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Ideas for various job abilities/traitsFollow

#1 Sep 20 2011 at 11:58 AM Rating: Decent
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A few job ability/trait Ideas I thought up for various jobs. I might add more later. Feel free to add your own suggestions as well.

Thief

Craven Survivor (Thief Job Trait)
Increases the chance to evade enemy attacks when standing behind a party member.

Getaway (Thief Job Ability)
Enhances movement speed and evasion for party members in range when not engaged with an enemy (i.e. weapons are put away).

Prowler (Thief Job Trait)
Adds a Sneak effect to Hide. Enhances Stealth job trait while Hide is active.

Treachery (Thief Job Ability)
Transfers one third of the Thief's enmity to a chosen party member.

Waylay (Thief Job Trait)
Occasionally puts the target to sleep when the Thief uses Mug. When stacked with Sneak Attack, the sleep effect is guaranteed (although it may still be resisted).

Blue Mage

Enervation (Blue Mage Job Ability)
Allows the next "magical" Blue Magic Spell cast to target an enemy's Elemental Weakness. Allows the next "physical" Blue Magic spell cast to temporarily grant the Blue Mage the appropriate Killer Effect against the target.

Exaltation (Blue Mage Job Ability)
Reduces the Enmity generated by the next Physical or Magical Blue Magic spell cast. Enmity Reduction is enhanced by Charisma.

Beastmaster

Critter (Beastmaster Job Ability)
Expends a Whistle item (ammo slot), summons a creature to the Beastmaster's side (the nature of which depends on the whistle used). The creature performs a special action and then departs. Can be performed while a pet is currently charmed or summoned through Call Beast.

Growl (Beastmaster Pet Command)
Orders a jugpet to perform a Warcry.

Rear (Beastmaster Pet Command)
Increases Enmity generation for the beastmaster's pet. Enmity generation slowly degrades back to normal level. Usable on charmed monsters or jug pets.

Dark Knight

Reckoning (Dark Magic Spell)
Allows the Dark Knight to remain active when HP is reduced to 0, but inflicts a Doom effect on the Dark Knight when HP reaches zero.

Seethe (Dark Knight Job Ability)
Enhances Magic Attack and Accuracy but reduces Store TP trait.

Malice (Dark Knight Job Ability)
Enhances the effect of Strength and Dexterity on combat calculations, but reduces the effect of Intelligence and Mind on spellcasting calculations.

Absorb Speed (Dark Magic Spell)
Inflicts a Slow effect on the target and grants a Haste effect to the Dark Knight.

Absorb Potency (Dark Magic Spell)
Reduces the target's Magic Attack and increases the Dark Knight's Magic Attack.

Absorb Prowess (Dark Magic Spell)
Inflicts a Paralyze effect on the target and allows the Dark Knight to Double Attack.

Absorb Acumen (Dark Magic Spell)
Reduces the target's Magic Accuracy and increases the Dark Knight's Magic Accuracy.

Absorb Might (Dark Magic Spell)
Reduces the target's Critical Hit Rate and increases the Critical Hit rate of the Dark Knight.

Absorb Psyche (Dark Magic Spell)
Reduces the target's Magic Defense and increases the Dark Knight's Magic Defense.

Monk

Kodegash (Monk Job Ability)
Reduces Attack Speed and Movement Speed but inflicts a Gravity effect on the target. Occasionally Paralyzes the enemy.

Mudra (Monk Job Trait)
Adds a Magic Defense Down effect to Chi Blast. Allows Chakra to potentially remove a Doom effect.

Stillness (Monk Job Trait)
Adds a TP bonus to Boost.

Redmage

Counterspell (White Magic Spell)
Interrupts the casting of an enemy's spell if cast before that spell is completed. Can be resisted.

Puppetmaster

Dramatis Personae (Puppet Master Job Trait)
Enhances Pet Critical Hit rate and pet Magic Accuracy when the Puppet Master is under the effect of a Bard Song. Adds a Haste effect to the Automoton when the target is under the effect of a Samba.

Dragoon

Impale (Dragoon Job Trait)
Occasionally negates the effect of a Knockback and inflicts heavy damage on the target.

Rest (Dragoon Pet Command]
Commands the Wyvern to descend to the ground and rest as if the Dragoon had rested (using /heal). The Wyvern will not follow the Dragoon while Resting. Enhances the Wyvern's HP regeneration and reduces the time it takes for certain status ailments to wear off from the Wyvern.

