| Interior Decorator Keeper of Knowledge Join Date: Dec 2004 Posts: 2,141 Style: Thanks: 110 Thanked 274x in 184 Posts Gil: 21,922 Bank: 196,320 Total Gil: 218,243 Donate | Re: Fleshed-out Job Concepts Reposting my, slightly edited, Geomancer and Chemists ideas Geomancer
Classicly speaking, Geomancers have always been DD/Debuffers who's strength literally changed with the weather. Having attacks based on the zone you were in or terrain you were on, they've always had a randomness to their effectiveness. But in FFXI's world, a DD who's abilities are random at best will suffer when competeing with 'full time' DDs who never lose their power. If you were fighting an Earth monster in an Earth elemental area, it could potentially weaken your damage output and make it difficult for a Geo to keep up.
But as a tank, it could use the powers of the world around it to defend itself from all types of attacks. It would use the powers of the six circular elements (with light and dark being special) in a defensive fashion based on the zones they are in. Their main ability would call forth special one time buffs that occur randomly through out the fight, similar to Counter or Double Attack procs. They would also gain abilities and items to increase the effectiveness or outright change the elemental attributes of the elements that affect them giving them a small measure of control over the terrain itself. Two Hour(better name suggestions are welcomed) Earth Shifter*: Utilizing the three strongest elemental influences to deal massive damage and enhance the caster.
Basically this would be a one time, instant attack that would be made of three different elements. The Dmg wouldn't be too great, about as strong as a decent WS, but it would also provide a short duration, sustained version of the Gaia Wall buffs from those three elements to the Geo. So in addition to doing decent damage it would also add some defense to the Geo. Job Traits: lvl 10 - Gaia Wall: Random defensive elemental buff
Basically this will be the back bone of their tanking ability, the way they mitigate Dmg. What this does is, based on the two natual elements found in the zone, will create a random one time defensive buff. For example if you're in an area with fire and earth ele this trait has a chance to either create a random Stoneskin effect or a random Blaze spikes effect. The effects can not stack so you can't have a stoneskin/blaze spikes effect in one hit, but they can stack with external buffs like titan's stoneskinga. Also each affect would have a different natual proc rate, so you'll see some effects more then others.
The elemental effects would be:
Fire = Blaze spike like effect with high Dmg and High proc rate. Dmg increased by Str
Earth = A Stoneskin like effect that nullifies a set amount of Dmg with a low proc rate. Dmg absorbed increased by skill/Vit
Wind = Blink like effect that can absorb single hits and magics as well, with a low proc rate. Proc rate increased by Agi
Water = Percentage Dmg and interrupt reduction with high proc rate. Dmg/Interrupt percent based on Mnd
Lightning = Chance to temporarily stun an enemy, has a medium proc rate. Stun effect increased by Dex
Ice = Dmg reflection ability that will return a percent dmg back to the mob, works on some spells. Has a medium proc rate and is enhanced by Int.
*Light = A strong auto regen/refresh (20hp/2mp per tick) that stacks with other Regen/Refresh spells and effects. Would increase by 10 hp/1 mp per increase of 'Elemental' lvl through gear and JTs and would be given a +2 increase in regen under light weather effects.
*Dark = A 'bio-spike' like ability that would deal a small amount of dark ele dmg when hit while inflicting a dark ele DoT and att down. Unlike the real Bio spell though, this would stack with Dia. lvl 15 - Elemental Resistance Bonus: Increases elemental resistance
Kinda like perma Bar-spells lvl 20/60 - Max HP boost: lvl 30/50/70 - Elemental II/III/IV: Increases all elemental enhancements and skills
This would increase both the proc rate and effect of all Gaia wall effects, ele resistance and any offensive JA effects a Geo uses. The higher the level the more it's enhanced. *lvl 40 - Spectrum Mastery: Allows the influences of Light and Dark elemental skills
This would basically add light/dark to the list of elements that can affect your elemental abilities. Job Abilities lvl 15 Enrage:Increases enimity on all actions taken [5 minute recast/3 minute duration]
En-voke, so they can hold hate better. lvl 30 Elemental Shield: Forces a random elemental enhancement [3 minute recast/varying duration]
This ability lets you instantly cast a longer lasting version of one of the 'Wall' type buffs. Duration of each buff depends on Skill and any stats you have on when you cast the ability. Though random, you can increase the chances of a specific buff if there's enough ele influence in the way of weather/zone/equiped stats. lvl 45 Elemental Burst: An instant random elemental attack [3 minute recast]
Much like the shield, this can be influenced to use a certain element by the same attributes. lvl 60 Prism Shift: Randomly changes the elemental attributes that are in effect [5 minute recast/20 minute duration]
