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#1 May 21 2004 at 4:35 AM Rating: Excellent
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Please note that the below suggestion is open to improvements. Please feel free to advice on any changes.

Seeing the lack of the Healer class at an advance job level, and the lack of use for Monk as a sub for advance jobs, I’m suggesting an alternative. This mage class should be called Shaman. The Shaman can be found in FF3 as a healer class much similar to the White Mage, but the Shaman here uses Shamanic magic which involves the sacrifice of life or objects for his spells to work.

The Shaman will have no MP at all and would not require any to cast his spells. All his spells are cast using certain sacrificed amount of his own HP. The effectiveness of his spells is instead dependent on the VITaity stats instead of MND/INT like the other mages.

Shaman Attribute Progression
HIT POINT 3
MAGIC POINT 0
STRENGTH 3
DEXTERITY 3
VITALITY 5
AGILITY 2
INTELLIGENCE 3
MIND 3
CHARISMA 2

WEAPON Used
HtH (A), Dagger, Club and Staffs.


The list of spells that the Shaman would have would look something like this:

Job Ablility
Afterlife @ 2hr (LvL 1)---- Gains Reraise Effect for 30 sec. Shaman will not be weakened and come back with full HP with this ability.
Vicious Seal @ 15 mins (LvL 15)--- Doubles effect for next Bloodcure/Corrupt.


Job Traits
Fast Heal (lvl 15) --- Increase Healing rate of HP when resting.
Fast Heal II(lvl 35) --- Increase Healing rate of HP when resting.
Fast Heal III (lvl 60) --- Increase Healing rate of HP when resting.

Job Specific Spells
Bloodworm Deals @ LVL 3--- 1 damage per 3 sec to target enemy and adding the damage dealt to the Shaman’s life

Enrage @LVL 5--- Similar to Provoke. Mob will deal critical hit on next attack if target is Shaman.

BloodCure @LVL 8--- Sacrifice 16 hp to cure target for a max for 24 hp (based on VIT and magic skill lvl) Can't be used to cure yourself.

Endrain @ LVL 11--- 5 hp to Enchants own weapon and receive 3% of damage dealt.

Venom @ LVL 13 --- Much like the Damselfly’s Venom.

Ritual of Curse @ LVL 15 --- Once cast, a 'Ritual Icon will appear at the top left corner. 5 Hp per 1 sec will be deducted from you until mob dies or Ritual icon is disabled While ritual is activated, mob will hit at a reduced damage. If Shaman is attacked, the ritual will end. Recast is 1 min. Gains aggro over time.

Corrupt @ LVL 17--- Sacrifice 30 hp to deal a max of 45 damage (based on VIT and magic skill lvl). This spell will not be resisted. Recast 30 sec.

Bloodcure II @ LVL 19 --- Sacrifice 32 hp to cure target for a max of 60 hp (based on VIT and magic skill lvl) Can't be used to cure yourself

BloodLeech @ LVL 21 --- 2 damage per 3 sec to target enemy and adding the damage dealt to the Shaman’s life. Does not stack with Bloodworm

Bloodlust @ Lvl 23 --- Deal 1 Damage to self per sec. Increase damage deal and attack speed but weakens VIT.

Talisman of Cure @ LVL 25 --- Sacrifice 10% of own hp to activate Talisman of Cure. Once activated, all PT member will cure for 3 Hp per 3 sec until Shaman is attacked. Does not stack with other Talisman. Gains aggro over time.

Concoction @ LVL 28 --- Sacrifice 10 Hp. The effect of the next Medicine used will be doubled.

Life Pact @ LVL 30 --- Similar to Raise. For each HP the unconscious player has at Full health, the Shaman will have to sacrifice 2 HP (example a taru have 100 hp when alive, Shaman will sacrifice 200 hp to raise him). If in any case the unconscious has a HP amount more than the Shaman can handle, the Shaman will be reduce to 1 hp and the Raised player will be weakened to that amount of HP Shaman was able to sacrifice for 5 mins.

Death Pact @ LvL 30 --- Sacrifice 50% of current Hp to disable aggro from enemy for 10 sec. (Mob will think that he's dead) Recast 1 min.

Bloodcure III @ 32 --- Sacrifice 60 hp to cure target for a max of 125 hp (based on VIT and magic skill lvl) Can't be used to cure yourself.

