Ideals for new JAs

reddogneo

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FFXI
reddogneo
Ok I posted this on allkahzam but I want more ppls opinion. No flames please I know these ideas may sound alittle stupid and can use some refining. So give opinions, JA refinments, new JA ideas, or fill in some holes in mine and thankyou for listening.

Now there are some that exchange HP for MP and theres a general ratio that im aplling to that (HP = MP(+50%), so 50 MP is equal to 75 HP. With that said lets get to the skills

WHM
MP shield- This allows the whm to take all dmg to there MP instead of HP for 30 seconds. Now this will be stackible with stoneskin
Divine seal II- This ups the potency of divine seal and makes it so it works on divine magic also. This will also cut the timer from 10 min to 7 min
Prayer- Basicly from FFx2 this is a 5 min recharge that heals every pt member alittle bit but at no MP cost. Theres also a TP to HP ratoi (10 TP= 50 HP

BLM
MP charge- This allows the blm to pump as much mp as they want into there next spell tthey cast improving the dmg accordingly. But the tweek is that this will not change the targets chances on resisting it just imporve the dmg
Double Cast- This cast there next casting 2 times simultanusly at a 50% incresed MP cost and casting speed.
ES II- Increase potency of ES and makes it more potent towrds enfeeble magic too also cuts the recharge from 10 min to 7

RDM
HP draw- This allows the next casting to use HP(refer to the MP-HP ratio
MP Pump- This double the potency of your next cast at a double MP and double recast time cost.
Teara Enabler= This enchances you weapon with all elements for the next 30 seconds. Causing all special effects to happen

DRG
True wyvern strenght- This is a addition to your other 2 hour, this transforms wyvern to a full size wyzern incresing all there aspects. Now to use it you 2 hour has to be rdy and your wyvern has to be alive. Meaning your wyvern died youll have to use you 2hour 2 revive you wyvern and wait another hours to use the other 2 hour
TP Transfer- This allow you to trade tp to/from your wyvern. By attaching your name to the macro it wlll transfer TP to you same goes for your wuvern.
Spirit Link II- THis simply doubles the amount of HP healed to your wyvern using less of you HP

WAR
Defender II- This will improve defence even more than b4 and it will last longer, also the recast time will go down to 3.5 min.
(I modified this skill like this to make WARs more able to tank if need to im so tired of there not being able to tank wars should always be able to tank with this skill almost as good as a NIN of a PLD)
Berserk or Warcry II- Generaly same increase in effectiveness and recast cut down to 3.5 min
Critical Strikes- Increase Critital hit chance but lowers acc for 30 sec 5 min recast

NIN
Crippling death- This new 2 hour will replace there old 2 hour but intsead of causing dmg this will serverly cripple there target in all aspect for 45 seconds.
Ninja speed- This halfs the casting speed of there next 2 ninjitsu spells
Assasin strike- This causes 2 fold dmg when you atk out of an invisible state

BST
Sic II- Improved chance on doing extra dmg/effect with pets special ability
Call- This draws a random charmible pet within your range to your position
Swarm- this will replace you current 2 hours. This calls2-4 xtra bst of the type that your using to assist in fighting your target. But this ends if you pet comes uncharmed, dies, or your target dies

SAM
Meditate II- You get more tp at a slower rate
Life draw- This allows you to do your next WS out of you HP.
However you will not get any additional from using the WS.
True skill- This triple the tp needed to do a WS ( so youll need 300%) but it garuntees a crtitcal strike on your next WS. 15 min recast

BRD
Replay- This allows you to put a additional buff on your pt members. After you use this skill all you songs will go back to srolling though the 2 buffs thats normaly up
Volume- This increases the potency of your next song 5 min recast
Battle song- This skill keeps a song up for the entire duration of your fight but however it takes up one song buff slot. This skill will replace your 2 hour abilitly and will have some rescrictions like BCNMs and other situations

MNK
Dodge II- Incresed dodge effect for longer and recast is cut to 2.5 min
Chakra II- Increased healing effect
Focus II- Increased acc and recast cut to 4 min. This will not make focus last longer

