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If SE let me change jobs, this is how I would do it...

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  • If SE let me change jobs, this is how I would do it...

    I'm always posting my opinions on other people's ideas, I guess I should post my own. Whenever I think of a neat idea or see one, I write it down in a little word document I have on my desktop. I've decided to stop doing this, so I'm posting my notes before they become outdated. Most of this is just copy and paste.

    This isn't a question, and not much of a suggestion, so I figured it belonged here.


    Skillchains

    -The "Magic Accuracy" of Skillchains are increased. The exact accuracy is based on the Combat Skill of the SC closer. (An A- or A+ weapon should have no problem not getting resisted on exp monsters, even ITs).

    -When a Weapon Skill closes a SC, it gains a bonus to it's Secondary Modifiers. These modifiers are doubled, with an additional +10% if the weaponskill's element is strong against the target and -10% if weak against the target. The exception is STR secondary modifiers which are only boosted by 1/4(instead of 1/2).

    -When a spell is Magicbursted, it gains a Conserve MP effect. The spells cost is reduced to half to 1/4 it's normal cost.

    The formula is: x/16 * normal cost = new cost. x=random number in the range of 8 and 4.

    This applies to Magical Bloodpacts as well.



    Weapon Skills

    -Single or Double Hit Weapon Skills are enhanced at level 55(and on) after completing the Level Limit quest to let players level to 60. The base TP Modifiers of these weapon skills are increased by .5 or 1, varying between weapon skills. (The goal is to these weapon skill's modifiers nearly equal the amount of hits very popular weapon skills like Rampage grant).

    -"Stunning", "Enfeebling", and other type of physical weapon skills with TP modifiers that don't increase with TP over 100 now do at a rate of "100 TP=1.0, 200 TP= 2.0, and 300 TP= 3.0".



    Merit Points

    -Group II merit caps are changed to 5/10.

    -Feint's recast timer is no longer reduced by merits. Instead it's duration is increased by 15 seconds per merit, with a base of 30 seconds, capping at 90 seconds.

    -Enemy Critical Rate is changed to -3% per merit into it, capping at -15%.

    -Divine Seal, Elemental Seal, Holy Circle, Arcane Circle, Ancient Circle, and Warding Circle Recast are all lowered by 1 minute per merit, capping at 5 minutes.

    -RNG's Scavenger merits are removed from the game. If anyone out there has merit points in them, they are given a refund if possible.

    -In Scavenger's place, "Ammunition Potency" is added. Each merit increases this by 1%, capping at 5%. This does 5% more damage/drain on Holy/Bloody Bolts and increases the proc rate of Sleep/Acid Bolts by 5%. This also effects other additional effects of ammo, such as elemental arrows.

    -Zanshin increases by 2% for each merit put into it, capping at 10%.

    -Feral Howl's accuracy/duration is increased on monsters 8 levels or under the BST. If the BST has a pet out at the time of use, all hate gained from Feral Howl is transfered to that pet instead.

    -Formless Strikes is less susceptible to "Built up" Magic Resistance. Damage * Subtle Blow % = amount counted towards the Magic Resistance.

    -Invigorate's Regen effect is changed to "Auto-Regen", which allows it to stack with the spell/milk.

    -Ambush also grants Attack and Ranged Attack of 1% per merit.

    -Fealty's base duration is changed to 15:00.

    -Blind II's effect is increased when used with a target who has no shadows(utsusemi for example). On top of normal Accuracy down, there is a flat chance of the target missing(like 5 to 15% depending on the RDM INT vs monster INT).

    -Protectra V is upgraded by 5 Def for each merit, capping at +25 Defense higher than Protect IV.

    -Shellra V is upgraded by 2 Magic Defense for each merit, capping at 80/256.

    -DRK's Diabolic Eye increases Magic Accuracy and Ranged Accuracy the same amount it does Accuracy.
    The exact amount of Accuracy increase is = HP lost / 10 + 10.



    Weapons

    -Polearms and Great Sword have a naturally greater chance at parrying.

    -"Spear" type Polearms have an even greater chance at parrying.

    -"Rapier" type Swords have a greater chance at parrying but only when not being dual-wielded or using a shield larger than a Buckler.

    -When using a Mult-Hit weapon with Double Attack and/or Triple Attack, the order of activate is benefits most. (Example: Ridil is chance of 2-3 hits, it activates in the following order: Triple Attack, then Ridil, then Double Attack).