Corupt II @ LVL 35 --- Sacrifice 60 hp to deal a max of 100 damage (based on VIT and magic skill lvl). This spell will not be resisted. Recast 30 Sec

Ritual of Possess @ LVL 37 --- Once cast, a 'Ritual Icon will appear at the top left corner. 5 Hp per 1 sec will be deducted from you until mob dies or Ritual icon is disabled. While ritual is activated, mob TP gain from attacks will be reduced by 75%, while TP gained by party member is increased by 15%. If Shaman is attacked, the ritual will end. Recast is 1 min. Gains aggro over time.

BloodLocust @ LVL 39 --- 3 damage per 3 sec to target enemy and adding the damage dealt to the Shaman’s life. Does not stack with Bloodworm or Bloodleech

Talisman of Ether @ LVL 42 --- Sacrifice 10% of own hp to activate Talisman of Ether. Once activated, all PT member will gain for 1 MP per 3 sec until Shaman is attacked. Does not stack with other Talisman. Gains aggro over time.

Hypnotise @ 45 --- Charms the target mob and come under your control. But unlike the BST charm, mob turn aggressive immediately when it is hit or healed. Recast 5 mins.

Ritual of Bloodlust @ LVL 48 --- Once cast, a 'Ritual Icon will appear at the top left corner. 5 Hp per 1 sec will be deducted from you until mob dies or Ritual icon is disabled. While ritual is activated, PT member will all gain Bloodlust effect without the life deduction. If Shaman is attacked, the ritual will end. Recast is 1 min. Gains aggro over time.


This is a revamp of another idea to suit the FF game. Suggestion to improve this is much appreciated.



Edited, Fri May 21 21:08:11 2004 by Couragewithin

Edited, Sun May 23 21:53:36 2004 by Couragewithin

Edited, Mon May 24 03:38:49 2004 by Couragewithin

Edited, Wed May 26 01:35:13 2004 by Couragewithin

Edited, Wed May 26 01:42:43 2004 by Couragewithin

Edited, Fri May 28 02:47:59 2004 by Couragewithin
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#2 May 21 2004 at 4:47 AM Rating: Decent
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I quite like it. Would make a mage type (kinda) that galka's would be great at. Would also allow a Caster/melee combo or even the other way around. Not overly powerful healing either so it's more of a backup healer. But still, I like :D
#3 May 21 2004 at 5:28 AM Rating: Good
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370 posts
I dun quite like how the Ritual spell works now. I think it'll take away the fun in this job if you have to channel the spell, So I'm changing it from

"This is a channelling spell, which means you will not be able to cast other spells while this is cast. During Ritual 5 hp will be deducted form you pre 3 sec." to something like

"Once cast, a 'Ritual Icon will appear at the top left corner. 5 Hp per 3 sec will be deducted from you until mob dies or Ritual icon is disabled".

Also, I feel that the name 'Disease' is not relevant. Any improvement to that is greatly appreciated.
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#4 May 21 2004 at 8:51 AM Rating: Decent
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looks very nice, but the ability to provoke and then die with no loss seems a bit to powerful.
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#5 May 21 2004 at 11:26 AM Rating: Good
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Sorry Hax, I don't get you on that. Which ablilty is too strong again?
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#6 May 21 2004 at 11:41 AM Rating: Decent
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I like everything but the enrage....not sure i understand why you have that on there...otherwise excellent idea and great description
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#7 May 21 2004 at 3:13 PM Rating: Good
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wow, i like this idea. alot. I'd go so far as to say i'd pay an extra dollar per month just so i could have this job in addition to my existing charcters. Not an overly powerful class at the moment, but that can be changed. personally, i think this class should have B or A in hand to hand, this seems like a class that would really benefit from having MNK subbed, or being the sub of MNK. all these blood spells should stay active even if you're attacking, but if you move (flanking the monster or chasing after), the rituals should stop.

although, i think the rituals need to drain more hp per 3 seconds. assuming the player had no heals, and the monster was kept alive....the rituals would last 10 minutes (with 1000 hp). thats assuming no heals, and bloodworm, bloodleach, or bloodlocust are not up. assuming Bloodlocust is up, you're only losing 2 hp per 3 seconds, and if you are using Endrain, you probably aren't losing any. not to mention cures from the mage, or a simple Regen (or Regen 2 or bard healing song), you'd never be losing any hp, while keeping these rituals up. I think you should add more rituals to do various things, but make the rituals not able to kill you. make it so that at most, the ritual will turn off if the next timer will kill you.

also, life pact...i believe that this can work...but in instances where the shaman would not normally be able to raise a player and live, he should be allowed to raise the player, be reduced to 1 hp, and the shaman will be inflicted with a weakness where he will be stuck at 1 hp for 30 seconds or 1 minute.