Rejoin (Dragoon Pet Command)
Commands a resting Wyvern to return to the Dragoon's Side and adopt normal behavior.

Ululation (Dragoon Pet Command)
Transfers one half of the Dragoon's enmity to his Wyvern and potentially Terrorizes the target.

Paladin

Hold the Line (Paladin Job Ability)
Enhances Shield Mastery, Enhances Parrying rate and lowers enemy Critical Hit Rate for party members standing adjacent to the Paladin.

Black Mage

Reanimate (Dark Magic Spell)
Revives a K.O.ed target without Weakness, but inflicts the Zombie status ailment on the target which wears off in about the same amount of time as Weakness. Target is revived with a variable number of HP based on Dark Magic skill.

Haunt (Enfeebling Magic Spell)
Creates a haunting apparition that the targeted enemy occasionally attacks instead of it's current target. The chance for the apparition to remain after being attacked is based on the Black Mage's Enfeebling Magic Skill.

Bard

Accompaniment (Bard Job Trait)
Reduces Song casting time while a battle target is under the effect of a Samba. Extends Song duration while a party member has an Automaton active.

Dancer

Adagio (Dancer Job Ability)
Slows attack speed but reduces Waltz TP costs.

Center Stage (Dancer Job Trait)
Reduces Waltz recast timer when a party member has an automaton active. Enhances Samba duration when under the effect of a Bard Song.

Edited, Sep 20th 2011 3:30pm by GailC
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Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
[quote=Master ketrel]Its just an emote you sick son of a ****
#2 Sep 21 2011 at 9:45 PM Rating: Good
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Fanfiction ahoy, but I DO like your DNC, BRD, and PUP suggestions for abilities that work better with other, specific jobs in the party. I always thought that COR was neat like this and was sort of sad that most people that play COR didn't take advantage of the specific jobs to use rolls that would be more effective and just went chaos roll or bust.
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#3 Sep 22 2011 at 2:50 AM Rating: Good
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I like the added sneak effect to hide. This would make it infinitely more useful. The evasion ability when standing behind a member is okay, I feel that we could do with some kind of mini-2hr ability somewhere, but I'm not sure if that is the way to do it. Most enemies that are worth their salt have conal attacks so you really only want one person facing it...so it's either you as tank or someone else who needs to take hate right now. Since I solo 90% of the time I guess this just wouldn't interest me but perhaps others would find it more useful.

Mug is just useless unless you are farming higher level beastmen/NMs, and I can't say that the added sleep ability is particularly interesting either. I think the only way to save mug right now is for it to have a high chance of increasing TH proc when successful.

In a dream world, I would give THF an ability on a 5 minute timer that makes all hits give 0TP to the enemy for a solid 30 seconds-1 minute. This is because my only beef with playing THF in groups at the moment is that I generally smack the mob once with SA in TH7 gear, turn around, and then afk for 50 seconds until it's up again so I don't feed the mob TP. I'm sure many THFs are aware of this and I doubt many find it fun, although I'm sure most are glad to just be useful. I know Subtle Blow isn't exactly THFs forte but neither was Bully.
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#4 Sep 22 2011 at 2:18 PM Rating: Good
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Quote:
I always thought that COR was neat like this and was sort of sad that most people that play COR didn't take advantage of the specific jobs to use rolls that would be more effective and just went chaos roll or bust.


I know what you mean, most people ended up basically played them like Bards with guns, rather than taking advantage of their party setup. I thought the idea of enhancing job traits (and enhancing them even more with a party member of a certain job in the party) was a very unique idea, and it was some inspiration for the suggestions for Acompaniment, Dramatis Personae and Center Stage. I guess I wanted something to encourage Brd, Pup and Dnc to group together: nothing overpowered, but something to make partying with other performer jobs a little bit more exciting, I guess :)

I was trying to come up with something similar for Cor and Thf (maybe with Nin included, I wasn't sure what other job would fit the criminal motif), and maybe something for Bst and Rng (I couldn't think of another "wilderness" themed job).

Quote:
Most enemies that are worth their salt have conal attacks so you really only want one person facing it...so it's either you as tank or someone else who needs to take hate right now. Since I solo 90% of the time I guess this just wouldn't interest me but perhaps others would find it more useful.


That's a really good point: I was envisioning something to help evade AOEs mostly, but now that I look at it in light of your comment, it does seem a bit pointless. I'll try to think of a way to make it more tactically sound :)

As for Mug, I know what you mean. Perhaps making it add a Stun or Addle effect to Mug? The sleep was mostly thematic: thwacking a mob on the back of the head and knocking it out as a crowd control move. I like the Treasure Hunter idea though.

