Final Fantasy Hacktics

General => Archives => Mercenaries => Topic started by: LastingDawn on February 12, 2009, 11:17:18 PM

Title: Inquisitor Class Discussion (Rad/Ramza Skillset Update!)
Post by: LastingDawn on February 12, 2009, 11:17:18 PM
Inquisitors, Heretic Hunting Magi's Bane.

August 22nd, 2010

A radical group dedicated to weeding out all Magicians from the world. Even those that claim to take their power from God. A radical group who will stop at nothing to dismantle magic, from it's base. Mostly a relic from the past, but the unique skills of these emboldened men are well recorded. Those who possess these skills are often called "Inquisitors". An archaic term, far different from the Pagan Examiner of this day and age. Regardless the namesake Inquisitor has been applied to those who know these skills.

Philsov is to thanks for the current skills, but we still need a few more for this one.
----------------------------

Quote
Inquistor - EXPECT IT.  Stole a bit from Meliadoul.  When it doubt, give it a swordskill!Drawing a blank on these skills... maybe I'll thumb through the list from Ivalice Arena now that it's rather kaput.

Iconics:
Mirror Stance - self-only Reflect infliction at 100%.
Head Cracker - PA+65% chance to inflict Addle.  (damage + 100% seemed too good, and damage + 25% seemed to weak, so... goodbye damage)
(Blissful Indulgence) - MP restoration to ally?

Ramza:
Tear Away - 100% removal of magical benefits from target.  3 range, light MP cost, instant.  (Rad has the other dispel in monk)
Shield Smash - PA*WP with a 100% chance to break the targets shield.  Very high MP cost.
???
???
???
Steady Feet - Range 0, AoE 1 vert 3;  100% cancel Stop and Don't Act

Rad:
Mana Strip - removes X% (30%?) mana from user.  This makes Rad/Ramza 2 and 2 for mana burn.
Charm Crush - PA*WP with a 100% chance to break the targets accessory.  Very high MP cost.
???
???
God's Orb - Tar_F * MA * X damage.  Range 4, single target.  Non elemental.
Stable Feet - Range 0, AoE 2 vert 3; 100% cancel Slow and Don't Move




Secret Skill:----------------

Blissful Indulgence - The ultimate skill of the Inquisitor, a product of the latter schools. This ripped mana from the air, and filled an ally of the Inquisitor's. Because of it's contradictory nature to their beliefs, this skill was forbidden, but it was retained in the mind of a few practicing Inquisitors.
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Post by: tithin on February 12, 2009, 11:50:41 PM
By MA based I assume you mean magic based? or physical attack based? Because I have one or two ideas dependant on either?
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Post by: dwib on February 12, 2009, 11:56:34 PM
I suggest a diplomat/politician that can still use words to do battle. For example,

Negotiate - Attempts to break enemy's weapon
Ceasefire - CT -> 0
Enforce - Supreme knowledge of the law imprisons enemy in his own body. Add Stop

Damaging skills could also be added in
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Post by: LastingDawn on February 13, 2009, 12:15:17 AM
MA means Magic Attack based, yes. Hmm, those skills are a bit... lack luster, Dwib. Ceasefire is basically Persuade, Enforce is obviously just Stop.
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Post by: dwib on February 13, 2009, 12:20:13 AM
yes true true but it is a fresh idea at least. we need a lot more!!
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Post by: boomkick on February 13, 2009, 12:21:29 AM
Assassin

Basically a ninja like character without any throwing skills. Just skills based on speed. He also gets the teleport move skill, should be renamed to dash, so he can be the true speed character. His PA should be high, but his HP, MP, and MA should be around S***. Move/Jump/Speed is relatively good.
_____________________________________________________

A Necromancer character. Like the one i have seen in SoR, it could have abilities that correspond with and should have an affect on undead beings. The necromancer could revive humans/monsters while adding Undead also to them, which could also be called Zombify :). Other skills could boost undead and turn the enemy undead to temporarily attack their allies.
__________________________________________________________

Death's Advocate is a class that mainly deals in death and its interests. If he revives someone, that revived person will be induced with undead, yet be boosted by MANY other beneficial status. He will also have the Death skill and a AOE death skill. He might be able to call on Rich and have other debuffs, such as some of the Fear skillset.
_________________________________________________________