Talisman of Cure should take far more than 15 hp. perhaps 25% health or even 50% health. the Shaman should have to give up something for being able to heal the entire group indefinately.

Endrain should require far more than only 5hp to recieve back 5% of each hit. at lvl 11, if he were hitting for even 2's each time, it would round up to 1 hp back, and in 5 hits, he'd have his hp back. make it take something like 10% of his total hp.

The blood cures should NOT heal the player himself, only other players. The shaman would have enough tools at his disposal to gain back the hp he needs without this.

All blood magic should be relatively instantaneous. maybe the rituals might take 2 seconds or so to enact, but there shouldn't be hardly any "casting" time on the other blood spells.

Disease implies a damage over time. Try to think of something instant, like Blood Dart or Voodoo Curse. i'll try to think of more feedback
#8 May 21 2004 at 3:31 PM Rating: Good
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I do aggree ^^. The job sounds killer, but the spells might need a little work. Some of the spells sound awesome. However, with Army Paeon II, or even Regen, the shaman would never die. That in its own would be more powerful then penta-thrust ever hoped to be. But, overall it is a pretty good idea.
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#9 May 21 2004 at 3:36 PM Rating: Decent
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I dont like it, or atleast i would never play as it. in party it just makes one other player that who's HP the white mage has to watch (waste of MP on WHM'S part as they would have to keep HP high incase of any AOE's)... i also see this job dying way too often. Soloing would be even harder since not only does being hit take from you HP, but hitting it aswell? Even with monk HP i'd hate it. It sounds a lot like a job idea called "Bloodmage" that someone posted a while ago, nobody really liked it then either.
#10 May 21 2004 at 3:37 PM Rating: Good
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don't give up, this is a great suggestion, and i really hope it gets implemented in some way, just try to work on the blood spells.
#11 May 21 2004 at 4:01 PM Rating: Excellent
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Quote:
Crenfro
I dont like it, or atleast i would never play as it. in party it just makes one other player that who's HP the white mage has to watch (waste of MP on WHM'S part as they would have to keep HP high incase of any AOE's)... i also see this job dying way too often. Soloing would be even harder since not only does being hit take from you HP, but hitting it aswell? Even with monk HP i'd hate it. It sounds a lot like a job idea called "Bloodmage" that someone posted a while ago, nobody really liked it then either.

you are entitled to your opinion, but you're wrong. this would not be a drain on WHM. As it stands right now, we are saying that this class would never die because of how the HP flow works right now. Honestly, i think this class would be the quickest to level to 15.

think about it, if you're a monk like class that has vampiric powers at level 3, you're ahead of the game. Fight an Even Match, then when your hp is close to nothing, fight a Too weak to be worth while to build your HP back. there's almost no downtime, and you're farming while you do have "downtime". Blood Cure at 8, which does a pretty decent heal. if two Shamans grouped together, they should be pretty powerful. Endrain at 11...this speeds up the hp flow, and will probably allow them to use their enrage ability without too much fear of death. Venom at lvl 13 will allow yet another poison to stack onto the monster. pair this with a real poison wielding black mage or a red mage, and you're taking a significant amount of the monster's life down every 3 seconds. At lvl 15, they get a blood spell that allows the whole party to take less damage, and at lvl 18, they get an instant cast nuke(hopefully this has cast time of 0 -- cast while running -- and recast time of only 3 or 6 seconds). sounds like a useful job to me. I don't see this job as a burden at all. I'd play it in a heartbeat.
#12 May 21 2004 at 8:01 PM Rating: Good
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Yes, Good point there. I was cosidering that mayb Ritual Spells were draining too little. I'll change that to drain more.

Another thing is that note the amount that Endrain drains, it's 5%. Considering when u fight Easy and above you deal about 25 dmg from HtH, Dagger or CLub, that works out to be about 1 HP gained per attack. I'll change that to be 3%.

Also, note the ineffieciency of his Cures. At lower MAGIC SKILL LVL, (much like the WHM) he would only be curing abt less than 16 using 16 HP. Until he reaches lvl 10 would he e curing for 20 using 16 HP. But it would still be ineffiencient if he was soloing, because the mo sould still be hitting him for more than that.
In a party, it's different, the mob's focus would not be on the Shaman, and therefore the cure would help.

