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  1. #30
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Keeping with the idea of merits implemented in a way that is RP-friendly/cosmetic, here's a couple of suggestions for some jobs:

    White Mage
    General (Cosmetic)
    Medium Armor - Allows medium armor (mail-type armor) to be glamoured on to your equipment.
    Heavy Armor - Allows heavy armor (plate-type armor) to be glamoured on to your equipment.
    Working Clothes - Allows DoL-specific gear to be glamoured on to your equipment.
    Manufacturing Attire - Allows DoH-specific gear to be glamoured on to your equipment.
    The Padjal 'fro - Allows access to an afro with padjal horns coming out of it via the aesthetician.

    Category 1 (Effects)
    Graniteskin - Replaces the animation of Stoneskin with a stone wall that rises from the ground (essentially how it looked in 1.0)
    Watery Cure - Replaces the cure particle effects with water effects
    Boulders - Replaces the effect of your stone spells with boulders.
    Afterglow - Critical heals cause the recipient to glow for 5 seconds.

    Category 2 (Abilities)
    Divine Aura - You grow glowing angel wings and a halo. Effect ends upon reuse.
    Float - 2.5 second cast. Allows target to float for 20 seconds. Slows falling speed. Can only be used out of combat. Taking damage or attacking an enemy cancels the effect.
    Call Elemental - Summons a non-combat minion that follows the White Mage (minion uses the old model for elementals seen in 1.0)
    Pearlescent Ward - Channeled effect. Creates a glowing mark at your feet with the WHM symbol for 10 seconds.


    Paladin
    General (Cosmetic)
    Armor Mastery - Allows "of Striking/Scouting/Maiming/Aiming" armor to be glamoured on to your equipment.
    Robe Mastery - Allows "of Healing/Casting" robes to be glamoured on to your equipment.
    Working Clothes - Allows DoL-specific gear to be glamoured on to your equipment.
    Manufacturing Attire - Allows DoH-specific gear to be glamoured on to your equipment.
    The Eye Shield - Allows access to a hairstyle long in the front that covers your eyes via the aesthetician.

    Category 1 (Effects)
    Spiritual Cover - Replaces the tether from cover with an etherial version of you.
    Mercy Sword - Replaces the axe effect with a sword when Mercy Stroke is used.
    Big Bulwark - Using Bulwark causes your shield to grow for the duration of the effect.
    Blessed Halone - Using Rage of Halone causes the spirit of Halone to assist your attack (you get a giant Halone that pops up behind you like a Stand and does Rage of Halone with you)

    Category 2 (Abilities)
    Shining Armor - Your armor gains a soft glow for 60 seconds.
    Defensive Advance - You raise your shield and keep it up while moving. Effect ends upon reuse. Effect ends upon entering combat.
    Mounted Swing - Swing your sword while riding most mounts. 2.5 second cooldown.
    Honor of the Sultansworn - Channeled effect. Kneel to create a glowing mark at your feet with the PLD symbol for 10 seconds.


    Monk
    General (Cosmetic)
    Medium Armor - Allows medium armor (mail-type armor) to be glamoured on to your equipment.
    Heavy Armor - Allows heavy armor (plate-type armor) to be glamoured on to your equipment.
    Working Clothes - Allows DoL-specific gear to be glamoured on to your equipment.
    Manufacturing Attire - Allows DoH-specific gear to be glamoured on to your equipment.
    The Ascetic - Allows access to a hairstyle resembling monks of old via the aesthetician.

    Category 1 (Effects)
    Flying Kick - Replaces Shoulder Tackle with Flying Kick. Same effect, different animation.
    Aspected Fists - Your fists glow with a specific effect when using Adamantoise Stance/Gale Stance/Vajra Stance (AKA First of Earth, Fists of Wind, Fists of Fire)
    Mercy Fist - Replaces the axe effect with a fist when Mercy Stroke is used.
    Power Aura - Chakra stacks cause you to radiate a power aura that gets brighter with higher stacks.

    Category 2 (Abilities)
    Kata - Channeled ability. Perform a series of martial arts moves over 10 seconds.
    Chakra Flight - Allows you to fly without the need of a mount in areas where you've discovered all aether currents. Taking damage removes the effect.
    Breaking Point - Touch the ground with a single finger, kicking up stones and dust in front of you (yes, I know that the Bakusai Tenketsu doesn't work like this, but I couldn't think of a new ability).
    (2)
    Last edited by Duelle; 08-01-2015 at 02:00 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)