This ability will let you change weather affects that influence you and you alone. For example if you're in a wind/water zone and you use this ability you would no longer gain the wind/water effects. Instead you would randomly get two new elemental attribute effects such as earth/fire or thunder/ice or any combination of the four remaining elements. Spells
5 - Twister: Deals light Wind damage to one target and lowers the target's evasion
8 - Resist Thunder: Lowers Thunder resist of target
12 - Charge: Deals light Thunder damage and lowers critical hit rate of target
15 - Resist Fire: Lowers Fire resist of target
19 - Chill: Deals light ice Damage and interrupts spell casting
23 - Resist Earth: Lowers Earth resist of target
27 - Downpour: Deals light Water damage and gradual HP reduction
31 - Resist Ice: Lowers Ice resist of target
35 - Blaze: Deals light Fire damage and lowers str of target
38 - Resist Water: Lowers water resist of target
41 - Rubble: Deals light Earth Damage and immobilizes target
45 - Resist Wind: Lowers Wind resist of target
47 - Resist Light: Lowers light resist
49 - Resist Dark: Lowers dark resist
51 - Hurricane: Wind dmg stronger eva down
54 - Electrocute: Thunder dmg w/ stronger crit down
57 - Avalanche: Ice dmg, more spell inturrupts
60 - Torrent: Water Dmg, w/ stronger HP down
64 - Inferno: Fire Dmg, bigger Str down
69 - Fissure: Earth Dmg, stronger bind
71 - Radiance: Heavy Light ele Dmg that induces Intimidation of the caster
71 - Nightfall: Heavy Dark ele Dmg that inflicts Sleep
These spells would be used similar to a nin's spells in that they are more to hold hate and enhance tanking then to Deal Dmg. Each spell would be greatly affected, both positively and negatively moreso then current spells, by the elemental effects of the zone and any enhancements, including the JT 'Elemental'. The first tier would have minor MP costs and cast times, but the higher ones would have higher costs in accordance to their scale. Similar to the elel debuffs of Blm, these would not fully stack and you could only have two effects at most active at a time. Skills and Gear
A+ Geomancy Skill which affects their buffs/attacks and spells
A+ Staff with access to mage and melee staves
B Gaxe with access to great axe and Voulge types
C+ Axes with access to Tabars and battleaxe types
C- Sword with access to Scimitars and shortswords
D+ Clubs with access to DD clubs
With a B+ Gaxe a geo could easily be similar to a war tank in the early lvls. As it got higher and it's traits, abilities and spells got stronger, it would be able to switch to staves, most likely the earth staff to enhance tanking. It would be able to equip gear similar to a Bst, including the Haubergeon and Byrnie, though Hauberk and Adaburk would be excluded. This would give them a decent Mp/Def/DD set of gear to choose from and use for different situations. Meaning it could easily bust out a Gaxe, even in the later lvls, if it's needed to DD something.
In addition to all that, a special JSE ammo type item would be introduced. These items, or 'Bells' would each have different elemental proporties and would act to enhance/enable different elemental attribute. For example if your in an Ice/Thunder area and you equip an earth bell, you'll be able to get the Earth affects as well as the Ice/Thunder effects. Or if your in a Fire area and you equip the fire bell, it would enhance the proc rate an potency of the Fire effects, both offensively and defensively. This way a Geo still has it's terrain based history, but players are still able to get the spells and effects they want. Chemist Chemist
Chemists have been in FF's history since the first potion was used to heal those 4 nameless heros. Item based healing has been something used through out FF's history and is only now something that is seen as difficult and ineffective through out most of the game. Chemist would be a job class that could re-envision the concept of itemized healers by using their own special brand of item manufacture and distribution.
Masters at the art of manipulation, manufacture and dispensing of items and medicines. Unlike the guild of Alchemy, a Chemist uses their knowledge of the base components of materials found in the world around them to break down and reform them into powerful chemicals without the use of crystals. Focusing mainly on healing and defense, Chemists use their scientific knowledege to heal the wounds of their allies. But many of their potions can be used for powerful offensive purposes.
Using seemingly random assortments of items, a chemist can create numerous types of Base Chemicals. Each Base Chemical stacks to 99 and is used in various Recipies, each type corresponding to a different purpose. Blue Chemicals are used in curative Recepies, Green Chemicals for defensive Recepies, Red for damaging Recepies and yellow for enfeebling Recepies. The more powerful the Recepie the more chemicals are used, some Recepies even require mixing Base Chemicals with a fifth rarer White Chemical to allow for incredible results. Two Hour Melting Pot: The Chemist is granted access to numerous, powerful and rare combinations of medicine.
