The intention of this thread is to differ from the usual "What jobs would you like to see added?" kinds of topics, which generally devolve into some "X job already has that" or "SE needs to fix other jobs before we get new ones." If you fell compelled to post something of that fashion, stop,
I'd like to see people post a yet-to-be-introduced job from the FF main series and how they would apply its functions to the FFXI world at large. Artistic liberites are encouraged, but directly lifting the abilites of other jobs is not. If there is something to be used from another job, let's make it so it doesn't take away from another job directly by making it function differently.
And now, lets start ^^
Dancer History
Dancers have made their appearances in Final Fantasy V, FFVI, FF Tactics and FFX-2. Their role has varied somewhat from game-to-game but their common function was AoE Status Ailments as well as confusing the enemy with thier charm and beauty. They were also capable of using swords, but generally a back-row kind of job.
Mog's take on Dancer, as well as Dancer's Functions in FFT are the most appealing to me. Mog learned his dances by performing "Dance" on various Terrians not unlike how a Geomancer would use their abilities. This resulted in a damaging attack, a status ailment or a buff for the party. FFT Dancers were not only capable of AoE status infliction, but also able to deal poison-like damage to enemy MP.
FFX-2 had a job called Songstress, which was more or less a Bard/Dancer hybrid. Dances did standard status ailments at no MP cost, but they had a couple songs that would be interesting to apply as dances since their function is radically different from what BRD has in FFXI.
Now, the image of Dancer would be hard to swallow for the male players, so I'm also gonna throw in some more unique functions, some of which have been dimensions of other jobs in other MMOs, but they're going to be tailored to FFXI's realm and other dimensions of the game.
Role of Dancer
Dancer would be a support/melee role not unlike we see in Corsair or Red Mage.
Their dances would be free of MP cost, but only able to do them once a minute. They would learn these dances based on the terrain they worked in, but would be unable to influnce the results or effect duration of these dances until they eventally learn the dance (which for arguments sake will be affected by skill level, equipment and CHR).
Once a Dance is finally learned, they can choose it directly, but its effects would still be subject to terrain and weather conditions. There would be three "Dances" for each element: one a status ailment, the other a buff and the other a damage or utility spell. Here are some examples:
Earth Dance:
Breakdance: Temorarily petrifies a enemy. Duration based on TP.
Cave-in: Stone spell that damages enemy TP.
Confidence: Ally Defense up
Fire Dance:
Flamewalker - Puts enemy in a state of Berserk. Duration Based on TP.
Engulf - Fire Spell that damages MP.
Ring of Fire - Allies may intimidate enemy.
Dark Dance:
Abyss: Bio Damage dealt to enemy MP over time.
Dark Lash: Dark damage that inflicts Defense Down.
Thriller: Allies may terriorize enemy occasionally
Light Dance:
Confuse: Causes beastmen to confuse friend with foe, possibly even attacking itself.
Trance: Draws temporary attention of a beastmen on the Dancer, but is unable to attack.
Entourage: Negates beastmen aggression toward allies.
Now, those are just off the top of my head, made as differnet as possible from what has come before, but to make these spells really cook, it takes more than just knowing them. And if you'll note, I made a point of beastmen effects in the Light department.
Currently we have no job that can communicate with the beastmen, but Dancers have been able soothe their aggression, learn their tounge and even able to live amoung them. Some dancers seek friendship, others are spies for the allied nations, assassins even. But to do this early, they must learn beastmen customs and dress accordingly.
So enter the ability we'll call Visage. This ability would allow the player to equip various beastmen accessories to make themselves more acceptable to beastmen. As they're collected, a Dancer would be able to set them in a "Beastmen Wardrobe" and this inventory would be not unlike a PUP's Automation inventory. The ability would be an umbrella ability just like Phantom Roll except for these beastmen sets replace JAs. Visage would be similar to Hasso or Seigan as these wardrobes may need changing.
Dancers would be able to collect these accessiories through a trait called Converse - an ability to open a diologue with a beastmen on the field. This ability would not be available in combat or aggro, nor would the ability allow for combat while engaged in conversation.
Converse must be initiated by the Dancer before mob aggression and may or may not result in aggro. So Conversing early on would be with weaker beastmen. If the beastmen takes to the Dancer and likes them, they might give up a little Rare/EX trinket. Converse may also have the same effect on town NPCs. These accessories would be placed in the wardrobe and affect not only the effects of Dances but lower or eliminate Beastmen aggression (though True Sight beastmen and NMs would aggro all the same, they're not that stupid).