THF
Distract- This is done from behind target pt member is causes the mob to turn around thous takin hate away from target pt member you are behind.
Flee II- This increases moveent speed by 75% for 30 sec
Bribe- This bribes your target to go away. For example for beastmen you can use gill or some sort od beastmen coin, For beast youll have to have something they like and for that refer to the BST chart. Bribe the beast with something that drops from a MOB that they intimidate

PlD
Provoke- This is somewhat the same provoke as WAR, it pulls less hate and it has a 4 min recast on it
Rampart II- Increased effectivness and redused recast time (not sure what recast is now)
Sentinal II- Increased effectivness and redused recast time (not sure what recast is now)

DRK
Souls swipe- Your next atk will become a critical atk but you lose HP for it.
Arcanite Seal- This makes you next arcane spell more effective
Last resort II- Increased effect and reduced recast timee (not sure on current recast)

SMN
Speed summon- THis allows you to to instanly summon a random summon at a increased MP cost, 10 min recast
MP heal- This allows you to heal your summmon with an amount of mp used (100mp=100hp) 5 min recast
Avatar Sacrifce- This intsantly kill you summon somewhat like the nin 2 hour dmg depends on you summons hp

RNG
Rapid barrage- This cuts delay on ranged atks for 30 sec 10 min recast
Sharpshot II- Increased sharpshot effect and reduces recast to 3.5 min, Duration will not be effected
Sadowbind II- Increases bind duration and reduces recast to 3.5 min

NOw I know these names could be alittle better but this a general idea on how this game can be alittlemore customizible
 
Most of these abilities would make it neccesary to make the mobs harder.

As opposed to adding Job abilities, me and a couple of Friends (mainly Mokk, as he hated having a useless tail) had kicked around the idea of having Racial abilities.

There was a thread about it at one point in time, I'll try to dig it up.
 
reddogneo said:
DRG
True wyvern strenght- This is a addition to your other 2 hour, this transforms wyvern to a full size wyzern incresing all there aspects. Now to use it you 2 hour has to be rdy and your wyvern has to be alive. Meaning your wyvern died youll have to use you 2hour 2 revive you wyvern and wait another hours to use the other 2 hour
Lag..... and not like its already not crowded enough in the party.



but cool what if ideas tho
 
Arcanite Seal- This makes you next arcane spell more effective

This doesn't make any sense to me.
 
reddogneo said:
BLM
MP charge- This allows the blm to pump as much mp as they want into there next spell tthey cast improving the dmg accordingly. But the tweek is that this will not change the targets chances on resisting it just imporve the dmg
Double Cast- This cast there next casting 2 times simultanusly at a 50% incresed MP cost and casting speed.
ES II- Increase potency of ES and makes it more potent towrds enfeeble magic too also cuts the recharge from 10 min to 7

Too cheap for BLM's own good, they already pump too much extra damage without the need of any type of ability.

reddogneo said:
WAR
Defender II- This will improve defence even more than b4 and it will last longer, also the recast time will go down to 3.5 min.
(I modified this skill like this to make WARs more able to tank if need to im so tired of there not being able to tank wars should always be able to tank with this skill almost as good as a NIN of a PLD)

Defender is 3 min duration 3 min cast so you can have it on forever, no need to lower the recast, Berserk is the one that's 3 min duration 5 min recast.

reddogneo said:
Ninja speed- This halfs the casting speed of there next 2 ninjitsu spells

TOO cheap also, that'd make ninja too powerful everyone would of course use it for utsusemi, it's like giving utsusemi:san to ninjas.

reddogneo said:
MNK
Dodge II- Incresed dodge effect for longer and recast is cut to 2.5 min
Chakra II- Increased healing effect

Useless, you can already cut down the recast times with merits and a couple of AF2 pieces already enhance both of these.

reddogneo said:
PLD
Provoke- This is somewhat the same provoke as WAR, it pulls less hate and it has a 4 min recast on it

PLD/NIN anyone? even tho the recast time is long, this would make PLD's unstoppable, being able to not take hits and heal yourself is too cheap.

reddogneo said:
SMN
Speed summon- THis allows you to to instanly summon a random summon at a increased MP cost, 10 min recast

This is very similar to an ability you'd had on classic FF games and could actually be applied.

reddogneo said:
Avatar Sacrifce- This intsantly kill you summon somewhat like the nin 2 hour dmg depends on you summons hp

So I can summon Titan or Fenrir and then blow them up? they have by far too much HP to deal too much damage, I think Astral Flow is already good, no need for this.