Basically this would be similar to Astral Flow. Once active you have XX amount of time to mix numerous base chemicals to create a strong and unique recipe. But unlike AF, this ability could be used for healing, support or debuffing as well as damage. Though it's duration won't be nearly as long as AF, you would still have time to get off a few good mixes, the amount of which depends on what combinations of chemicals you use. Stronger results would take longer to use then weaker ones, allowing you a choice during your two hour. Job Abilities: lvl 1 Mix: Creates powerful Chemicals using raw materials [30 second recast]
This is what makes the Chemist a Chemist and not just an item using job. Using basic, stackable, easily available items, a Chemist mixes them in the correct combinations to create one type of their five basic Chemicals. Each mixture creates a random amount of a specific Chemical type based on the Chemist's Mix Skill and Int. lvl 5 Forage: Searches area for usable matierials. [3 minute recast]
This is basically like a Rng's Scavenge JA, it allows a Chemist to find base mats to use in creating their Chemicals. Though it can randomly find normal medical items as well. lvl 20 Vapor Seal: Allows next Chemical used to affect all targets within range [1 minute recast]
This is only works on some curative and defensive Recipes. Unlike Whm, Chemist's don't have natural AoE cures and buffs so they would use this ability to simulate Curaga type cures. The trade off for not being able to spam AoE cures and such is that a Chem can make many other defensive buffs or DD recipe AoE. Job Traits lvl 5 Use:Allows use of items on others.
This allows a Chemist to use normal, non-r/e, alchemy made items like eye drops and such on other people. This in the end is nothing more then a nod to chemist jobs of the past. lvl 15/30/45/70 Resist Paralyze I/II/III/IV: Increases resistance to Paralyze.
Speaks for itself, anyone who's ever tried to use an item while Paralyzed can easily understand why this would be helpful. lvl 20/40/60 Double Stack I/II/III:Allows conservation of supply space by compression of stackable items.
This ability can only be used on items that stack to 12, and only affects items in a Chem's inventory. Items can not be bazaared, traded, sold to NPCs, set on AH or equiped in any way while in stacks of more then 12. The reason behind this trait is to help alieviate a chemist's inventory problems as they would need to carry supplies to create their Chemicals in addition to needing space to store the Chemicals. Being able to carry 48 items, each of which can make 1-99 of a specific Chemical, in a single slot would certainly reduce their Inven strain. lvl 30/70 Medic I/II: Enhance the effects of potions and items used.
This would allow for greater effects from any and all items used, Chemist made or not. For example using a normal Potion, which restores 50 HP, would restore an additional 10HP per Medic lvl. Or using an Eye Drop would also add bar-Blind to the target. Not all items would be affected by this trait though, things like I-Wings won't have any special affects. But all Chemist based items will have much more noticable results. lvl 35 Throw: Enhances range and accuracy of usable Recipies
Another nod to past Chemists in name, this ability allows a chemist to get more distance between them and their pt while also giving better Racc for their DD recipies. Recepies
This is basically a Chemists spell list. Though instead of drawing on MP to use their cures they rely on the numerous Base Chemicals they can create. Stronger spells have higher cast times and use up more Base Chemicals. DD and debuff type spells are cast similar to how a War's Tomahawk or a Drg's Agnon JA works in that an item needs to be equiped in the ammo slot, either a Yellow or Red Chemical, for the Recipe to be Cast. All offensive Recipes will only take effect if thrown item connects, meaning Racc gear will be highly prized by Chemists. The
proc and effect of the thrown item however will be based on Int. Skills and Gear
A Throwing to help them land their DD/Debuff chemicals
A- Mixing, used to determine the success rate of a 'Mix'. Higher lvl means more base chemicals per attempt.
B- Club with access to some DD and most mage clubs
C- Dagger with access to knives, Daggers and Basilards
They'd be able to equip gear similar to a Whm/Smn in that they'd mostly use doublets and robes. This would include some of the thf/rng/cor racc+ JSE gear like the Noct set. They could use round shields and Racc knives. Since there are no Throwing WS, switching to an Archer knife for a ranged attack then back to a Mnd or Int+ wand for heals/mixes wouldn't be too much of a problem. Mnd would be mainly used for enhancing the effects of the 'Medic' JTs, which increase potency of used items, and Int would assist in more successful Mixes and Forage.
Recipies list to be added later.
I also started working on a concept for Time mage and have ideas for Morpher, Mystic Knight, Mime, and thanks to some idea inspired by a poster in a different topic, Dancer. I'll post them here when(if) I write them up and just forgoethe other job concept topics as this one seems to be more direct in it's request for specific examples of job possibilities.
As for this dancer idea, the concept is ok, but still is a bit iffy IMO. There were only 12 abilities really listed, it would require changing a ranged weapon into a melee one and all of the beastmen related abilities seemed to be based on assumptions. Beastmen for the most part can communicate with the player races just fine. Yagudos as a nation have a 'treaty' with Windurst. Goblins are known merchants, they're just naturally violent towrads everyone. Quadav were a peaceful, very advanced race that even held an alliance with an Elvaan tribe pre-San d'oria against windurstan forces near rolanberry. Most beastmen are capable of communicating with PC races they just don't due to a natural hostility and aggressive nature.
I undestand the desire for such an innovative job concept, but I don't think it would really work with the way FFXI is played.
Also, there are three 'eastern' jobs, you forgot Mnk. And a Harlequin is a type of clown and has nothing to do with dancing. Harley is just nimble because she's nimble. |