Some accessories would have to still be quested or NM drops, but general ones can come from beastmen.
As far as the melee side goes, Dancers could be allowed to wield the renged chakarams as main and sub hand weapons and also able to throw through various weaponskills, some of which may seek out MP or TP damage rather than HP.
Statistically, they'd have as much DEF as BRDs generally have
Other job Traits:
Fame - Dancer enjoys one addtional level of fame over thier usual fame. Beastmen Affinity - Beastmen become more willing to Converse. Lady/Mankiller - Dancer deals more damage based on gender of mob. Resist Slow
Abilities:
None beyond Visage, they got enough going for 'em as is on Dances.
Can i say they should add a Super Sayian ability to warrios...lol just kidding.
Honestly...its really hard to think of something that isn't in the world of vanadiel...WoW and Diablo have their Druids why can't FFXI. but instead of the conventional bear and wolf morph...maybe take on the roles of vana's Avatars. Maybe a over exhaulted Smn...i dunno...
Since we have 2 Eastern jobs "Samurai and Ninja" add another.
Daimyo/Shogun
Ability to weild a Great Katana and a Wakizashi.
Weapon Skill: Will combine GK and Waki weapons.
Traits:
Hasten Limbs: When wearing traditional armour (has to wear more than 3 peices) Dly is lowered by 150.
Quicken: Movement speed increases with the raising of fame in home nation. (Won't be faster than flee but more than the rank 10 aketons)
Dual Wield: Same as Nin
Chain knowledge: Ability to use a spear ended chain. (ranged skill also will act like Links chain gun in Zelda)
a lil run through how i think the quest to get the job should be.
required: Both Sam and Nin lvl 30+ and high tenshodo fame.
Kagetora asks for you're council. When meeting with him he tells you a story of a mutany years ago when coming from the far east. Then he askes you to consul with Gilgamesh in Norg to continue the story of the mutany. Gilgamesh feeling a bit weary about continuing the story and why Kagetora decides to tell you out of know where, asks you to collect for him a new Gold Obi and must be from a well known tehnshodo crafter. (Find someone with same or higher tenshodo fame and have them use a Terra Crystal to sign it as well.)
After presenting the new obi Gilgamesh continues with the story. (enter Takauji new NPC) Takauji wanted to have the Tenshodo help Jeuno with its mass knowledge of the ocean and their mystic ways but Gilgamesh thought otherwise. Infiltrate Jeuno quietly from the inside out. So after the mutany insued Gilgamesh feels the remorse of betraying a fellow brother in arms just for the head seat in their domain and the name of Daimyo/Shogun.
Fadding back into norg after cutscenes, Gilgamesh askes you to travel to worlds end to sooth Takauji's soul with the Gold Obi. Trade the Gold Obi to the burning circle in Fye'In for a BCNM between you and 5 others and Takauji's soul. When defeated Takauji asks you to tell Gilgamesh he excepts his apology and forgives him for what he did and before he slips away into the afterlife for good he murmers " The Tenshodo is looking great!"
return to Norg and speak with Gilgamesh. Now you can become a Daimyo/Shogun!
OH! Job abilities:
2Hour: Glory and Honor: Same as Majin Gakur but causes 1/2 damage and grants a 20% exp bonus to party if mob is defeated and no exp is lost to Daimyo/Shogun.
Frieghtful glare: When faceguard is equiped has the ability of para. (New armour peice and equip slot is needed or added to Kubutos "Faceguard".
Tastful treasure: Enhances effects of Riceballs and adds Treasure Hunter.
Meditate: Same as Sam
if anyone would like to add please do so...
Also i think for dancer...i think thats a Blah name...maybe like a Harlyquin like the villian in the Batman series she had the agility, elegance and movement like a dancer but dangerous and quick like a monk and thief.
Keeping Purgonorgo Isle clothing optional sine 2004
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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 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.
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Re: Fleshed-out Job Concepts
Originally Posted by Murphie
Oh man. I was totally going to post my Dancer idea, since no one has ever put the idea out there before and I think they are a totally awesome job.
Beaten to the punch, I guess.
Dancer, while not one of the most requested jobs, was often requested as one of the new jobs for ToAU.
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.
Well, there's one character that shoots a hole in that theory - Verona. She was described as having the unique ability to communicate with the beastmen. Some beastment talk and some don't, but she knew how to speak thier own languages.