    Combat/Magic Skills

    -Combat Skills

    Archery
    -BST: E
    -DRK: E
    -PLD: E
    -WAR: B-

    Hand to Hand
    -PUP: B (Asuran Fist becomes unlockable by PUP)
    -NIN: C
    -THF: C
    -RDM: E
    -BLU: E

    Great Katana
    -NIN: C

    Great Sword
    -DRK: A+
    -PLD: B+

    Polearm
    -SAM: B

    Staff
    -MNK: B+

    Sword
    -BLM: E
    -DRG: B-

    Throwing
    -BLU: C
    -RNG: C

    Shield
    -DRK: B-
    -WAR: B-
    -WHM: C+
    -SAM: E
    -RDM: E
    -THF: E

    Spharai can be equipped by PUP.

    Annihilator can be equipped by COR.

    Excalibur can be equipped by BLU.

    -Healing Skill

    A positive effect is granted when Healing Skill is pushed over the cap. Healing spells(including Curing spells, Status Effect removing spells, and Raise) MP cost is reduced. The amount necessary is dependent on the job.

    For WHM, for every 2 Skill points over cap cost is reduced 1%.

    For PLD, after the first 5 Skill Points over cap, every 2 Skill Points over cap cost is reduced 1%.

    For RDM, after the first 10 Skill Points over cap, every 3 Skill Points over cost is reduced 1%.

    This caps at 50%. This does not stack with Conserve MP, if Conserve MP activates, the greater effect takes place. This bonus is only available to WHM, PLD, and RDM.



    Killer Effects/Traits

    -Intimidation becomes much more potent against EM and under monsters, making it easier to solo them.

    -Killer effects now also grant the following: Attack Speed+%(doesn't effect spells), Attack+%, and Critical Rate+%.

    Job Trait:
    Attack+5%
    Attack Speed+5%
    Critical Rate+3%

    Circle: (stacks with normal trait)
    Attack+5%
    Attack Speed+5%
    Critical+3%

    Items:
    Attack+2%
    Attack Speed+2% (Flawless Ribbon grants +3%)
    Critical Rate+1%

    -The base duration of all Circle effects are set to 1:00. 30 seconds are added from respective AF piece. (This adjusts SAM, DRG, and DRK, as PLD remains the same)



    Warrior

    -Amood and Black Amood latent effect is now activated by having TP.



    Monk / Puppetmaster

    -Some Hand to Hand weapons have a special side effect upon gaining Martial Arts II.

    Most Cesti/Knuckles: No special effect.

    Cesti/Knuckles with over +100 delay(+ Martial Knuckles, Diamond Knuckles, Kaiser Knuckles, and Behemoth Cesti)/Patas/Manopleas: Gain 1/2 TP gain from Counter.

    Katars/Claw: Counter+5

    Baghnakhs/Sainti: +1 TP gain when using Guard.

    Adargas: Huge increase in Guard rate(comparable to Round Shield of a fully skilled PLD). +1 TP gain when using Guard.



    Thief

    -When Sneak Attack is used with a normal attack, any additional effect a weapon might have activates at a 100% proc for the hit.

    -Level 35. Critical Rate Up: +3%

    -Level 40. Reflex: If a THF has 50% HP or more, there is a chance that if a spell or single target / cone TP attack would kill him, it will instead leave him at 1% HP. This can only happen once in a short amount of time.

    -Level 50. Skirmish: Job Ability.
    Reuse Timer: 10:00
    Duration: Random, based on CHR

    Gives an AoE Evasion Up bonus to party members. This bonus is around +10 to +30 depending on the level of the THF.

    The movement speed bonus depends on the equipment on the party members. A player with no movement speed increase gains 12%. A player with 12% increase already, rises to 25%. A player with 25% notices no difference. A player under the effects of Mazuka or Flee will not notice a difference.

    -Level 55. Critical Rate Up: +4%

    -Level 70. Critical Rate Up: +5%



    Red Mage

    -Refresh is renamed Refresh II.

    -Level 23. Refresh: Spell.
    MP Cost: 15

    Gives 1/tick Refresh for 50 ticks.

    -Level 60. Enlight/Endark. See DRK and PLD.



    White Mage

    -Level 60. Prayer: Job Ability.
    Reuse Timer: 10:00
    Duration: 3:00

    Grants +25 hMP at the cost of 25% HP.

    -Level 70. Bless: Job Ability.
    Reuse Timer: 10:00

    Transfers all White Magic buffs to another party member. This includes Stoneskin, Blink, Aquaviel, Haste, and Reraise. Protect/Shell will not be transfered if the target already has it. Aside from Protect/Shell, all other effects will be dispelled even if the target already possess them.



    Black Mage

    -Level 40. Elementalist: Stone, Water, and Aero gain physical benefits after stronger spells are learned.

    Stone -> Fire
    Water -> Blizzard
    Aero -> Thunder

    Stone benefits from piercing damage bonuses.

    Water benefits from blunt damage bonuses.

