this is really good,
just don't sue SE if they steal your idea lololol
this is really good,
just don't sue SE if they steal your idea lololol
Hero of Carpe Diem Linkshell
http://hero.guildwork.com/
always looking for good people.
I keep wanting to chime in on this but I get lost trying to critique some of the setups you've made. One thing that keeps catching my eye is Musketeers "Tranquilizer" I feel like that might be to strong considering that in a sense the counterpart for Archer is Shadow bind which only binds the target while Tranq would most likely sleep the target. And of course lol Trigger Happy is just to OP as shown in FF8.
So I'm trying to base this on the 8 abilities one can use during Irvine's LB to give an idea of how they could melee.
So basically I came up with this.
Normal Shot Single Target bulnt dmg 1k TP
Flame Shot Single Target fire based dmg 1k TP
Quick Shot "Combo Normal Shot "Allows reuse instanstly" 500TP
Canister Shot "AOE ACC Down -deals no dmg- "Combo Flame Shot: Removes AOE ACC effect and deals AOE fire dmg instead" 1.5k TP
Scatter Shot Fire 3 bullets at target "Combo Normal Shot: Changes to Cone AOE" 1.5k
Armor Shot "Att that ignores defense" Combo -Canister Shot-:Deals extra dmg 2k
Dark Shot "Low ACC that deals double crit if lands" Combo: Increases ACC of att but lowers crit to single 1.5k
Hyper Shot "Deals Heavy Dmg to Single Target "Combo: Scatter Shot "Turns into cone AOE but increases recast" 2k
Normal-Scatter-Hyper
Normal-Quick
Flame-Canister-Armor
Flame-Dark
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The idea behind this is a long range DD that deals more brute dmg but lacks enfeebling utility through their WS. Somewhat like Puglist in the sense they are able to inflict high dmg to a single target however they are able to use AOE moves through combos. Basically the Musketeer's combos encourage AOE dmg while Archer's combo kinda discourage it in a sense ala Quick Nock's conversion to single Target during an combo. With that though maybe Hyper Shot should only cost 2k like the Archer's final move so think I'll change that but leave the rest as it.
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As for abilities, let's see I think this is where enfeebles could be introduced but require TP in order to activate such as
Aim Arm: Next "Shot" targets arm which may inflict slow -also influences incapacitate- 500 TP 30 second recast
Aim Leg: Next "shot targets Leg which may inflict eva down -also influence incapacitate- 500 TP 30 second recast
Cross-hairs: Increases Crit hit rate 15 second duration 2min recast -effect reduced when Volley is active-
Volley: Reduces Recast of "Shot" for each successful hit, stacks up to 3 times and resets upon a miss
QuickFire: "Reduces global colldown -bullet reload effecting all WS mobes- in half" 15 second duration recast 3 mins
Pistol Whip "Single target Stun deals dmg" Recast 3min
Gloat "Temporarily increase enmity gains to increase att power" Duration 30 second, recast 3mins
The idea behind these abilities is to give them some enfeeble utility to further pull them apart from an Archer's Job role as an enhancer. Aim Arm/Leg are pretty much carried over from FF Tactics but their concept works differnetly. Just like how barrage changes light shot into a multi-hit attack, These two moves both change Shot based on which one you activate however these also cost TP to use which is why the duration to reuse is much lower then that of barrage.
Volley is similar to Raging Strike except rather then improve att power it instead reduces the recast time of reloading after a shot is fired.
QuickFire is a burst type ability allowing a Musketeer to unload a lot of TP moves without having to wait for the global reload cooldown, the downside is a lot of enmity can be gained during this time.
Pistol Whip is pretty much a saving grace ability used to temporarily get a mob off you for a limited amount of time
Gloat is the idea that Musketeer's are more cocky then their archer counterparts, while Archer hides their presence a Musketeer is not afraid to show himself out in the open and because of this presence they have it allows them to improve their att power while the ability is active.
But ya one main difference I'd like to set apart from Archer is the fact that after each shot is fired there is a delay based on the delay of the weapon before you can fire off another shot or weaponskill, because of having to reload after each attack. Archer's can easily ready another arrow but a Musketeer has grab another bullet, open the chamber and insert another bullet into the chamber and close it before firing again.
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I'm not sure how I would work traits but I think this would develop an interesting play-style unique to it's counterpart Archer, I tried to develop it in such a way that it wouldn't just be an archer with a gun and slower recast but something that could define itself unique from Archer.
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I also have an idea for SCH but I"ll leave that for another time.
After reading through I just got so much nostalgia from playing tactics. I REALLY hope they do something like this but further divide the difference between two jobs from the same class.
Great read, thankHope SE reads this
Lol canister from LoL
Hmm well I recycled alot of abilties that got removed as to not have to think up my own, as for skill descripition I still need to think about it. In level progression of abilities I also considered other classes to ensure your getting useful abilites at a fair rate.
Tranquilizer yes was purposely made as a shadowbind counterpart to have some kind of distancing tactic, as combos will probably require range. They both release through attack so i fail to see how a sleepshot is much different than an immobilize.
Aim: Tactics are introduced in the ranger section but im still constructing it. Also I wouldn't want to increase the musketeers enmity as none of them are a tank job either. Realisticly whats going on is musketeer is like the thaumaturge of ranged attacks, they deal very strong damage compared to an archer like conjurer. But the draw back is that guns require you to reload them often, so you cant constantly fire in the way that archers do.
Last edited by AceofRains; 05-26-2012 at 03:57 PM.
Excellent work, I really hope the devs are reading this thread.
Hey everyone since the part two of the players poll came out, I thought it would be a good idea to bring this thread back up seeing as how jobs were relevant to the poll. Feel free to comment or present your own unique ideas! ^^
I am hoping for a Beastmaster and Thief class/job whatever.
Fantastic ideas! Exceptionally well well thought out and it all flows very nicely~ You have a very good grasp on how to make your proposals feel very FF-ish -- an area where most others fail miserably.
Your Templar, Engineer, and Red Mage builds are especially nice -- Hunter with a pet (ala FFXI DRG) is a nice touch as well. Some builds like Time Mage and Viking may need a bit of fleshing out/refinement (have you considered the 'break' armor/weapon/etc.. abilities?)
I would love to play the game with a job setup like this. (Even with the hated Necromancer in there)
Bravo!
Last edited by Zantetsuken; 06-05-2012 at 07:37 AM.
Nice thread! I really loved these ideas! This would really keep me interested in pretty much all of the classes.
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