Succubus- Well, most succubi are women, but males have been heard for some weird reason... well, basically they can charm people and monsters and deal in many moves concerning such. She can put charmed people instantly to death or Berserk them. Mainly she deals in many sort of skills and her power is manipulating others and making them believe in something, such as they are really undead (which turns them undead) or they are slower then they are suppose to be (adds slow) or they lost an arm (addle).
_________________________________________________________

Well thats all i have for now.
[/b]
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Post by: LastingDawn on February 13, 2009, 12:51:08 AM
Quote from: "boomkick"
Assassin

Basically a ninja like character without any throwing skills. Just skills based on speed. He also gets the teleport move skill, should be renamed to dash, so he can be the true speed character. His PA should be high, but his HP, MP, and MA should be around S***. Move/Jump/Speed is relatively good.
_____________________________________________________

Hmm... not really sure I'm looking for another speed class, by this point...


Quote
A Necromancer character. Like the one i have seen in SoR, it could have abilities that correspond with and should have an affect on undead beings. The necromancer could revive humans/monsters while adding Undead also to them, which could also be called Zombify :). Other skills could boost undead and turn the enemy undead to temporarily attack their allies.
__________________________________________________________

Interesting... if you can come up with a few samples of abilities, I might consider it.[/quote]
Quote
Death's Advocate is a class that mainly deals in death and its interests. If he revives someone, that revived person will be induced with undead, yet be boosted by MANY other beneficial status. He will also have the Death skill and a AOE death skill. He might be able to call on Rich and have other debuffs, such as some of the Fear skillset.
_________________________________________________________

Death's Advocate looks very interesting... this is one to truly consider, but keep in mind, he's not called Rich as a joke anymore... he steals money. That's it. But as before, a few sample skills, and I'll look over it.

Quote
Succubus- Well, most succubi are women, but males have been heard for some weird reason... well, basically they can charm people and monsters and deal in many moves concerning such. She can put charmed people instantly to death or Berserk them. Mainly she deals in many sort of skills and her power is manipulating others and making them believe in something, such as they are really undead (which turns them undead) or they are slower then they are suppose to be (adds slow) or they lost an arm (addle).
_________________________________________________________
A peculiar class name selection... I'm wondering if perhaps "Puppeteer" might work best? I have a few ideas on how that would work.... hmm...

Quote
Well thats all i have for now.
[/b]


Great ideas! I'll consider them.
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Post by: DarthPaul on February 13, 2009, 01:02:52 AM
How about a mage seal? Kind of like a Warder of the magic variety.

Capable of nulling magic skills from units near it in about a 3 by 3 range.

Also very high defense and evade but low attack value and smaller valued skills.
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Post by: boomkick on February 13, 2009, 01:06:40 AM
Necromancer-

Zombify- revives to full, yet they become a zombie, slow and undead.
Unholy Lust- Haste to an undead unit, but that unit becomes poisoned (100%)
Dark Whisper- AOE darkness spell that heals undead and damages the living.

Death's Advocate-

Death- duh...
All Death- AOE death
Rise- Low chance to revive dead and apply Undead/Haste/Protect/Shell.
Doom- Deals MA*2 (faith also dependent) and adds Death Sentence.
Apocalypse- Deals MA*5 in damage and chance to inflict dead. Blind 2 effect.

just some examples.
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Post by: LastingDawn on February 13, 2009, 01:43:49 AM
Quote from: "boomkick"
Necromancer-

Zombify- revives to full, yet they become a zombie, slow and undead.
Unholy Lust- Haste to an undead unit, but that unit becomes poisoned (100%)
Dark Whisper- AOE darkness spell that heals undead and damages the living.

As it stands... two of three of those are impossible, also the only thing that heal dead and damage the living is Death, Demi, and Demi 2 formulas.

Quote
Death's Advocate-

Death- duh...
All Death- AOE death
Rise- Low chance to revive dead and apply Undead/Haste/Protect/Shell.
Doom- Deals MA*2 (faith also dependent) and adds Death Sentence.
Apocalypse- Deals MA*5 in damage and chance to inflict dead. Blind 2 effect.

just some examples.


