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  • True Pet Class

    DISCLAIMER: The following are my ideas alone and have not been confirmed (or even thought of probably) by S-E.

    I've seen people complain about the lack of a true pet owner type class, so here's my idea that just occurred to me. A Falconer Class. (FLC)

    The difference between FLC and other "pet classes" is that your birdy is with you all the time. If your pet dies you have to cast raise.

    Abilities:
    Equip Weapons: Birdy Equips Weapons like spurs and metal beaks. Bird also gets its own WSs. Can also equip jesses(straps you hold) and bells to add diff stat bonuses.
    Scan: Check level, hp mp weaknesses of mob
    Target Break: Send your Falcon to crush enemy weapons or armor.
    Dive: Basically DRG's Jump for your falcon.
    Command: Send the bird to attack an enemy or call them back to your hand for healing.
    Pet Specific Magic: Not sure if cures and buffs affect pets in pt but if not, here ya go. Various spells you can use to

    PROS: Additional Abilities, More Renkei Variety, look cool having a killing machine on your wrist.
    CONS: More stuff to buy, weak thiefy armors.

    Various other info: Different breeds of raptors to choose from with different stats(peregrine falcons, hawks, eagles, etc). Equip light Armor, specialize in one handed weapons(scimitars?) and throwing weapons(Bolos?). CHR stat determines how often your pet precisely follows instructions instead of attacking random enemy. I have no idea what the 2 hour should be. Any Ideas?

    Anywho, this is just an idea that popped into my head this morning and I thought I would run it by y'all. Since BST is basically solo, this is my answer to people who want pets AND pt. Feel free to throw in any ideas.

  • #2
    I'd see having a Falcon as a pet kinda of a Ranger thingy... But that is just my opinion.
    "We grab swords to protect small wounds that had been buried deep in old memories."
    - Old saying

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    • #3
      The way their pet works sounds pretty much the same as how a dragoon's wyvern works. Their are already 3 pet classes who do all do it in a different way. I think they should just maybe tweak dragoon instead of making a clone of it with a few stuff changed. If they decide to make a 4th pet class they should to come up with a new way to have their pets work. To many classes who all do the same things with just afew changed abilities is kinda lame.

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      • #4
        I agree with Methrage on the fact that this class sounds a lot like Dragoon but id have to disagree about dragoon needing tweaked. I think Dragoon is fine as is.
        "...because of my horse, I was able to get through my first year of college."

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        • #5
          A true pet class should be something like the EQ pet classses, Necromancer or Magician.

          One can summon undead pets such as skeletons, the other summons elementals or golem type pets. These pets should be good damage dealers, some should have innate spells abilities, etc. The characters should be mage type, ie weak HP/Defence and be able to cast some utility spells and pet enchancemnts. Their job in a PT would be to do damage through their pets and minor support roles.

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          • #6
            Bah, the true pet class is the WHM. They get an entire party of pets to do their bidding.

            *tongue planted firmly in cheek*
            "God must love stupid people. He made so many!"

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            • #7
              A true pet class should be something like the EQ pet classses, Necromancer or Magician.
              I disagree. The classes as they stand are fine. Square doesnt want to do everything the same as other games. Got to have differences otherwise youre just playing another EQ and most of us dont like the original so why would we want a rip off
              "...because of my horse, I was able to get through my first year of college."

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              • #8
                Agreed, oddin
                Current Character Info: Xerlaoth Valefor, Windurst RDM 75, WAR 60, BLM 48, NIN 37, WHM 37, DRK 30, THF 30 (FUN!) Rank10 Windurst, Hume, Indianface Fer Life.

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                • #9
                  Still, heres what I think they should do. Instead of adding another pet class, make summoner into a *REAL* pet class. The elementals as pets, ones that don't require constant MP drain and whatever (but grow more powerful as you level as well as new spells/skills according to their element) and once you get high enough, the avatars which focus more on "Pop out, do my damage or ability and go away" like I read somewhere else, the avatars should not be pets. This may or may not be a ripoff of EQ, but a true pet class should definitely be added. BST can solo, but no one wants them in PTs (despite some great advantages) Summoner as of now is just a support role, and the avatars themselves are pretty weak. Yes, I'll agree that there should not be another EQ ripoff, but really... I had another idea awhile ago.