    Aero benefits from slashing damage bonuses.

    These spells never suffer from the negative effects of damage types.

    -Level 52. Ward Seal: Job Ability.
    Reuse Timer: 6:00
    Duration: 3:00
    Requires the use of "Cursed Seal".

    Adds a physical barrier AoE to party members. This "barrier" greatly reduces physical damage of a single attack or physical TP attack(Firespit, ect) then disappears, similar to Utsusemi. The exact amount of Physical Damage-% is random and varies between 10% to 50%.

    Does not stack with Utsusemi. It has no effect on a player with Utsusemi and is overwritten by Utsusemi.

    Cursed Seal is an item that is crafted from Alchemy and stacks to 99. 1 Seal is consumed every time the JA is used.

    -Level 50. Sorcerer: While Elemental Seal is in use, spells can not be interrupted by attacks.

    -Level 60. Soul Spell: Job Ability
    Reuse Timer: 10:00

    The next spell casted with this ability on receives the Conserve MP effect 100%. If used on a Magic Bursted spell, the spell's cost is reduced to the greatest possible amount(1/4 normal cost). When this ability is activated, the BLM loses 15% of his HP.

    -Level 70. Manaburn: Fire spells can occasionally lower a target's INT for a short duration.



    Paladin

    -Level 65. Stalwart: Job Ability
    Reuse Timer: 4:00
    Duration: 2:00
    Shield is required.

    Lowers monsters' that attack the Paladin weapon damage to allow the Paladin's VIT/Defense to play a bigger role. The amount of Weapon Damage reduced is dependent on how much it has. This ability will have a very small effect on exp monsters and a very big one on HNMs.

    When this ability is used, the cap for Damage Reduction is reduced to 25% and all shadows are dispelled. Spells that grant shadows have no effect while this ability is in use.

    -Level 45. Enlight: Spell

    Works exactly like other en-spells but strength is based on Divine Skill instead of Enhancing Skill.



    Dark Knight

    -Last Resort's duration is changed to 1 minute.

    -Last Resort adds 25 MAB, but only on DRK main.

    -Blood Weapon works with Bash techniques and weapon skills.

    -Dread Spikes Duration is increased to 6 minutes. It's recast time is raised to 6 minutes.

    -Level 45. Endark: Spell

    Works exactly like other en-spells but strength is based on Dark Skill instead of Enhancing Skill.

    -Level 52. Barrier: Job Ability.
    Reuse Timer: 6:00
    Duration: 3:00
    Requires the use of "Cursed Seal".

    Adds a magical barrier AoE to party members. This "barrier" greatly reduces magic damage of a single Black Magic spell or "breath" type TP attack(Firespit, ect) then disappears, similar to Utsusemi. The exact amount of Magic Damage-% is random and varies between 10% to 50%.

    Does not stack with Utsusemi. It has no effect on a player with Utsusemi and is overwritten by Utsusemi.

    Cursed Seal is an item that is crafted from Alchemy and stacks to 99. 1 Seal is consumed every time the JA is used.

    -Soul Eater nerf: The maximum damage that can be done by Soul Eater is equal to HP * 4 at the time of use.



    Bard

    -A Third Song slot is added and several songs become restricted to that slot. These songs do not stack with each other.

    Herb Pastoral
    Scop’s Operetta
    Fowl Aubade
    Raptor Mazuka
    Goblin Gavotte
    Gold Capricco
    Shining Fantasia
    Puppet’s Operetta
    Warding Round
    Chocobo Mazuka

    -Songs sung with String Instruments have longer base durations. Base= 3:00, +1=3:15, +2=3:30.

    -Level 30. Spotlight: Job Ability
    Resume Timer: 5 Minutes
    Duration: 1 Minute

    This ability is used on another party member. For 1 minute(or until canceled) songs only effect that party member and no one else, not even the BRD itself. Can't be overlapped by other songs. Can not be used one self.



    Ranger

    -Camouflage, when used on RNG main only, has a special effect when a Ranger range attacks a monster that currently isn't aggroing Ranger or any other player.

    Other monsters will not link with the monster the Ranger attacked. This doesn't include monsters summoned by the target(like a statue in Dynamis), but others will still not link. This doesn't work in Battlefields.

    The type of hate granted from the ranged attack will be considered 'aggro', following all the rules aggro hate follows.

    -Level 45. Instant Aim: Job Ability
    Reuse Timer:
    5:00 with Gun/Crossbow
    3:00 with Bow

    Instantly fires a shot at "Job Ability" speed, ignoring delay. The attack suffers from a Store TP-20 penalty.

    Does not stack with Sniping Aim and Stealth Shot. Does stack with Flashy Shot.