Maybe something like:

Criminal Intent (Thf Job Trait)
Adds an Addle effect to Mug. Increases Treasure Hunter effect against the target when Mug succeeds.

For the Subtle Blow ability, how about something like:

Cold Blood (Thf Job Ability)
Temporarily reduces the TP an enemy gains from the Thief's attacks to 0. After 30 seconds, the amount of TP gained by the monster from the Thief's attacks gradually rises to normal levels.
____________________________
Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
[quote=Master ketrel]Its just an emote you sick son of a ****
#5 Sep 26 2011 at 4:23 AM Rating: Good
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I've always wanted to see (since Aby anyway,on my DRK) something like "Distraction".

Similar to SA, but would Distract mob, thus making them more vulnerable to increased (or guaranteed) critical DMG from WS... like Guillotine lol.

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#6 Sep 26 2011 at 10:04 AM Rating: Good
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How about:

Staredown (Drk Job Ability)
Reduces Enmity and Increases Critical Hit Chance on Weaponskills.
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Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
[quote=Master ketrel]Its just an emote you sick son of a ****
#7 Sep 26 2011 at 7:49 PM Rating: Good
I always personally hoped square would give "Black Sky" from X-2 to Dark knight.

Along with "Cry in the Night" for blue.
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#8 Sep 27 2011 at 6:20 AM Rating: Good
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Quote:
Staredown (Drk Job Ability)
Reduces Enmity and Increases Critical Hit Chance on Weaponskills.


Would depend on duration/recast I think... although a new weaponskill is probably the only workable solution for DRK (or maybe tweaking Insurgency...along with Kings justice).

It seems so obviously fail that the highest ATK job with the highest DMG weapons & strictly offensive self buffs is so meh.

I have DRK DRG & WAR leveled & am consistently underwhelmed by DRK capabilities.

Quote:
I always personally hoped square would give "Black Sky" from X-2 to Dark knight.

what would this look like ? not familiar with it.

Still love DRK & enjoy messing around with it (esp. DRK/MNK with counter Atma lol)
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#9 Sep 27 2011 at 10:36 AM Rating: Good
Terrifyingspeed wrote:


Quote:
I always personally hoped square would give "Black Sky" from X-2 to Dark knight.

what would this look like ? not familiar with it.

Still love DRK & enjoy messing around with it (esp. DRK/MNK with counter Atma lol)


The sky over the field would get darker and dark balls would fall from it. Similar to a meteor shower. It was extremely powerful but you couldn't cast it consistently becuase of darks small mp pool.(Had to spam ethers on my dark from an alchemist) But under the right circumstances it was powerful enough to be comparable to BLMs.(Although blms had things like focus a larger mp pool and eventually spells that would blow it out of the water. Flare and Ultima only could be casted with special gear which is what made blms pull back ahead on spell casting. However until they get Ultima darks were better at AOE damage ironicly)
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#10 Oct 09 2011 at 8:14 PM Rating: Good
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GailC wrote:
Red Mage

Taken from the Runic, (Can I have it?) thread on the official boards.

ManaKing wrote:
Job Ability _ Runic _ Recast timer between 2 - 5 minutes.

The next damaging, offensive spell cast in 30 yalms of the RDM is absorbed by their weapon. The next melee attack will apply the spell as an additional affect. The damage is at full potency from the caster + any additional magic attack bonus that the RDM has.

This would only work on magic schools that the RDM has natively. No Blue Magic. No monster abilities. No Ninjitsu. No Summoning magic, unless it is a spell that is Elemental Magic, such as Fire IV from Ifrit.


My own suggestion attached to it being:

Duelle wrote:
I agree with the idea, though I would split it into two.

Runic Absorb (or Draw) for absorbing the spell and Runic Release (or Strike) for releasing the damaging spell. Absorbing the spell through Runic Absorb would give you the status buff Containment, which lasts 10 seconds and then wears off (or if you want to be really mean, damages the Red Mage after the 10 second period is up). Runic Release would ensure the hit is guaranteed, because making it rely on the next melee swing won't help much if you're stacking+MAB gear since then you're not wearing standard +Acc stuff.


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#11 Oct 13 2011 at 1:59 PM Rating: Default
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The only ability i would love to see that Gail mentioned is getaway, except not just increase movement speed and evasion but, give full Flee speed to pty members in aoe, this would be perfect.
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