your ideas for new abilites and spells?

Koutetsu

Limit Breaker
Adventurer
Joined
Feb 10, 2005
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536
i have three good ones for dark knight.

lvl 40 Dark Bond- pretty much a sort of elemental seal, but for Dark magic. Last like maybe a minute and ups the effects and chances of working for dark magic.

lvl 50 Scythe Proficiency(sp?)- This could be for every job, but for a different weapon... Pretty much adds stats if you are using that weapon, this would be a passive trait. Like maybe +5 accuracy, or attack.

LVL 60 Mana Burn- You use all of you magic points to inflict that much damage to a mob. Only problem is then we will see a lot of drk/smn.
 
I dont think I'd use /smn for n added 100 or whatever dmg as drk >_>

And I want Absorb-Tp :wink:
 
Perhaps increased range skills for rg so they can stand farthur away and still do the max dam from a much longer range without the acc lose. Or even a shadowbind change it so it binds for a small duration instead of of losing the bind when you start landing hits. Or a new bst 2hour that calls a few more od a certain beast type to help you temperarly so when bst get in trouble 3-4 more beat come to help you out for a short while. Id even warent giving nin sone form a sata not the samee but somewhat simalar since there suppose to be stealthy anyway. Even give smns an abiltiy to summon multiple lessar smn or one powerful summon.
 
i think they should redo chakra to make it work like it did in FFTs have it be AoE and cure both HP and MP. it could heal MP based on either MND or VIT, and as for AoE range it would be in touching range or some what close. and it would be based of the MNKs stats for determin how much the other player could heal for. this would be great for Soloin EPs and DC at higher lvls as MNK with WHM sub.^^
 
The only thing I'd like to see for war is Double Attack II, lv55, +5% chance of proc.

That bst 2hr thing sounds pretty freakin cool, I'd love to watch that go down... it could be like the Antlions in Attohwa that jump out of the ground and chew your nads off.

<-- lost his nads in Attohwa a couple times
 
CmdrFly said:
The only thing I'd like to see for war is Double Attack II, lv55, +5% chance of proc.

That bst 2hr thing sounds pretty freakin cool, I'd love to watch that go down... it could be like the Antlions in Attohwa that jump out of the ground and chew your nads off.

<-- lost his nads in Attohwa a couple times
Synonym: similar to

i.e. the bst would pop his/her 2hr, and a legion of 4-12 crabs / sheep / ... no, I got it.

Worms.

A legion of 4-12 worms pop out of the ground and cast Bind on the target, then proceed to club 'im to death by smashing their faces against him... like they do.
 
col thx for clearin that up but that idea for bst 2hour would kick so much ass
 
I like the BST two hour the way it is, but what you have suggested is pretty damn cool. Something I (and I'm sure a few other BST) would like to see is Sic II.

lvl 45: Sic II: Recast timer: 3:00. Allows the beastmaster to select a specific TP attack to be used by their pet.

lvl 75: Beastmen Killer trait: Small chance at intimidating beastmen.

For Dragoon:

lvl 45: Lancet: Recast timer: 2:00: Steals HP and MP based on MND or VIT, or maybe CHR.

lvl 65: Double Jump: Recast timer: 6:00: Uses a two hit jump attack, if first hit lands second has a chance of critical attack.

That's all I can think of for now, I just woke up >.>
 
well what i want for drk is :

1- Absorb-TP

2- a JA that lower our magic def to Increases our magic att

3- 1 Magic Attack Power

4- bio 3 :D
 
I always wished that Elemental Seal did the same for offensive magic as Divine Seal does for healing magic. I want double damage. Maybe a second ten minute ability that more closely mirrors Divine Seal? I don't care what SE names it.
 
absorb - TP
Refresh II
Phalanx II (castable on others please)
And elemental spell buffs, only based on enhancing... you know, like the BLM elemental debuffs, only adds stats to the targeted ally. Like shock buff, would increase to MND instead of decreasing it :P

On another note, Raise II for RDM at lvl 75 would be awesome too <.<;
 
Treasure hunter III trait, level 65 or 75

Brd ability to increase song potenty by 25%, castable every 5 or 6 minutes, lasts 45 seconds. Only because the job has no abilities except 2hr ;p Level 40

Drk absorb tp sounds cool and badass, but there goes thf's biggest advantage over drk post 66, tp gain. But I'll let em have it :P But we get a new ability or something to balance it out. This spell would kickass for endgame activities though, nice bonus drk could use.

Thf trait- Crit attack I, more crits

Thf ability- 5 minute reuse, 100% crits for 10 seconds, useful before DE or SB, so we can compete against souleater when it's used in junction with SATA WS.

Thf 10 minute reuse abilitiy, double dodge. If a swing was to get by thf's evasion shield and parry, thf get another chance to dodge with ability activated, lasts 1 minute. Or 5 minute reuse, lasts 30 seconds.