    -Level 55. Sniping Aim: Job Ability
    Reuse Timer:
    3:00 with Gun/Crossbow or "Shortbow" type bows
    5:00 with "Longbow" type bows
    Duration: 1:00 or next Ranged Attack

    Increases delay by 50%(without extra TP gain) but insures a 100% hit rate and Critical Hit. Rapid Shot can't take effect.

    Does not stack with Weapon Skills, Barrage, or Flashy Shot. Does stack with Stealth Shot.



    Samurai

    -Riceballs:

    All Riceballs have the following effect on SAM or /SAM. Myochin Kote isn't required for these bonuses. (These bonuses do not double with Myochin Kote or Roshi Jinpachi).

    Hasso: Enhance Zanshin (turns it into a Critical Hit)
    Seigan: Enhance Third Eye (when an attack is "Anticipated", gain TP as if hit)

    -Level 70. Bushido: Grants a base 50% TP bonus with 2-handed weapons. This does not stack with TP Bonus granted from weapons, but does stack with a WAR's Savagery.



    Ninja

    -Elemental Wheel spell elemental weakness durations increased:

    Ichi: 30 seconds
    Ni: 60 seconds
    San: 90 seconds



    Dragoon

    -Spells are broken if used on a target that jumps, as if the player had run out of range. The same is true for TP attacks.

    -High Jump will now a DRG or /DRG in the air for 5 to 10 seconds(random) while a monster attempts to attack but is unable to because it's target is out of range. If an AoE spell/TP attack goes off while the player is in the air, he avoids it. The enmity down applies after he comes to the ground.

    -Level 30. Auto-Haste: +4%.

    -Level 40: Auto-Haste: +6%

    -Level 50: Auto-Haste: +8%

    -Level 50: Haste Breath: Defensive Wyverns will now use "Haste Breath" under the same conditions as Remove breaths. When no party members have status effects or a party member is slowed, the wyvern will haste that party member.

    -Level 55: Accuracy Bonus II

    -Level 60: Auto-Haste: +10%

    -Level 60: Remove Silence Breath

    -Level 60: The AI of a Healing Breath is increased. The base amount that a fully Defensive Wyvern will cure the DRG or party member is raised to 1/2(without AF hat on) and a Multipurpose Wyvern will cure at 1/3(without AF hat on). With AF hat this is dropped to 2/3 and 1/2.

    -Level 70: Auto-Haste +12%

    -Level 70: Remove Curse Breath



    Corsair

    -Some elemental Quick Draws are changed:

    Dark Shot does damage again.

    Thunder Shot will now stun the target.

    Fire Shot has a chance of giving a target plague.

    Water Shot increases Defense down effects by 1%-3%(10% of the effect). (Acid Bolts, Angon, Spirit Surge, ect, but not Dia). Water Shot increases Poison DoT by 2.

    -The potency of most "Static" bonus Rolls go up slightly with level, like a BRD. (Example: Healer's Roll, Hunter's Roll, Magus's Roll). Percent based Rolls do not. (Example: Wizard's Roll, Chaos Roll, Samurai Roll).



    Beastmaster

    -The Aggro Nerf (monsters disappearing)

    This is slightly undone.

    Instead of disappearing, monsters go yellow and walk back to their spawning spots, slowly regaining HP. Until they reach their original spawning spot, they will not aggro players.

    This allows old fashion BST solo, less annoyance when pulling, less annoyance when soloing on a job that kites monsters, and keeps MPK impossible.

    -Familiar:
    TP Bonus equal to the CHR of the BST.

    A small boost of Attack, Defense, Accuracy, and Evasion. All based on the CHR of a BST.

    Jug Pet timer is increased by 1 Hour.

    -Reward: Reward becomes a BST main only.

    Reward food becomes "quiver-able".

    -Level 40. Greater Charm: Allows charming of larger monsters. When Charm is used on these monsters it's recast becomes 30 seconds. More CHR and Charm+ gear is required to make these monsters viable.

    Buffalo, Manticores, Marids*, Rams, Bugards, Wamouracampa, Goobbues, Morbols, Treants, Orobon, Uragnites, Flan, Big Birds, and Hippogryphs. This also includes some normally charmable monsters not charmable in ToAU charmable.

    *=Marids(and Sheep in Caedarva) still spawn chigoes when they WS. These chigoes will attack the BST.

    -Level 50. Mediator: Beastmen can become charmed with this trait. Recast timer changes to 1:00 when Charm is used on Beastmen. A Beastmen will not react to Sic and will use WSes on it's on will. More CHR and Charm+ gear is required to make these monsters viable.

    Orc, Yagudo, Quadav, Goblin, Gigas, Sahagin, Antica, Mamool Ja, Troll, Lamiae, and Imp. Beastmen can not be charmed if they are in possession of the AC.