We have the Goblins and Qiqirin, the high-ranking beastmen, beastmen generals that speak, but not many others.
I guess it wouldn't have to be called Dancer, either, as Gambler is currently called Corsair... but its still Gambler >.>;
Quote:
I wish I didn't have to point out that I was being sarcastic.
Ehh, there is a lot about it the concept that I'm just not so sure about. Lot of the concept doesn't even have a large hold to even being related to a dancer style. The whole dancer part of it seems like the smallest part and therefor not giving the job due justice.
Remove the dance stuff but keep the visage and converse with the other workable stuff and this fits more to a peacekeeper, not a dancer.
The intro reading was intresting and parts of it's concept I are ok, it seems to go a totally different route pretty early. If they do a dancer type I can agree with it being an AoE style of effects. The idea of the dancer being assassin like is also intruging, but it feels like your wanting this make peace with the beastmaster part to just justify this visage and beastman wardrobe concept.
If anything the concept I could see more for Dancer is to make them a job with major strength on focusing against Beastmen Types with BRD/BST like focus towards them.
So the concept range of dances I had seen was more like, the dancer has effects they can do and they can create a "Dance sequence". This would be using a bit of something similar to the Blue Mage's slots for the alotted sequences. The dance function would kick in and the dancer's effects would inflict or buff the party in accordance to two things. One would be the effect would only last as long as the dancer is able to maintain that dance, the second is the effect starts when the dancer starts that sequence.
So basically if the dancer starts with a dance that inflicts the opponent then the longest effect will be infliction. Each dance has a set length and a small intermission period, the current dance can be interrupeted for a new one, it will not cancel it's affect since you are still dancing but you've reduced the total time the dance could of affected.
So for example Dance 1 (Effect: Paralysis) Length 3:00 Reuse: 7:00 Slots 2, Dance 2 (Effect: Party Haste) Length 2:00 Reuse: 5:30 Slots 4. So the total potential dance sequence with these two chosen dances is 5:00 minutes. This means that 1 dance will get 5:00 minutes total of an effect while another will get only 2:00 or 3:00 total effect.
Put into use it would go:
1.) Activates Dance (Request which to start with, Chooses Dance 1)
2.) Dance 1 ends 3:00 later, got 10 sec. to start next dance to keep effect of Dance 1 going. Activate Dance 2
3.) Dance 2 ends, got 8 sec. to start next dance (Dance 1 still has 2:00 minutes timer left, and dance 2 has 3:30 left)
4.) Dance ends due to not other sequences currently available effects from dances end.
To also reduce the abuse though of someone just spaming a group of dances and having the longest one done last to have all affects go the effect you get from the dance is you get the normal 100% effectiveness while you are dancing and keep that 100% only if you complete the dance. If the dance is interrupted effectiveness becomes how ever far the dance mad it through. So if the dance is 2:00 length and you went only 0:10 sec. then the effect will only be 5% of normal.
This also provides the potential that a mob can interrupt your dance from an AoE but doesn't stop the sequence if you can start another right after.
Then the dance concepts I had, funny because I could swear writting this some time before.
Morris Dance: AoE, Mobs lose use of Special Attacks for set amount of time if inflicted.
Dance of the East: Mob loses control of self and does as dancer bids. (Charm like effect)
Mazurka: Party gains haste effect
Redowa: Party gets evasion bonus
Cumbia: AoE, causes confusion for set time to mobs
Minuet: Party gets improved chances for ciritical hits
Lock Step: AoE, Bind effect
Waltz: Party gains a low level Regen/Refresh
Sword Dance: AoE, Mobs lose HP per tick
Bachata: AoE, Mobs lose MP per tick
Jive: Party gain a small amount of TP per tick
Rumba: AoE, Mobs lose TP per tick
Just to start a few, of course being able to interrupt the dance will be about as easy as interrupting Ninjutsu or probably easier because of the possible power this could have.
For added abilities was thinking stuff like Quickstep, next dance in sequence gains 1.5 effectiveness and can be interrupted without the interrupt penalty.
Anyway though that was sort of my concept, as far as elements affecting it would tie to the day and effect the dance's effect in some way.
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I wish I didn't have to point out that I was being sarcastic.
Maybe I should post my job idea.
The Murphie Knight (formerly known as The Aelathir Crusader).
It would use Sarcasm related abilities to confuse enemies (and allies) and inflict status effects. (Sarcasm Accuracy) and (Fast Irony) would be part of the job traits.