On a side note there's a difference between "There" and "Their" :P
 
well what i want for drk is

JA

a JA that boost our magic ATT and lower our magic DEF
Dark magic seal
"fix" last resort
drk's Elemental Magic need alot of boost

JT

drain hit
drain 60%HP from the DMG done to your target "wont work on undead" make this effect activates abot 10%

Aspir hit
drain 40% MP from the DMG done to your tagert "wont work on udead or mob without mp" make this effect activates abot 8%


Dark magic ATT Bonus I/2/3
 
I'd like to see the following:

PLD:
Entrust - this one comes from FFX. Basically, you can give your TP (when at 100% or higher) to someone else in the party. 5 minute recast timer, level 45.

WHM:
Cure-All - like the materia from FFVII. Allows you to divide your next cure spell amongst the entire party but only draw the amount of hate you would get from curing one person. 10 minute recast timer, level 30.

DRK:
Dark/Sleep/Silence/Poison Buster - think about Wakka's abilities from FFX. Short duration, almost 100% chance to hit selected status effect. 10 minute recast timer, level 45.

WAR:
Berserk II - The "real" berserk from the preivious FF games. In other words, you lose control of your character for the remainder of the fight (will only attack), but he gets haste, STR+, DEX+, AGI+, ACC+ and 20% damage reduction. 1 hour recharge, level 60.

Something else I think would be cool. If three BLMs are in a single party and all have the spell, they should be able to combine half their colletive MP to cast Meteor (the same one Behemoth uses). Oh, and give PLD reraise >.<
 
MNK
Don't die:
The Monk won't die just from beating something senselessly.

No need for Chakra II, mines already in the 370s, Dodge is obsolete once you get Melee Gaiters for enhanced counterstance. Avoid damage while dealing damage back > Avoiding damage. Hell, Dodge is obsolete pretty much any level after 50, even with Temple Gaiters.
And Focus is already hellaciously potent with the Temple Crown. Again. No need for a second one.

What does MNK need? More HNM usefulness. Chi Blast is nice, but doing 10 seconds of action every 3 minutes gets boring. And fast. Take all that Subtle Blow that Square is mountaining up on Ninjas for some unknown reason, and giving it to us would be a good start.

I still stand by my comment in that other thread that Chakra should be a party-wide effect. So silly how many other incarnations of Chakra in the FF series have been targetable or party/area effect except this one.
 
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Skaw said:
MNK
Don't die:
The Monk won't die just from beating something senselessly.

No need for Chakra II, mines already in the 370s, Dodge is obsolete once you get Melee Gaiters for enhanced counterstance. Avoid damage while dealing damage back > Avoiding damage. Hell, Dodge is obsolete pretty much any level after 50, even with Temple Gaiters.
And Focus is already hellaciously potent with the Temple Crown. Again. No need for a second one.

What does MNK need? More HNM usefulness. Chi Blast is nice, but doing 10 seconds of action every 3 minutes gets boring. And fast. Take all that Subtle Blow that Square is mountaining up on Ninjas for some unknown reason, and giving it to us would be a good start.
Not dying would be nice, but I'd still like to keep my evasion capped.

I'm curious how subtle blow works. Just looking to monk AF2, if you wore all 3 pieces that give subtle blow(Head, Hands, Legs) and if you have a black belt that's subtle blow +20. Assuming that Subtle blow works like Store TP, wouldn't that mean that each hit gives 2 less tp? And also assuming that mobs recieve the same tp per hit that we get(2 TP/hit); wouldn't that prevent them from getting any tp at all from a monk's melee attack, or am I missing something somewhere? I haven't seen much about the details of subtle blow, only that it lowers the tp that the mob gets from hitting it.
 