    -Level 70. Greater Charm II. This allows charming of some Luminians. The reuse timer becomes 1:00 when used on them. More CHR and Charm+ gear is required to make these monsters viable.

    Euvhi, Hpemde, Phuabo, and Xzomit.

    -Jug Pets

    The recipes of the 4 CoP are changed to easily support BST. Their skill cap is lowered to around 30-40. Their materials become stackable and easier to obtain(they become a very common appraisal result from ??? boxes).

    New Jug Pets: (min / cap)

    Dhalmel (43 / 55)
    HQ (63 / 75)

    Pugil (33 / 45)
    HQ (58 / 75)

    Leech (33 / 45)
    HQ (58 / 75)

    Slime (38 / 50)
    HQ (63 / 65)

    Bird (23 / 35)
    HQ (43 / 55)

    Giant Bat (28 / 40)
    HQ (51 / 63)

    Colibri (65 / 75) (Gains Reflect stance at level 70. Is unable to cast spells players don't have access to. In addition, it can not cast AoE spells or Ancient Magic spells).

    -Sic / AI Change

    What WSes a pet uses is based on the current situation. A Pet won't use an AoE attack if other monsters will be hit. It won't use Defensive buffs if it is not taking damage.



    Summoner

    -BP Changes:

    Glitter Ruby: Stat boosted is based on day. On Darksday, it is random.

    Crimson Howl: The attack bonus is unique and stacks with Warcry. It becomes 10%.

    Lightning Armor: This is removed from Summoner's BP list. Monsters will still use it.

    -New BP: This takes Lightning Armor's place.

    Sage's Story
    Ramuh
    MP Cost: 35 MP
    Duration: 2:00 (increased with skill over cap)

    This BP gives the effect of Mage's Ballad I. It does not stack with Mage's Ballad, but it does stack with Mage's Ballad II and Refresh.

    -Level 35. Evoker: SMN main only, INT reduces the cost of Rage BPs and MND reduces the cost of Ward BPs.

    (INT or MND/5)% * spell cost = new spell cost. This caps at 33% reduction.

    -Level 60. Astral Projection: Job Ability
    Reuse Timer: 5:00
    Requires Avatar having over 100 TP.

    Recovers MP based on current TP of an avatar/spirit. The amount is based on Perpetration Cost.

    TP / 13 * base perp rate = MP gained.

    Elemental Day: *5%
    Elemental Weather and x2: *10% and *20%

    Half TP is consumed with use.

    -Spirit Spell List:

    Dark Spirit:
    Level 45: Absorb-TP
    Level 51: Stun

    Light Spirit:
    Level 25: Raise
    Level 75: Raise II

    -Spirit AI

    Rage and Ward becomes options for Spirits.

    It is no longer required for a SMN to have main hate to get a Spirit out of "Idle" mode. Simply having any hate what-so-ever is enough.

    Your position plays a role in what the Spirit does:
    If you have your back away from the Spirit, the Spirit will not use DoTs.
    Light Spirit is much more likely to cure/buff players you are facing than before.

    There are four modes for Spirits:
    -Idle: Does Nothing
    -Basic: Activated by Assault or gaining Aggro.
    -Rage: Activated by using "Blood Pact: Rage".
    -Ward: Activated by using "Blood Pact: Ward".

    While under Basic, the Spirits will continue to act as normal. Basic ends the moment Rage, Ward, or Retrat is used. It can be put back on Basic with Assault, this includes switching from Rage or Ward. (This resets spell casting timer).

    Rage causes the following:

    6 Elemental Spirits: They will no longer cast debuffs and their nuking casting time will reduce by 5 seconds.

    Light Spirit: Will no longer attempt to buff players and curing AI will be reduced slightly.

    Dark Spirit: Will focus on using Absorb spells, Bio, Drain, and Aspir. Won't use Blind or Sleep.


    Ward causes the following:

    6 Elemental Spirits: They will debuff fully before considering nuking. Nuking casting time is extended by 5 seconds. Perp Rate drop by 1.

    Light Spirit: They will no longer nuke at all and will instead focus on buffing. Curing AI will improve slighly.

    Dark Spirit: Focuses on using Sleep spells and Blind. Will cease to use Drain and Bio completely. It will stop meleeing for a few seconds after using Spell. When Stun is learned, it will watch for a spell or weapon skill to Stun.


    Switching from Rage to Ward or vice versa resets spell casting timer. (Switching from basic to either doesn't however).

    -Elemental Spirit Elemental, Healing, Divine, and Dark skill mirror the Summoner's Summoning Skill.



    Puppetmaster

    -AI Boost

    Automatons will not cast Silence on monsters that do not cast spells.

