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  1. #1
    Player
    TwiibieTwuu's Avatar
    Join Date
    May 2017
    Location
    Limsa
    Posts
    436
    Character
    Peljra Nayitsu
    World
    Balmung
    Main Class
    Monk Lv 90

    Skill Suggestions/Ideas

    So this one is a little different.

    Basically come up with your own skill or skill upgrade for any class. Even create or describe the skill icon if you want.

    I personally suggest that all healers Apr attacks should apply a certain debuff. WHM gets stun after all

    Gravity - draws in all nearby mobs and applies slow.slowing down their auto attacks and cast times. (Fits with the whole gravity thing)

    While the Art of War could be something that drains a mobs stats.

    Tomahawk could apply a small bleed effect

    While shield lob could apply concussion.

    Unmend applies weakness to magic for a short duration

    While Gunbreakers Lightning Shot applies weakness to physical attacks for a short while.

    Of course the effect gets weaker and shorter when applied to the same mob.

    A cross skill for casters "singularity" a target placed Aoe which opens a black hole to drag away and hold mobs in place for about 13 secconds (basically for solo play)
    (0)

  2. #2
    Player
    TwiibieTwuu's Avatar
    Join Date
    May 2017
    Location
    Limsa
    Posts
    436
    Character
    Peljra Nayitsu
    World
    Balmung
    Main Class
    Monk Lv 90
    The Shuriken could also be buffed with a small bleed debuff. It's kinda useless when you unlock the 2nd Mundra
    (0)

  3. #3
    Player
    RoyalBeef's Avatar
    Join Date
    Oct 2018
    Posts
    404
    Character
    Tiny Tina
    World
    Omega
    Main Class
    Machinist Lv 80
    Purel cosmetic, but I dislike MCH Heat Blast, it feels weird shooting fireballs from the grip of your gun or whatever that is supposed to be. I'd like it replaced with some Equilibrium Gunkata style stuff where they maybe get out a 2nd sidearm and do a few dual wield maneuvers while firing in rapid succession. If you give me carpal tunnel syndrome at least make the optics worth it ^^
    (0)

  4. #4
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Art of War in Japanese actually translates into poisoning art... so yeah, where the English name came from, I dunno.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  5. #5
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    Just give me multiple charges of Bloodletter/Rain of Death aaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhh
    (0)

  6. #6
    Player
    odym82's Avatar
    Join Date
    Jul 2019
    Posts
    97
    Character
    Onmyo Shugo
    World
    Siren
    Main Class
    Paladin Lv 66
    Quote Originally Posted by TwiibieTwuu View Post
    The Shuriken could also be buffed with a small bleed debuff. It's kinda useless when you unlock the 2nd Mundra
    Yeah I totally forgot that was even an ability
    (0)

  7. #7
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Making skills is fun :3, especially if you get to make some of the "capstone" ones that tend to be OP lol. Here are a few, I wanted to add some summoner ones but wanted to think a bit first.

    Some Paladin thoughts (for expansions and what not lol):

    [Shield Lob / Judgment upgrade]


    Shield Lob gains a unique charge system, up to 1 charge. When shield lob has no charges it's just a regular GCD (exactly how the skill was before). When the skill has 1 charge however it is now this skill (+oGCD).
    Charge will return on a medium length cooldown, but the time is cut down as you spend* shield oath.

    This bolt of light will have longer range (maybe 5y more, just to make it feel really siege like) and deal significant damage to target with light nova damage in an aoe radius, and apply blind (which we all know blind will be useless for everything but trash mobs lol).

    [Low Blow / Shield Bash Upgrade]
    When using intervene low blow upgrades to shield bash, low blow's cooldown will be remembered, but the replaced skill will not be on cooldown regardless and may be used at any time during the duration. Shield bash will stun everything in a very small but wide cone in front of the Paladin (including target). You may use both your intervene skills to do this twice in a row. Potency, and stun duration for this shield bash the same. Shield Bash skill will not however interrupt any of your GCD/Combos as it is now oGCD. Low Blow will continue to work as intended (same stun time, cooldown, and of course animation).

    Combining these skills will get Paladin a skill slot back which can be used for a new skill.

    [Indomitable March (or w.e)*]
    Paladin creates a holy aura around themselves, increases Paladin's block by x% (25?), all allies within the radius will receive half of Paladin's shield block at the same rate as Paladin's. Radius is fairly large (like half arena). May consider it a drop down skill like Scholar's but I think large radius being easier to manage and aura/Paladin just feels very classic. Sheltron will not grant allies 100% block rate, but it will combo well with the increase block % of the skill (or Passage of Arms).