Edited, Fri May 21 21:07:02 2004 by Couragewithin
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#13 May 23 2004 at 10:53 PM Rating: Good
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*edit
Added Weapon used.
Revamped how Ritaul works.
Added 2 new spells, Talisman of Ether and Hypnotise.
Shifted Ritual of Bloodlust to have a higher lvl requirement.
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#14 May 24 2004 at 1:43 AM Rating: Good
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This would be a very cool class. I wonder if you could have Shamans work with items like Fiend amd beastmen blood?

Otherwise this looks like an awesome class. Probably my favorite ability is hypnotize. Useful when a monster is accidentally linked.

Rate up.
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#15 May 24 2004 at 10:17 AM Rating: Excellent
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i like the new additions and changes! with hypnotise, shamans would make excellent compliments to thief pullers. If they get a link, hypnotise and you also have your next pull waiting. it would be interesting if they could use the pet attack commands to generate a large hate spike, similar to 2 provokes. for example, the main tank is having trouble holding hate in the beginning cause the BLM chain nukes right off the bat. if the pull is hypnotised, then sent to attack the main tank, that should generate huge hate toward the main tank. I suggest that hypnotise be attained much sooner, such as level 15.

And what did you mean by hypnotise breaking when the mob is hit or healed? do you mean if the hypnotise is held for roughly 30 seconds, when the monster would normally start regenerating hp, that when it regenerates for the first time, it breaks the hypnotise? Another question i have, when you hypnotise the mob, does it completely erase the hate table? can hypnotise fail? will hypnotise work on NMs? if someone hypnotises a mob at full life, how long will the hypnotise last? if it lasts indefinately, is there a limit to the number of mobs that can be hypnotised by the Shaman?

personally, i think it would be very advantageous, yet, not overpowered for hypnotise to clear the hate table entirely, as if you hadn't pulled the mob yet, and operate as the shaman's pet until it is hit or regenerates hp. only one mob can be hypnotised, if you try to hypnotise something else, you'll be able to hypnotise something else, but your previous hypnotised target will become unhypnotised.
#16 May 24 2004 at 2:14 PM Rating: Decent
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someone has been playing warcraft 3 too much here
#17 May 24 2004 at 2:30 PM Rating: Good
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i don't get the reference to warcraft 3. if anything, this reminds me more of a savage from DAOC.
#18 May 24 2004 at 6:56 PM Rating: Decent
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Those job traits need to change. If a galka played as a shaman(Seeing that they would excel at it with their high VIT and HP) then those cannibal traits will be useless, since Galka can already eat raw meat. How about giving max HP boosts, like 5 of them? Also an auto-regen similar to that of WHM.

This seems like a good idea. a SHM/MNK would be excellent!
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#19 May 24 2004 at 7:41 PM Rating: Decent
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Hmmmmmmmmm...

I would rather see me as a shaman/white mage, healing myself when I become low on health

Like the shaman.

Rate up.
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#20 May 25 2004 at 9:31 AM Rating: Good
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the shaman already has Blood Magic to heal others, and has plenty of draining spells to get his health up. i would forsee SHM/MNK as a better combo for the martial arts bonuses. i think that the Blood Cures should take about 1.5-2 times as long as the cure cast time, this will lessen the benefit of being able to indefintately heal yourself, while never running out of magic casting ability.
#21 May 25 2004 at 11:18 AM Rating: Good
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There is credible reasons y a SHN/WHM would be a good comno too, especially if the race is Taru. It would greatly reduce downtime as both the HP and MP are replenished when resting.

And good point DOnouchi, I'll look into the job traits. 1 Reason y this job shouldn't have auto-regen as a trait is becos it would only mcouteract the penatlies of the HP sacrifices, which I was afriad, would make the Shaman too strong.

Regarding the Hypnotise, the reason y it's not lower lvl was becos I wouldn't want this to be another BST. What the spell means is that when u hypontised the mob, it will unhypnotise immediately if it's hit or heal, making it unsuitable for use as a tank like in BST solo situations.
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#22 May 26 2004 at 12:47 AM Rating: Good
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*edit
Shifted Bloodcure II to be earlier, considering how early that even the RDM gets Cure 2. Shifted lvl of some spells.
Added Bloodcure III.
Added Concoction.
Changed name of 'Disease' to 'Corrupt'.
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#23 May 27 2004 at 2:32 AM Rating: Decent
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What about any passive abilities gained that help with enmity from Undead. With your shaman losing and gaining life all the time you have the possibility of making a lot of undead very angry.