    They will slowly recognize if any other party member is casting enfeebling spells. For example, if a RDM is using Paralyze and Dia II, an Automaton will cease to use those spells(or Bio).

    Automaton will favor Dia over Bio while in a party.

    [I'm hoping the new "White" stormwaker head coming out soon will allow automatons to cure party members... if not... then that should be added, curing party members at -5% less less than he would cure the PUP].

    -Stat Gain from Maneuvers

    PUP lv/30 +1 = stat increase from each maneuver.
    Level 1: +1
    Level 30: +2
    Level 60: +3

    With Turbo Animator: +1
    With Puppertry Dastanas: +1

    When in Overdrive, as all maneuver's effects are multipled by 3, but become capped at that. The stat gain does not become capped. At level 60+, with Turbo Animator and Puppetry Dastanas, using three of the same maneuvers and Overdrive, the bonus can be as high as +45 to one stat.

    -Attachments changes:

    Scanner's element is changed to Wind.
    Scanner's current effect is removed.
    Scanner now makes an automaton use spells that are likely to land for full effect, aiming for the weakness of the monster.
    It also has a small chance of allowing an automaton to ignore it's spell casting timer in an attempt to Magic Burst.

    Shock Absorber grows in strength as a PUP levels up. [50 + Level * Earth Maneuver]

    Mana Channeler: Will cause the Automaton to prioritize nuking over enfeebling or curing.

    Volt Gun: 1 Thunder Slot.

    Mana Booster: 1 Ice Slot.

    -Level 30: Swift Step: Job Ability.
    Reuse Timer: 5:00
    Duration: 1 minute or next time attacked.

    The next physical attack of a monster misses. This does not work on TP attacks. Reduces more enmity than normal when a monster misses this way.

    -Level 40. Telepathy: The effects from Signet, Sanction, and some stats from gear are transfered to your automaton. A PUP uses his Automaton's magic skill for his own skill if it is greater than his.

    hMP, hHP, MAB, Magic Accuracy, Spell Interruption Rate Down, and Fast Cast from gear are all transfered.

    If an Automaton's Magic Skill is higher than a PUP's healing, enhancing, divine, or dark skill, the PUP uses the Automaton's Magic Skill instead.

    -Level 60. Dance: Job Ability
    Reuse Timer: 5:00
    Requires an Animator to be equipped.
    Requires an Automaton to be out, with three maneuvers.

    Cancels the two oldest maneuvers and coverts them into a party Elemental Resistance buff. Completely cool downs the "Overload" build up.

    2.5% Elemental WS Bonus (as gorget) (5% with two of the same type)
    2.5% Elemental Spell Bonus (as Elemental Staff) (5% with two of the same type)
    If two of the same element are used: Perp Rate-1 of that element.

    Resistance buff is equal to 5+(level/5) per element. This bonus does not stack with Carol songs.

    Duration is 5 minutes.

    -Adaman Sainti's "Maximum HP Boost" is 1.5%
    Gem Sainti's "Maximum HP Boost" is 3%

    -Hope Staff becomes unequipable. Faith Baghnakhs becomes equipable.
    Last edited by Legal Fish; 06-02-2007, 09:13 AM. Reason: Forgot a few things
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  • #2
    Re: If SE let me change jobs, this is how I would do it...

    ok i just skimmed and the first thing is Refresh should stay the same lvl and RDMs get a Job Trait making it they get 5MP/Tic when everyone else het the regular 3MP/Tic and If Enlight is based off Divine Skill this is going to be shit for a RDM as we dont get any Divine Spells and you forgot to include Endark into the DRK section like you said you would in RDM but i'm guessing off Dark Skill which would work as RDM get Dark Spells without subjobs

    EDIT: why make the Enspells lower lvl for PLD and DRK when RDMs are the real Enspell user it doesn't make sence, and i'm not saying this as i would be pissed off as i'm lvl 75 so it wouldn't bother me and i forget to use Enspells most of the time
    Last edited by Srxjo; 05-26-2007, 04:02 AM.
    "Death shall seek you out, If death fails, I promise you, i wont." ~ Srxjo (me)
    "My lips are stained scarlet red from my blood" ~Srxjo (me)
    "The greatest pain in this world is losing that which is closest to ones own heart" ~Srxjo (me)

    Comment


    • #3
      Re: If SE let me change jobs, this is how I would do it...

      The DRG changes would be a bit nice, but that to much haste+ and the haste breath would be over powering. I would do something more like this.....

      Dragoon

      -Jump
      Jump places the DRG or /DRG in the air for 3 seconds, spells are broken if used on a target that jumps, as if the player had run out of range. The same is true for TP attacks.