    Each block made could fund a new wraith resource, or alternatively just work with specific abilities. Like this skill could reduce that judgement bolt skill's cooldown (shield lob upgrade). I also thought it might work with a clemency concept I've wanted detailed more below.

    [Cover]
    Clemency is an instant cast on cover'd target or yourself, if yourself is a target for the heal your cover partner will heal 600 potency. The two players and the chain will pulse and deal a little bit more than holy circle damage (as a unit, there is no double stacking of damage if you're in close proximity or whatever). Won't be more damage than Requiescat + Holy Circle + Confiteor combo but it wont be bad damage either (and the entire time you're healing up).

    [Clemency]
    Maybe the new charge system like shield lob has, where with 1 charge a unique effect happens but with no charges you use the skill as normal. So here a long cooldown would grant an instant cast free clemency. Alternatively may add some other mechanic into it like up to two free clemency may be stored but there is no timer system for replenishment (they don't charge themselves, at all), and the charge could be from Indomitable March (so you'll always have gcd clemency, but very occasionally you'd earn yourself oGCD free/instant clemency). I'd love to see this as it would allow Paladin's to use Clemency outside of the world is going up in smokes circumstance (if your healer is good it's pretty much a slap in their face as you lower your own damage to heal for them when they don't need you to, but rather if it was free and instant then you could and should use it because why not).

    [Passage of Arms]
    While channeling you may use your melee combo skills for new effect (maybe change the icons like dancer's dance does). Perhaps with Prayer / chant / oath themes, so like:
    • Fast Blade -> Prayer of Succor - heals everyone in your wings by 1% max hp
    • Riot Blade -> " " Mind - increases everyone's mp by it's normal amount
    • Royal Authority -> " " Unity - mp, Adds bonus potency per ally up to 2 (low number to encourage some to enter even more but not punish paladin for a lot of naughty team mates lol)
    • Goring Blade -> " " Power - hp(5%)/mp. Once, add potency of Goring Blade's DoT (doesn't stack that DoT potency after that)

    The Prayers having no target and the potency related to each converted skill being saved up for later.

    Bonus:
    • Spirit Within -> Royal Attention - Inverses cone (wings spread wide open, like a predator bird may do to strike fear/warning in the target) and increases length of the wings by 30% (theoretically meaning players don't have to get in front of the boss)
    • Circle of Scorn -> Divine Protection - I think not necessary but just added because I thought it, creates a large dome with the wings engulfing those within.
    • Total Eclipse -> Open Arms - Increases wing angle by 50% up to a max of 100% increase
    • Prominence -> Seraphic Reach - Increases wing length by 50% up to a max of 100% increase

    So all the potency from skills that have potency, that can be used during Passage of Arms, will added up and when the Paladin uses Confiteor (which will temporarily be changed to something else for a little while) the skill will end and the damage will be pushed through that one skill (all that saved up damage isn't lost if Passage of Arms is broken by movement, of course Passage of Arms is ended though). The skill may not miss (by standard means), will 100% direct hit, will never critical hit, and will take no damage buffs from any sources into account (including Paladin's own Flight or Fight and Requiescat- may need to consider something for weird content like Eureka and weird new skills, but in a general case it can't be buffed by anything).

    Ideally this allows Paladin to protect and support more, more QoL in placement/shapes, more to do while channeling, not dropping their damage much to channel, get a very large number to be proud of, it's going to be a huge potency bomb lol, look cool, and if used after those boss vanish attacks it should be easy to "land", but also should not encourage Paladins to start Passage of Arms just for damage reasons even when it's not needed for protection. Since technically if you were using your FoF / Requ. buffs right then they should do more over time.

    For Animation I imagine the wings collapsing down into the Paladin (very quickly, less than a second, no movement lock), allowing Paladin for a short time after to radiate brightly and optionally cast their big boom spell (~10 seconds).

    If / When the big attack is cast they lift off the ground into the air, with holy light still radiating off, shield and sword float above the Paladin's head sword in front of shield, Paladin in a Teleport-ish Prayer animation position, Paladin's radiating energy rushes up into his weapons above which spin in a circle, where then a cloudy holy portal opens up around the shield and sword (above the Paladin's head). Then the shield and sword return to the Paladin at the same time the Paladin drops down to the ground (player can move around now, even though the skill is still going), and the heavenly portal which takes another moment for final build up basically makes an Ion Cannon from heaven attack.

