the star making a star shape circle then it explodes.
Lv : 30 Deflection : spins bo staff in a circle deflecting damage for 20 seconds whoever he stands in front of and can move to other targets.
Lv :34 darkness and light aura does darkness and light dmg 5%
Lv :38 absorb damage but at the cost of tp until it hits zero
Lv :42 feather speeds up attack speed
Lv 46 vanish removes enmity
Lv : 50 circle of life creates a aura of regeneration for anyone in the circle but creates high enmity
Advanced job royal guard.
Would need to think of some moves for this half
Last edited by HeroSamson; 10-06-2014 at 02:36 PM.
Most folks come here to play Final Fantasy, not a brand new IP. Innovation is nice, but there are standards it needs to uphold to continue being a Final Fantasy game. Using the classic Jobs is one of those standards. And it's not like there are only, like, ten of them about. There are a ton.
You want to hear some of the cool jobs that already exist? Let's walk you through a handful of them right now. And these are just a selection from Final Fantasy V. There are more in Final Fantasy III, Final Fantasy Tactics, Final Fantasy X-2, Final Fantasy XI, and Final Fantasy Dimensions.
The point I'm trying to make is that, while innovation is a fine thing to strive for in most cases, in an MMO that makes a conscious effort to be a tribute to the legacy of an entire franchise, it is often best to take full advantage of that legacy before implementing too many unnecessarily new ideas.Blue Mage -> Can learn abilities from enemies directly and use them against foes. In some iterations, they are also well-versed in their use of Libra to determine weaknesses and even exploit them.
Mystic Knight -> Casts magic onto their own weapons, enchanting them as they take down foes. In some iterations, they can also cause all enemy magic to be redirected towards them like a lightning rod, then absorb that magic to restore MP.
Mime -> The Copycat Job. Has the capability, technically, to use any and every ability in the game, but at the cost of having to copy it from someone else.
Geomancer -> Spellcasters whose abilities cause the very terrain to attack enemies. In some iterations, they can even change the terrain entirely to cast new spells.
Dancer -> An underrated Job, the Dancer (who is, in essence, the Melee analog to Bard) is able to channel magic through the power of dance. Their signature move, Sword Dance, can potentially be one of the most powerful attacks in any game it's featured in, but its magic can also cause confusion in enemies, drain HP/MP from foes, or a variety of other effects.
Chemist / Cannoneer -> Two different, yet similarly acting jobs. The Chemist is the support/healer analog of this duo, able to use items for double their normal efficiency and to mix items together to create powerful effects. Cannoneer, on the other hand, is the debilitating damager analog. Mixing items with "shot", they can inflict serious amounts of damage to various enemies depending on the variety of "shot" used.
Oracle -> A spellcasting class that foretells great fortune or misfortune, the Oracle has some of the most powerful spell effects in the game at a very very low cost. The drawback is that each of these spells are tied to a countdown timer. Once the timer reaches zero, the ability activates. Doom is a very popular Oracle ability, but also included are spells like Divine Judgement, which inflict massive Holy damage on all enemies and heal all allies simultaneously.
Last edited by HakuroDK; 10-06-2014 at 03:20 PM.
I don't disagree, I was just letting the guy I was replying to know why things are going the way they are. It's logical to have jobs that most Final Fantasy fans have come to love before adding jobs that have not been seen before in the franchise.Most folks come here to play Final Fantasy, not a brand new IP. Innovation is nice, but there are standards it needs to uphold to continue being a Final Fantasy game. Using the classic Jobs is one of those standards. And it's not like there are only, like, ten of them about. There are a ton. There are more in Final Fantasy III, Final Fantasy Tactics, Final Fantasy X-2, Final Fantasy XI, and Final Fantasy Dimensions.
You want to hear some of the cool jobs that already exist? Let's walk you through a handful of them right now. And these are just a selection from Final Fantasy V.
If they made a class like the druid in WoW in which you can transform into animals, I'd probably pick it in a heart beat. It's pretty much the only reason I occasionally go back to playing WoW.
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