      -High Jump
      Now a DRG or /DRG in the air for 6 seconds while a monster attempts to attack but is unable to because it's target is out of range. If an AoE spell/TP attack goes off while the player is in the air, he avoids it. The enmity down applies after he comes to the ground.

      -Super Jump
      Super Jump leaves the DRG or /DRG in the air for 8 seconds in addition to the other effects it already has

      -Level 30. Auto-Haste: +2%.

      -Level 40: Parry + 5%

      -Level 50: Auto-Haste: +4%

      -Level 55: Accuracy Bonus II

      -Level 60: Parry +10%

      -Level 60: Remove Silence Breath

      -Level 70: Auto-Haste +8%

      -Level 70: Remove Curse Breath

      -Level 75: Auto-Haste +10%
      -------------------------------------------------------------------------
      Kain (FFIV): I am aware of my actions, but can do nothing about them.

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      • #4
        Re: If SE let me change jobs, this is how I would do it...

        I disagree with the DRG changes being broken as they are. Can you explain how so?


        If the Haste bonus was only 2% at level 30, then /DRG would be granted more haste than DRG thanks to Wyvern Earring.
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        • #5
          Re: If SE let me change jobs, this is how I would do it...

          what about giving PLD Shell IV (lvl75) and Reraise (lvl66) ^^

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          • #6
            Re: If SE let me change jobs, this is how I would do it...

            Originally posted by Srxjo View Post
            EDIT: why make the Enspells lower lvl for PLD and DRK when RDMs are the real Enspell user it doesn't make sence, and i'm not saying this as i would be pissed off as i'm lvl 75 so it wouldn't bother me and i forget to use Enspells most of the time
            I figured because DRK's are the "masters" of Dark Magic, they learn to become one with darkness easier than Red Mage, who just dabbles in the unholiness. Same with PLD and Holiness.

            I actually really, really like most of these changes. They round out quite a bit of the bad areas in some places, but I didn't see any changes that overpowered a job. Good show =D

            Why aren't you working for SE, again?

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            • #7
              Re: If SE let me change jobs, this is how I would do it...

              i think pups should get acc bonuses tiered

              lv 10 acc bonus 1
              lv 30 acc bonus 2
              lv 45 acc bonus 3
              lv 60 acc bonus 4
              lv 75 acc bonus 5


              it should help us pups hit if they decide to keep us with c skill in h2h

              or give us throwing weapons and raise the skill

              the throwing daggers would be put in the weapon slot and have a low delay and hit for decent dmg a bit higher then thief's dmg per hit, Now add nin sub and u can have your auto attack while u stay back throwing ranged daggers ect.

              the throwing weapons would be perfect pup are performers they wear cloth armor so by them being in the back line throwing daggers knives ect would fit them so well. they can make the daggers or throwing weapons unexpendable that u dont need stacks of daggers ect. it will make monks happy because we know dam well they hate pups and there h2h skills. It will also give party's a reason to invite us for our nice dmg and our pericing dmg would be great asset against colbri, pugs ect.

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              • #8
                Re: If SE let me change jobs, this is how I would do it...

                I pretty much have to say the same thing as Illuen above me. Though, might I add a quote from the Fan Festival site . . .

                Job Adjustments

                While many minute adjustments will be made to several of the jobs, the majority of changes in the coming version update will focus on the three new Aht Urhgan jobs. A new merit point category for each of the three jobs will be added, each consisting of two new ability commands and two new job traits.

                Blue Mage
                Ability:
                1. Increases the power of your next magical blue magic spell. Limits area of effect to single target.
                2. Grants the effect of your next support blue magic spell to party members within range.
                Trait:
                1. Grants a TP bonus to Chain Affinity.
                2. Increases maximum blue magic points.

                Corsair
                Ability:
                1. Your next roll will automatically be a 1.
                2. Erases one roll or bust effect. Targets self-cast effect with the longest remaining duration.
                Trait:
                1. Extends the duration of Phantom Roll effects.
                2. Focuses effect of Random Deal on abilities waiting on recast.

                Puppetmaster
                Ability:
                1. Swaps HP of master and automaton.
                2. Swaps the enmity of master and automaton for target.
                Trait:
                1. Grants a bonus to your automaton's accuracy, ranged accuracy, evasion, and magic defense.
                2. Grants a bonus to your automaton's attack, defense, and magic attack.

                As for the other 15 jobs, nothing major is planned. However, the development team is planning on raising weapon and magic skill limits, in addition to several other adjustments.
                Also:

                Questions from the Adventurers

                Q: Are there any plans for new red mage magic?