    Animation that requires Paladin's body only requiring about a second or so (Paladin is quickly lifting into the air and charging the holy portal), so if there is animation lock it is shorter than casting a spell would be. Although may allow players to cancel it like a spell and recast it again when able would be nice (basically you'd lift into the air and then move before channel is finished, which would drop you back down and cancel it). So ideally it isn't that inhibitive, also helps that Paladin is a tank so if you're in front of the boss you probably don't need to move as much (or if you didn't move in time, which you should.. lol, you'd probably not evaporate like a dragoon lol).


    (this sort of stuff but since coming out of a portal above the Paladin it'd be at an angle down towards the enemy, which will help it not look like an Ahk Morn- plus it'll be holy theme'd visually)


    Dragoon spell idea:
    [Dragonheart]
    Dragoon slams the butt of their spear on the ground with both hands (tip facing upwards), causing a large amount of their blue dragon energy to pulse outwards and then envelope them in a tear drop like sphere. Then they leap into the air, the dragon energy billowing out and away revealing a unique dragoon armor that has wings (with elements of Legend of Dragoon-like/ish in style).

    They float a bit off the ground now ("fly"), and have increased movement speed for the whole duration, no animation lock jumps (they return you to the air almost as if you bounce off the ground lol), and melee attacks reduce all jump cooldowns based on their level (such that regular jump will be seen many times throughout but the higher tier jumps may only be rushed once extra). Cooldown of replaced skills remembered but Bloodbath is replaced with Crimson Scales (changing armor red as you absorb damage), and is more effective variant of bloodbath that gives you blood of the dragon timer on each attack (any melee/jump), and Lance Charge to Dragon Rage, which increases damage dealt by 20% with a 5 second duration that is reset on any attack. Bloodbath and Lance charge cannot stack with their dragon variants.



    Random Machinist idea:
    [Iron/Aether Queen]
    Machinist pulls an iron man and enters the Automaton Queen, but with enhanced powers (like a super aether infused Queen). Haven't really thought much on this one, just thought of it being neat (but I've not touched MCH since 4.5 as I'm leveling other stuff.. so you'd want to make sure the idea lines up with the job lol, whatever it does doesn't go out of sync). Like you could enhance and replace some of the MCH skills with Aether Queen related ones, and milk some of that armored mech stuff. Easy to overheat, side attacks, missile pods, etc.

    Some side random concepts:
    • Aether Pattern A: May target one enemy from that point on it'll deal automatic aetherial barrages, effect lasts until retargeted or you're kicked out of the queen (imagine in those armored core mech games you have those cluster rockets and stuff, that here)
    • Aether Pattern B: Similar to the above, deals less damage if stacked on the same target (so ideally you'd target two different enemies to send of waves of cluster atherial rockets)
    • Thrusters: Increase movement speed and increase heat for a short period of time
    • Pawn Swarm: Summons a number of pawns (like rook/bishop) that will target nearby enemies automatically and each one will absorb 5% damage (up to 25%). Pawns have a set amount of potency damage they'll do when spawned and will deactivate once they've done that amount (amount calculated to the rate of their fire, such that end of the spell duration is when they're done basically), when they're killed (taking damage for you) they'll rush the target that killed them (or nearest if target isn't available) and blow up for the remaining potential damage.
    • Immolation Exhaust: Drains heat per second up to X (5 seconds), creates a large fiery explosion around the Aether Queen with damaged based on heat consumed. Moving and using other skills doesn't cancel this, you can just reactivate the skill again if you want to use it earlier, and alternatively if you don't have any more heat to consume it'll go off on it's own.
    • Fissure: oGCD skill that consumes a decent amount off heat, striking fit into the ground creating a line attack
    • Annihilation Protocol: duplicates every attack made for half potency, full heal though (so if you did an attack of 5 heat, you'd actually get 10)
    • Odin Cannon: Every X amount of heat expended adds a depleted core, Odin may be fired per depleted core
    (0)
    Last edited by Shougun; 08-20-2019 at 06:36 AM.

  8. #8
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Cosmetically I wish Fire for blackmage would turn into 2-3 fireballs helixing each other as they travel while under enochian. They show this in a HW Hildebrand cutscene.
    (1)

  9. #9
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,262
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Personally I'd like GLA/PLD to have a healing skill that Clemency upgrades to (replaces), as so much older (pre-60) solo content was made with the assumption that you had been cross-classing Cure to heal yourself (especially the level 30 GLA fight), and so the removal to do so has actually made it harder to play that class before then (not impossible though). Maybe to avoid overusing it early on have it that it's only a solo heal or something, or heals more the more HP you have (of course that would have to be tweaked to ensure balance is right).
    (0)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

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