Smn- Refreshga, lasts 3 minutes, learned by carbuncle at level 40. 3mp a tick, this would help even the support role competion level field a bit. Might even see smn/brd with this ability, 4mp/tick for all, and more keeping out of avatars instead of being the healer, let rdm and whm main heal when in same party, let smn do more support. This would lead to encourage of smns and whms partying together, so think of what the 2 could cover together as a team.

I like flys idea for double attack II for war, sometime post 37, 55 did sound good.

Dragoon-more damage dealing jumps, so they have a total of 4-5 to spam. They might even need super jump alot more with that many jumps to spam.

Give plds yet another defense boost ability or another defense bonus trait, they could use a little boost for certain endgame bosses to compete against ninjas for the HARD hitters.
 
You give a Dragoon more Jumps or anything too significant and they will be over-powered.

If SE adds anything to Thief in the coming expansion I would hope it'd be a great weapon. Not something that has as much damage or delay as other great weapons, but Thieves need more DoT then we have. Daggers are just pathetic.

...maybe some Swallows.

I look for a spell like Chicken that will intimidate the mob a few rounds, maybe some improvements to en-spells, and another possable would be a JA like the old Flash where you did dmg based on the difference in your max/min hp.
 
The thought of getting a weapon A- - A+ with higher fairly higher DMG rating than daggers is a nice thought, but there is zero chance of it happening, so might as well improvise around the dagger, or quit thief.

Take harpe and hoplitess harpe for instance. Dmg 27 and 29, and 212 delay or something. This dagger attacks twice for every swing a 2handed weapon takes, plus we have triple attack, and either dual wield II or double attack. So we hit 3-3.5 times as much as other jobs. And in the 60s, thief can hit for 20-50 a swing depending on enemy type, level difference, dagger, subjob. Our DOT is clearly less, but it's not a 'completely' worthless thing either that should be completely ignored, it does exist. Plus we crit twice as much as anything else, every little bit helps keep us not as far back.

The 20-50 I posted is based off level 62 cement+1 dagger by the way, dmg 23, delay 188. I'm sure the harpes can pop 30-60s reliablely depending on a number of factors like the ones I listed. *coughwarsubcough*

You give a Dragoon more Jumps or anything too significant and they will be over-powered.

Agreed, unless you can everyone else buffs too, then we're all tougher, and the game is more fun, and everyone is happy. I think it'd be sweet if every job learned a new post 60 ability, whatever it may be.

That's be around 200-300 more damage every 2-3 battles, if they landed. I think it wouldn't be that big a deal since they compete against the ranger class for party spots. Enemies parties xp in the 60s have about 4000 hp too.

About en spells, I agree, it's be nice if there was a tier II on en spells, or the old ones grow over time more, as of now, they're very overlooked.
 
Theres also another thing I'd love. The ability to sleep yourself or party members. This would be so great with that opo necklace that regen tp while asleep. Be nice tp for gods and stuff for melees ^^
 
What about the "Ultima" spell? I dunno what job would get it......I may be biased but I think Red Mage should.....I mean, White Mage gets Holy, and Black Mage gets Flare. Us Red Mages want a giant damage spell! Plus it would just be plain awesome. Also it being non-elemental and all would fit perfectly with a Red Mage's M.O.
 
Jagster said:
Smn- Refreshga, lasts 3 minutes, learned by carbuncle at level 40. 3mp a tick, this would help even the support role competion level field a bit. Might even see smn/brd with this ability, 4mp/tick for all, and more keeping out of avatars instead of being the healer, let rdm and whm main heal when in same party, let smn do more support. This would lead to encourage of smns and whms partying together, so think of what the 2 could cover together as a team.

What whm dosent main heal even with a smn in party? ~_~ lol that would be like blms main healing with a whm >< lol
 
made a topic about this a month or so back and it bombed v.v anywho mine went as follows:

Seperation Anxiety: drg any lvl, effect: when wyvern is KOd gain berzerk and focus effects for a time limit determined by the lvl of the drg.

Crescendo: brd lvl 40+ enhances song potency and/or deals elemental damage on threnodies.

Chant: Monk lvl 65+ ability/ies that allow for party heals/buffs or mob debuffs within AoE

Obliterating light: whm 60+ 1hr ability that has the chance to kill mob in a single hit IF it hits.

Intimidate: PLD 30+ think voke 1.5/2

Barbarian Rush: WAR lvl 65+ activates triple attack for 3-5 minutes, used as a 3-4 hr ability

Racial attacks 12hr abilities that act as the AMs of WSs

Mithra: Feral Claws, wind dmg based on dex
Taru: Righteous Indignation, ice dmg based on int
Galka: Tailwhip, earth dmg based on vit
Elvaan: Woodland Rush, causes root/bind based on dex, dmg based on lvl
Hume: Fire Bomb, fire dmg based on str possible chance to stun based on lvl

That's about the best i could think of, not much for the particulars. Times could prolly use some tweaking as could levels and some don't make much practicle sense but they sure would be alot of fun to goof off with. ^^
 
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