Aura of Undeath I - Undead/Ghosts will not aggro when the shaman has only 75% or more life left.

Aura of Undeath II - Undead/Ghosts will not aggro when the shaman has only 50% or more life left.

Aura of Undeath III - Undead/Ghosts will not aggro when the shaman has only 25% or more life left.

And I mean, will not aggro period. This would give the shamans a pretty good means of sneaking past undead/ghosts as well.

"Whats that guy doing there next to that wight? Is he resting? That guy must be crazy!"

Just an idea...
#24 May 27 2004 at 3:53 PM Rating: Good
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i still gotta ask courage, can you blood cure yourself? if so, what's the recast timer? i'd make the cast time near instant, but if you can blood cure yourself, the timer needs to be 10 seconds or so, and more for higher level blood cures.
#25 May 27 2004 at 8:45 PM Rating: Good
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After much consideration, I feel that the Shaman shouldn't be able to Bloodcure himself, since he's transfering his own blood to himself. He would still be able to cure himself if he has WHM/RDM sub using the normal Cure.

The Casting would be 0 sec. Recast is 2 Sec.

Also I think Bumzilla, you have a nice sugestion. But I think I'll instead make that into a lvl 30 spell called 'DeathPact' with certain changes.


Edited, Thu May 27 21:52:09 2004 by Couragewithin
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#26 May 27 2004 at 11:34 PM Rating: Default
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Hmmm... So I get the highest VIT in the game, coupled with Infinite HP? B R O K E N.

Even at low levels, I cast blood cure, and have a net gain of like 8 HP. No cost.

Sorry if this issue was already touched on.
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#27 May 28 2004 at 1:47 AM Rating: Decent
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Keits pls don't get offended...but I'm really disappointed at someone who doesn't thinks it through and read the text carefully before commenting it's broken.
Bloodcure doesn't come until lvl 8. Worse! You can't bloodcure yourself. And how does this job get infinite HP? I don't get that either.

Edited, Fri May 28 02:50:47 2004 by Couragewithin
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#28 May 28 2004 at 11:20 AM Rating: Excellent
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ok i'm much happier with this now that i read you cannot blood cure yourself. I am personally in favor of this, it alleviates the stress on the WHM. instead of having to heal 125 hp on the tank, the Shaman casts BloodCure III and then the WHM would only have to heal 60 hp to the Shaman, more hate on the fighter, less hate on the WHM. Excellent idea.

i like the Deal with the Dead or deathpact or whatever its gonna be called. I would also like to see some higher abilities available above 50, right now, the shaman builds skills and abilities pretty steadily till lvl 48, then drops off the face of the earth. I would like to see Shamans be able to wield staves at an A rating. not many fighters have the option of using a staff at higher levels, and shamans are often depicted carrying a staff, so it makes sense to me.

Also, what about making the Viscious Seal double the effect for the Bloodworm and Venom lines as well? how about an upgrade for Venom at later levels?
#29 May 28 2004 at 12:58 PM Rating: Decent
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man, what a great idea! and so well thought-out.....kudos courage!!
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#30 May 28 2004 at 1:51 PM Rating: Decent
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Well if you cant bloodcure yourself, It could work. But in the event that you do get agro when curing a party... well.. i dont want to think about it. It would be extremely wild to see implimented.
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#31 Jun 01 2004 at 1:43 PM Rating: Good
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courage, any thought to higher level abilities yet?
#32 Jun 01 2004 at 5:18 PM Rating: Decent
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this might just be my opinion, but it seems like it would be kinda hard at the lower levels when your HP isn't too high, making difficult to solo for very long.
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#33 Jun 01 2004 at 11:24 PM Rating: Decent
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Not really, because you actually dont sacrificing life for your spells until the first Bloodcure at lvl 8.
#34 Jun 03 2004 at 5:12 PM Rating: Default
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good point^^
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#35 Jun 08 2004 at 9:16 AM Rating: Good
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Sounds great. One more mage class that is basically WHM/BLM. Is it SHM? Well SHM/WHM would be a alternative main healer combo. With the Talisman thing ( which is very much like Warcraft III's Healing Ward) and the Bloodcure, it makes a good healer.