                  If anyone ever played the Secret of Mana games, you could make Golems (robot type things) in Legend of Mana (developed by square). I think a job like a uhm... Machinist? Would be sick, construct a golem and give it a crystal for certain elemental skills, and be good with guns. Could also make a new machinery craft for like, crude thrown explosives or something (like mix a bomb arm a bronze ingot or something). Again, just an idea, I haven't thought out any real class information... Just thought it sounded neat, and wanted to see any feedback ^^
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                  • #10
                    GOOD IDEA!!! Though if they did that i hope they make it a lot better than they did in the Mana game. That was just too complicated... I like the idea that you can make your own robots and such and command them. The way it should work is that the parts would have to be Rare ones that cant be bought and sold so that you have to earn them and not cheat and build the ultimate robot at lvl 2. Thats a great idea though and i think they should do something like that.
                    "...because of my horse, I was able to get through my first year of college."

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                    • #11
                      Yeah, in the mana game you had to place all the skills in order on that grid, that was tough, I never really figured it out although my golem did kick ass, as I just filled the grid the best I could... But anyway -- Yeah... Heres some information.


                      Disclaimer: The following ideas are my own, using a little bits and pieces from previous games made by S-E... And have not been developed in correlation to FFXI.

                      Machinist class.

                      While Summoners have the gods, and beastmasters have the ability to control the wild, the Machinist relies solely on the power of technology to aide him in combat and survival. The machinist usually dons light armor, and is a master in all forms of technology and machinery. The machinist excels outside the thick of the fight, where he constructs mechanical beings known as Golems. Golems may be tweaked and changed as appropriate, and by incorporating an elemental crystal allows them to do elemental attacks or support abilities until another crystal is fed.
                      The machinist, when called upon in combat, has a distinct aptitude in firearms and explosives, but because he/she does not study the art of combat, he does not get any special skills for firearms...

                      The machinist excels in creating enhanced armors and weapons, adding a little technological flair to his work. For example, a piece of armor that disrupts the flow of magic, a belt that sends electrical pulses to your spine to help you heal faster, a gun with an enhanced velocity to help with accuracy, range, and stopping power...

                      The machinist would have under-mediocre HP, no MP (excluding that he/she has an MP related subjob) excel in firearms and be able to utilize a new craft, Machinery (class specific).Would have below decent defense, but can move quickly and nimbly. Heres some random stuff below.

                      MACHINIST

                      Equips: Light armor, handguns or rifles.
                      Golem Equips: Random parts that would affect stats, chest piece for VIT, DEF and HP, head for IT and TP gain rate (robots can't use magic), Arms for STR, and legs for SPD... I don't think CHR would really matter on a golem. Different parts would allow them to do different abilities, lets say the golem had spring jointed legs, so it could use a jump attack, or drill arms for an underground suprise attack that would be something like a thf's sneak attack. (Just ideas...)

                      Random abilities...

                      2HR - Ummm... Don't really know. I think some crazy grenade barrage would be cool, but hey, its to be developed.
                      Command - Tells golem to attack and retreat, follow or stay put, sit and heal...whatever...
                      Execute - Tells golem to use a special attack. Or, as you progress, an elemental ability.

                      Different crystal abilities

                      Fire - Flamethrower, AE damage (or something thereof)
                      Thunder - Beam Cannon, paralyzes and stuns the enemy for a couple seconds.
                      Ice - Absolute Zero, Ice damage and slow.
                      Wind - Cloud, ups party members' evade.
                      Dark - (No name, yet) does some damage and poisons the enemy.
                      Light - Healing Rays, heals party members close by.

                      Of course, this is just a general idea... None of these are written in stone, and are of course to be adjusted...

                      (this was damn long, but hey, I had fun thinking about it...)
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