I still have to work on the idea though, but hopefully for the next expansion.
PS > WB Murphietaru
Sanctuary of Zi'tah! "In this world, the one who has the most fun is the winner!"C.B.
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Re: Fleshed-out Job Concepts
Originally Posted by Omgwtfbbqkitten
Well, there's one character that shoots a hole in that theory - Verona. She was described as having the unique ability to communicate with the beastmen. Some beastment talk and some don't, but she knew how to speak thier own languages.
We have the Goblins and Qiqirin, the high-ranking beastmen, beastmen generals that speak, but not many others.
I guess it wouldn't have to be called Dancer, either, as Gambler is currently called Corsair... but its still Gambler >.>;
True, but there are still plenty of NPC beastmen we can converse with that have no rank. I always saw that as more of her willingness to listen as opposed to difficulty communicating. Most beastmen have examples through out their history of being able to peacefully interract with other races. Though most of that info would be found through offline stories and tales which may be difficult to dig up. But then again it could just be a plot hole created by oversight on SE's part.
I really don't see Dancer as the type to make peace with beastmen. That seems more like a Mediator's, from FFT, type of ability. As classically speaking, that was the job that soothed and converesed with enemy creatures. And any job that has it's best abilities focus on one group of monsters would be severely limited in effectiveness. If it were to be fully effective, it would need more abilities that could work on a wider range of enemies.
Someone on another topic here(I forgot the name atm but will go back and edit it in a bit later) thought up an idea for how dances should work that I found to be very effective and balanced. Similar to it's classic style, a Dancer's abilities would be mainly damage and debuff with some buffs and such for minor versitility.
When a dance was used, the dancer would keep doing that dance until manually stopped. As long as the dancer was dancing, the effect would still be active. But when you stopped dancing, the effect would slowly diminish over time. Meaning you'd have to constantly switch between certain dances to keep them up. This concept of how dances could work was not created by me.
Basically this is similar, yet different, to how Brds spells work. A Dancer could keep one dance constantly active or do numerous dances to juggle different effects. All the while they dance they can still melee, but have a slightly increased delay in synch with the dance. With their main focus on debuff and DDing, they'd be similar to Cor as a 'hybrid' job, good at two things without excelling in either. For weapons they could use Dagger type daggers, kunai and sai type katanas*again, this idea was suggested in the other topic. and maybe even a new JSE ring/fan type weapon, based on the ops suggestion of using chakrams as melee weapons, with low dmg low delay and it's own WS. Give it innate dual wield at 20 and DW 2 at 50 and it should become a rather decent DD while being a useful debuffer.
Geomancer (GEO)
A hybrid class that harnesses the power of the terrain to enhance, enfeeble foes, and devastate enemies through manipulation of the terrain. Abilities influenced by a particular element are strengthened on the day of the week associated with that particular element. Additionally, weather effects that correspond to the element of an ability affect the strength of that ability.
Abilities/Spells/Etc.
Job Traits Ability (Level) : Description
Resist Bind (10) : Increased resistance to Bind
Defense Bonus (25) : Increased defense
Resist Bind II (30) :
Elemental Killer (40) : Occasionally intimidates elementals
Defense Bonus II (50) :
Resist Bind III (55) :
Spirit Talker (65) : Allows the GEO to call forth a spirit of nature to inflict heavy damage associated with the day's element
Defense Bonus III (70) :
Resist Bind IV (75) :
Divination (1/2:00:00/2:00) : Greatly enhances all four light/dark attributes depending upon the element of the day (e.g. Windsday boosts Fire/Wind/Thunder/Light attributes : i.e. STR/AGI/DEX/CHR/Attack/Evasion/Accuracy/HP)
Shield Ritual (25/5:00/2:00) : Enhances resistance associated with the element of the day
Elemental Ritual (35/5:00/2:00) : Enhances spells associated with the element of the day
Divine Ritual (45/5:00/1:00) : Enhances light or dark spells depending upon the element of the day
Dowsing Rod (55/5:00/0:30) : Further exposes the weakness of an enemy
Spells
Spells are acquired and not purchased, as with BLU. However, spells are not learned from mobs, but are learned from energized crystals. To energize crystals, the GEO must take crystals of the corresponding element and expose them to their respective weather. This works in a similar manner to the Carbuncle's Ruby. Once the GEO has obtained the appropriate level, the energized crystal of the correct element can be used to learn a spell. Note: energized crystals stack and are Exclusive, but not Rare
Divine Intervention (65/200/1:00) Light-Geomancy-Healing : Fully heals the caster
Spirit Calling (65/100/5:00) Light-Geomancy-Elemental : Calls forth a spirit of nature to inflict heavy damage associated with the current day of the week.