But the Bloodcure takes a lot of HP. How will the SHM cope with that? Maybe it focuses on all +hp items.

(in fact, I played a Warcraft III "Tides of Blood" custom game where the hero "Bloodmage" was very very simalar to this. Did you get the idea from there?)

Good idea man, keep it up.
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#36 Jun 08 2004 at 1:16 PM Rating: Decent
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Bloodmages and Shaman like classes are prevalent in many games. DAoC had a class kinda like this called a savage that was able to perform special abilities and spells by using its health as magic casting power. In warcraft 3's custom game it was a Bloodmage. I like the idea of introducing this job into the game.
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#37 Jun 12 2004 at 10:50 PM Rating: Decent
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Edited, Aug 6th 2008 4:56am by NinjaThiefAllTheWay
#38 Jun 13 2004 at 3:46 AM Rating: Decent
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three problems.

1. a shamen can be instantly healed by whms and rdms for an insane ammount of casting. doe to the mp-hp conversion rate (and the fact they can sub whm for auto regen at 50) this class can easily become overpowered.

2. the job abilities trip over redmage. The problem I have with bluemage and shamen is their essentially a better redmage.
They do everything we do but with more armor, better weapons, and less downtime.
Forcing the jack of all trades to become a third rate 'refresh only' mage has its own problems.

3. Now this is subject to some opinion, but I think the charachter description is pretty dark for ffx.
Story charachters thus far have been pretty light on the doom&gloom.
Having someone darker than a dark knight dosnt seem to fit in.

Thats my 2gil anyway.
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#39 Jun 13 2004 at 11:33 AM Rating: Decent
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I see dont see shamans wearing the same armor as reds or using the same weapons either. I see them having armor and weapons pretty close to whats monks are allowed, maybe even giving Shamans HTH as their A skill.
#40 Jun 19 2004 at 12:31 PM Rating: Decent
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I don't want to make anyone mad but this wouldn't work. Most of the spells given to the Shaman here are similar to other spells or job abilities a WAR, BST, WHM, or BLM could do. Only most of them are done better by other jobs. It just wouldn't fit into a good party.

Edited, Sat Jun 19 13:33:44 2004 by Yogtheterrible
#41 Jul 13 2004 at 4:43 PM Rating: Decent
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...i think a shaman would be far better in a party than say... a dragoon or a mediocre damage dealer, and it adds flavor to a job, makes it unique.
#42 Nov 29 2004 at 10:45 PM Rating: Decent
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Ok, this would be really cool. Since my main was MNK I would really be used to the HtH thing and have it capped for most lvls already. But the real question is if SE would go for it ><.
They might just see it as another RDM, which I really wouldn't have a problem with because this job looks like it would be awesome, not that RDM isn't.
And you said this would be an advanced job didn't you? I wonder what you'll make the quest to be. Sorry if all this has already been tlaked about, I didn't feel like reading ><;;;.
They spells kinda confuse me too, but I could probably figure it out eventually. =P
#43 Nov 30 2004 at 1:35 PM Rating: Decent
I really like this suggestion, very well thought out and something FFXI could really use. Would be interesting to see SHM/WHM or SHM/MNK or SHM/RDM combos. This would make for a very different kind of Mage job and finally one Galka could excel at. Great idea.
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Migardsormr Forum
#44 Dec 01 2004 at 5:12 AM Rating: Default
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846 posts
Quote:
...i think a shaman would be far better in a party than say... a dragoon or a mediocre damage dealer, and it adds flavor to a job, makes it unique.




No offense or anything, but, wtf is that supposed to mean?

Anyways, I like it. Good job.
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#45 Dec 02 2004 at 5:59 PM Rating: Decent
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30 posts
This is a very good idea rate up ^.^,but what about a taru shm? you would be useless in a pt with almost no hp compared to a galka. and you not being able to blood cure yourself would mean a taru would have to sub whm to cure himself. so he depends on his small mp pool and you dont have any mp+ jobtraits so you need to rest to get mp before lvl 41 until rdm gets refresh so whoever said there would be no downtime was wrong cause the shm would need to rest to get mp to keep himself useful. But everything else is great i hope to see this job in the game m^.^m

Zorro
Sylph
Bastok
RANK 5
RDM51/BLM25
Taruwaru ^.^





Edited, Fri Dec 3 18:25:40 2004 by Zorrito
#46 Dec 06 2004 at 9:21 PM Rating: Decent
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54 posts
yeah. A lot of war craft 3. Didnt any 1 ehre think of that?

but i like this idea alot so keep it up!