Mobs get Your TP+3, so, you'd need quite a bit of Subtle Blow increase for it to kick in like that.
 
MNKs at 75 should get a reraise JA, go ahead and call it "Guts" since square combined with Enix, it wouldn't be unthinkable to take stuff from the dragon quest series.
 
Blms-

At Level 60/65/70, blms should get a Specific Spell, which would be like a 1hr ability. Would take all mp, and maybe do all the elemental spell damages in one (Ultima?) or non Elemental (Meteor?). Something like an Uber Aincient Magic Spell, perhaps customisable, or a choice of an element. That would be kinda spiffy.

Maybe another 10 min ability which would increase damage, or heal mp, like a mini convert? (although convert would be useless for Taru BLMs though... My HP>MP lol... ><;;)

Mages don't have many abilitys, although we do whore the JTs... So I spose it's only fair :D
 
Being a BLM myself I am FULLY aware we're already overpowered, not in a solo kind of way (that would be NIN or RDM) but BLM already deals too much damage, then you have all the idiots who are damage whores and die because of it, giving Meteor to BLMs would make people get them(the BLMs) even more (apparently it doesn't fit most people´s head that you can acomplish most stuff without a BLM) and leaving other jobs behind.

What Skaw said about Focus + Temple crown I have to fully agree, in my experience Focus+Crow > Focus+Optical Hat, that's why I always carry both with me.

One thing I thought once it would be that you'd be able to use your subjob's 2hr, but have to wait 2hrs in order to use your main's, you know, be able to use two but only one at a time. If anyone has comments about this, shoot away.
 
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I don't like that "Speed Summon" ability for Summoners. It's bad enough Spirits suck up MP like crazy why do we need a Job Ability to do the same thing? Plus if it's random, don't you think it's possible to have summoned a Spirit? My god that would be like 24 MP every 3 seconds! I actualy had some abilities in mind. For Nin, something that allows them not to be interrupted for 1 Ninjutsu spell casting with a 7-10 min timer. As for Summoners, I was thinking something along the lines of a Blood Pact enhancer. Maybe one that when used increases Avatar ACC so that maybe we can actualy put Shiva's Rush to some use? Or make one for soloing, make it increases Avatar DEF or attack for a short period or on that sam idea perhaps make a Blood Pact stronger. Oh I just thought of one XD, maybe a Job Ability that enhances an Avatar buff? Just 1 of course, but maybe like if you used it with Garuda and Aerial Armor it would give like 1 extra shadow or used with Earthen Ward it increases amount that can be absorbed or just make it last longer or something.
 
One thing NIN could, realistically and not game-breaking, use:

An Elemental Seal-style ability, for enfeebling Jutsu. Make it 5 minutes instead of 10 on the recycle.

And Kensou, focus enhacement is one of the ones that applies permanently, once the ability is used, you can equip something else. My Macro equips crown, focuses, Berserks, then re-equips optical hat.
 
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Too bad square half asses everything and they barely care :(
 
I think drk damage on WSs is surperior enough. They don't need abilities that'll make it even better.

However I would love to see them obtain abilities that could make landing abs spells on Gods and such possible.

I like your ideas for bard, although I'd leave the 2hour alone. It'd be nice if the job had abilities and variety though.

I don't like your thief ability ideas at all, sorry. They need buffs to their damage potienal at higher levels, not wierd stuff like bribe. A critical attack ability on a 5 or 10 minute timer that makes 100% crits for a little(to counter drk's souleater). Crit attacks is after all related mostly to thief and their highest dex rating. I also believe thf deserves either a crit attack job trait, an acc trait, or rng acc job trait. I'd also make perfect dodge a 5-10 minute reuse job ability, and temper with the 2hr to make it related to treasure hunter or something damage related.
 
reddogneo said:
RDM
HP draw- This allows the next casting to use HP(refer to the MP-HP ratio

I like it! too bad it'll never happen. ><
 
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