Reinvigoration (70/50/1:00) Dark-Geomancy-Healing : Restores 100~150 MP to the target
Skills Skill : Rating
Geomancy : A+
Staff : A
Evasion : B
Hand-to-Hand : B
Great Axe : B-
Axe : C+
Parrying : C
Dagger : C-
Club : D
Throwing : E
Traditionally, geomancers were offensive spell casters, focusing on magic DD and enfeebling. Contrary to most mage jobs their spells are governed by the terrain in which they fight in. With respect to FFXI, this would hinder the GEO since only a limited number of spells would be available at a given time. This type of dependence would exile the GEO class from the start and lead to a lolGEO mentality. Another related issue is that in many areas, the mobs you find are strong to the element of the terrain (e.g. leveling on Anticans in Quicksand: Ants are strong to earth, which would predominantly be the element of QC’s terrain).
Due to these limitations, I propose that the GEO have access to all spells in the GEO arsenal. However, spells of a given element are cumulatively enhanced based upon the day’s element and weather effects. Much like BLU, spells are learned instead of purchased; however, unlike BLU, the GEO learns his spells from the terrain/weather.
The procedure by which spells are learned, has some similarities to gaining the effects for Carbuncle’s Ruby. This procedure entails having a bell (GEO only) equipped in the ranged slot, and having a crystal of the desired element you wish to acquire in your inventory. Then, the GEO must travel to a zone where the weather effect associated with the desired element is present, much like the Carby Ruby. The crystal will become “energized” when exposed to the weather effect, and can now be used to obtain a spell. It is important to note that the effect can be gathered at any level, but the energized crystal cannot be used until the GEO is the appropriate level. It is also useful to note that these energized crystals are Exclusive, but not Rare. Therefore, it is possible to collect stacks of energized crystals at one time.
Example:
Suppose I’m a level 10 GEO from San d’Oria, but want to go ahead and gather energized water crystals. I can equip my bell and head out to La Thiene, ensuring I have water crystals in my inventory. Now I zone in to La Thiene and wait for rain (water weather), then quickly zone back out and in to obtain an energized water crystal. I, however, have to wait until level 18 before I can use the crystal to learn Torrent.
This class is intended to primarily be a tank with its Defense Bonus traits, enmity generating spells, and damage mitigation spells. In the early levels, the GEO only has virtually no spells, but has a decent rating in Great Axe (B-). Thus, the GEO can use his physical damage to muscle his way through levels 5-10. At level 10, the GEO gains the spell Enrage, which is basically Provoke, but uses MP to cast. Through his teens, the GEO can use Enrage, a Great Axe (much like a WAR), and the various elemental spells (similar to NIN tanks) they learn to maintain hate.
With level 20 comes the first in the line of the GEO’s damage mitigation spells: Earthen Mail. This sort of gives the GEO the effect of Stoneskin, thus negating physical damage for a set amount. Additionally, throughout the 20’s, GEO obtains a Blink/Utsusemi ability (Zephyr Cloak) and another zero damage buff that negates magical damage (Bubble Field). At level 24, the GEO will receive 2 shadows from Zephyr Cloak, 3 at 48, and 4 at 72 (with capped Geomancy).
Through the 30’s the GEO gets access to elemental enfeebling spells that lower enemy attributes (much like the BLM elemental enfeebles). These enfeebles follow the same rules of application that the BLM enfeebles do in that only certain spells can be stacked on a mob. Additionally, in the 30’s, the GEO gains the ability to enhance his attributes, but only two of these spells can be active at the same time with a bell equipped, much like BRD songs. Also, like BRD songs, only one of these spells can be active if no bell is equiped.
At higher levels, the GEO gets access to Protect/Shell/Phalanx type abilities, additional enhancing magic (Fortify, Accelerate, etc.), and more offensive/enfeebling spells (Spirit Talker).
With regards to GEO as a support job, I see it being capable of enhancing PLD quite a bit. For EXP, PLD typically subs WAR for Provoke; however, with a GEO sub a PLD has access to Enrage at level 20; Earthen Mail, Zephyr Cloak, and Bubble Field from 40-60; and Entrench at 66. Additionally, the PLD can benefit from having more MP since the GEO has natural MP, whereas WAR doesn’t.