Rate up!
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#47 Dec 07 2004 at 11:13 AM Rating: Default
26 posts
want to play what this class would be?...log on to EQ and play a necromancer or a shaman..basically same idea only you get pets and huge DOT spells....and if it turns out being anything like the necro then say goodbye to the rdms...though i do agree this game should have close to 6-8 mage jobs...
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#48 May 03 2005 at 3:46 AM Rating: Decent
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804 posts
Zorrito wrote:
This is a very good idea rate up ^.^,but what about a taru shm? you would be useless in a pt with almost no hp compared to a galka. and you not being able to blood cure yourself would mean a taru would have to sub whm to cure himself.


Welcome to a Galka's world.....
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The One and Only...
#49 Jan 24 2006 at 8:57 AM Rating: Decent
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632 posts
LOL. The reason SE won't implement this job (based on your description of it) is because Wizards of the Coast would sue them out of business. You've basically taken a bunch of black mana Magic the Gathering cards and made a job class out of them. The descriptions for the abilities almost read as if directly from a MTG card. ><

Edited, Tue Jan 24 08:57:50 2006 by Chocotaku
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#50 Jan 24 2006 at 8:37 PM Rating: Decent
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100 posts
As a player of a Galka for over a year, I absolutely *love* this idea!

I'm still unsure if I like this class having a Provoke-like ability at such a low level...making it a bit higher, just like you made the "Raise" equivalent later than when White Mages get it, might make it perfect!

Galka are pretty limited when it comes to classes that do any sort of magic, our stats aren't the best mp-wise, mnd-wise, int-wise, etc. But a class that "sacrifices" hp for effects would be *fantastic*, and Elvaan and Humes I think, with PLD-like hp+ gear, could do this job well also. Taru would have a hard time of it (about the same amount of hard times that Galka have playing WHM *grin*).

A few ideas:

- Because, theatrically, so much energy is expended with the blood transfers, I think having high direct-combat abilities are maybe a little over the top. HTH, Club, Staff I think all fit, since this class seems to be less technologically based.

- I think having this class restricted similar to old D&D 2nd Edition Druids would be neat, only leather-ish type armors allowed, nothing metal, not too many magickal-cloth-y either. That would set this class apart from all the other casting ones I think.

- Take a look, if you can, at the White Wolf game books for the Clan Tremere in their "World of Darkness" setting (Vampire: the Masquerade, not Vampire: the Requiem). The Tremere had a type of blood magick that might give you some ideas, for instance, they had a discipline/spell called "cauldron of blood" that let you spend your own blood in order to "boil" the blood of an enemy you were touching. A few Direct Damage spells like this might be good additions for you.

Major Rate Up - love this idea! :-)

Edited, Tue Jan 24 20:51:06 2006 by ValkyrianKale
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Valkyrian Kale
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75/53/37/31/31/30
PLD/WHM/WAR/NIN/DRG/BLM
Clothcraft: 50 / Leathercraft: 36 / Bonecraft: 22
San D'Oria Rank 10 / ZM Fin / PM 7-4 / AU 12

"Even water sleeps, but your enemy never rests."
#51 Jan 26 2006 at 5:51 PM Rating: Decent
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100 posts
Another fun idea for a abilities/spells, maybe something around level 30?

Two ways to do this:

1 - Let SHM have a ranged attack "blood spit" or something - they make their blood like venom, that'll act like the spell "Poison" or something.

2 - Have a SHM ability, sacrifice X hit points for Y (X*?) damage, once every 5-10 minutes.


Another idea along the lines of a SHM's blood being poisonous, after like level 50 maybe they could have a "blood spikes" ability that works like "Berserk" for Warriors - up for 2 minutes, 3 minute cool-down - everytime a SHM is hit with melee damage, there's a % chance that their venomous blood splatters on the enemy, causing a little bit of damage.

Just a few ideas :-)
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Valkyrian Kale
Asura Server

75/53/37/31/31/30
PLD/WHM/WAR/NIN/DRG/BLM
Clothcraft: 50 / Leathercraft: 36 / Bonecraft: 22
San D'Oria Rank 10 / ZM Fin / PM 7-4 / AU 12

"Even water sleeps, but your enemy never rests."
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