                A: We are currently considering adding new magic for all existing jobs around the release of the new expansion disc.
                . . . So I would have to say there's more than enough hope to go around. Me? I'm personally hoping for a more applicable RDM Throwing Skill (as well as good Throwing weapons for RDMs that are not the Aureole), a more applicable RDM Shield Skill (Beastmasters have a more viable Shield Skill, for crying out loud), and maybe a slightly better Club Skill.

                Oh, and Enlight and Endark {Yes, Please}.

                Let us all dream in the meantime . . .



                To reiterate Illuen's Question, you don't work for SE why?
                Originally posted by Armando
                No one at Square Enix has heard of Occam's Razor.
                Originally posted by Armando
                Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
                Originally posted by Taskmage
                GOD IS MIFFED AT AMERICA

                REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

                GOD IS AMBIVALENT ABOUT FURRIES

                THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
                Originally posted by Taskmage
                However much I am actually smart, I got that way by confronting how stupid I am.
                Matthew 16:15

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                • #9
                  Re: If SE let me change jobs, this is how I would do it...

                  I forgot a few things:

                  Mainly BLM having getting a AoE buff that helps against Breaths and Spells.

                  THF getting AoE Evasion Up and Movement Speed Up.

                  Dread Spikes duraton increased.

                  Oh and Circle ability Duration is fixed into one set duration: 1:00 base duration, +30 seconds from AF piece.
                  Last edited by Legal Fish; 05-26-2007, 09:40 AM.
                  Read my blog.
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                  Currently: Entry #32, August 31/07.
                  Entry 32: Death to Castro

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                  • #10
                    Re: If SE let me change jobs, this is how I would do it...

                    I'm going to have to disagree on nerfing Soul Eater. The JA is just fine, the only adjustment I'd like to see done to it (and LR) would be the initial enmity generated by activating the JA lowered.


                    As for DRG, Jump should be double damage when using a polearm like it's always been in the past.
                    sigpic


                    "BLAH BLAH BLAH TIDAL WAVE!!!"

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                    • #11
                      Re: If SE let me change jobs, this is how I would do it...

                      Originally posted by Malacite View Post
                      I'm going to have to disagree on nerfing Soul Eater. The JA is just fine, the only adjustment I'd like to see done to it (and LR) would be the initial enmity generated by activating the JA lowered.
                      As for DRG, Jump should be double damage when using a polearm like it's always been in the past.

                      yeha I cant believe I forgot about that..... some Kain fan I am ;p
                      -------------------------------------------------------------------------
                      Kain (FFIV): I am aware of my actions, but can do nothing about them.

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                      • #12
                        Re: If SE let me change jobs, this is how I would do it...

                        I made the final edits, if anyone cares.

                        Basically:
                        -Made DRGs better healers at level 50.
                        -Gave BLM two new abilities, one of which is a changed version of their "Barrier" one I made up.
                        -DRK got BLM's old barrier ability.
                        -Gave BRD a new ability that helps them with management.
                        -Changed THF's skirmish to not require being in battle.
                        -PUP new damage mitigation JA.

                        And I'm done.
                        Read my blog.
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                        Currently: Entry #32, August 31/07.
                        Entry 32: Death to Castro

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                        • #13
                          Re: If SE let me change jobs, this is how I would do it...

                          I'd rather see RDM get Staff skill than H2H. We spend all our time in parties 51+ wielding a Staff, really. And it's a more Magely weapon than hand to hand is. Getting EX sword skills would be nice too, since we have the same skill rank with Daggers, and we get EX skills with them. Also, jobs that don't have 1H Sword as their primary melee weapon, like DRK and WAR, get them, so it would be nice if we did. Since it's either Sword or Dagger for a meleeing RDM. It would be nice and convenient to be able to use Vorpal Blade when /NIN.

                          RDM 75/WHM 38/BLM 37/DRK 37/NIN 37/PLD 37 -- Cooking 96.7+1
                          Image by Askannyi
                          LoneGamer.net

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                          • #14
                            Re: If SE let me change jobs, this is how I would do it...

                            Also, jobs that don't have 1H Sword as their primary melee weapon, like DRK and WAR,
                            True, but they're also more combat (melee) oriented so it makes more sense for them to get it. Can't say I don't feel for ya though. At the moment BLU feels more like RDM than RDM does (fighter mage)
                            sigpic


                            "BLAH BLAH BLAH TIDAL WAVE!!!"

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                            • #15
                              Re: If SE let me change jobs, this is how I would do it...

                              I think RDM is fine the way it is to be honest. Yes, they are a bit different than what older games gave us, but they have a role in FFXI, one that is similar to BLU, but BLU can not fill completely. Like comparing RDM to BRD or BRD to COR.
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                              Currently: Entry #32, August 31/07.
                              Entry 32: Death to Castro

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