Not sure I like those... Death in itself is absurdly powerful, a multi death spell is even... more so. Rise isn't possible. Doom, would only be a 25% dealing, a bit too low... to try for those.  Apocalypse is a nice spell, but Blind 2's effect is already used elsewhere (don't want to make a cool effect into another cliche now...)

Regardless though Apocalypse is a rather solid idea.
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Post by: tithin on February 13, 2009, 01:58:36 AM
Gambler

Trusting their life to the throw of the dice and the flip of the card, the Gambler is an MA based high Ev character whos strengths can also be his weakness.

Skills

Toss the Dice - Throws a set of dice at a target, deals x - x damage (six dice, between 1 and six damage per dice, ie 1 - 36 damage. Great at low levels, terrible at high levels). Has a low chance of bouncing off the target and hitting the gambler, striking them for the same damage.

Spiked Dice - Similar to the above, except 6 to 12x6 damage.

Flip the Card, Diamond - High chance of casting Any low level black mage spell (Blizzard, Poison, fire, lightning). Has a low chance of curing the target.

Flip the Card, Spade - High chance of casting any low level white mage buff (Regen, Protect, Shell, Reraise etc). Has a roughly 25% chance of inflicting Doom on the gambler.

Flip the Card, Heart -  Medium chance of casting Cure / Cura on the target. Chance of inflicting poison.

Flip the Card, Spade - Chance to inflict a random status on the target (barring crystal etc). Has a high chance of backfire.

Ace of Diamond - Same % chances, higher level spells. Tier 4.

Ace of Spades - Includes t2 time mage spells (reflect, hasteja, etc). Doom inflict chance raised to 33%.

Ace of Hearts - Same % chance, higher level of heals. Can't think of an additional downside for this yet.

Ace of Spades - Much higher % chance on both sides of the coin.

The Joker - In a fit of desperation, the Gambler tosses the final card in his deck. Attempts to instantly slay the target. Low chance of success. (10-20%). Has a similar chance to backfire and slay the gambler.
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Post by: LastingDawn on February 13, 2009, 02:02:04 AM
Uh... http://www.ffhacktics.com/forum/viewtopic.php?t=1358 (http://www.ffhacktics.com/forum/viewtopic.php?t=1358) good... effort though. But... oy, such an odd coincidence.
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Post by: boomkick on February 13, 2009, 02:03:10 AM
Death's Advocate maybe could receive more status altering skills dealing damage. He should be pretty strong yet very fragile.
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Post by: tithin on February 13, 2009, 02:15:24 AM
Awww fuck, I didn't see that.

maybe rework it a bit though? Add some of my skills into your plan?
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Post by: DarthPaul on February 13, 2009, 02:20:46 AM
You forgot Flip the card Club.
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Post by: LastingDawn on February 13, 2009, 02:20:57 AM
Quote from: "tithin"
Gambler

Trusting their life to the throw of the dice and the flip of the card, the Gambler is an MA based high Ev character whos strengths can also be his weakness.

Skills

Toss the Dice - Throws a set of dice at a target, deals x - x damage (six dice, between 1 and six damage per dice, ie 1 - 36 damage. Great at low levels, terrible at high levels). Has a low chance of bouncing off the target and hitting the gambler, striking them for the same damage.

Spiked Dice - Similar to the above, except 6 to 12x6 damage.

Flip the Card, Diamond - High chance of casting Any low level black mage spell (Blizzard, Poison, fire, lightning). Has a low chance of curing the target.

Flip the Card, Spade - High chance of casting any low level white mage buff (Regen, Protect, Shell, Reraise etc). Has a roughly 25% chance of inflicting Doom on the gambler.

Flip the Card, Heart -  Medium chance of casting Cure / Cura on the target. Chance of inflicting poison.

Flip the Card, Spade - Chance to inflict a random status on the target (barring crystal etc). Has a high chance of backfire.

Ace of Diamond - Same % chances, higher level spells. Tier 4.

Ace of Spades - Includes t2 time mage spells (reflect, hasteja, etc). Doom inflict chance raised to 33%.

Ace of Hearts - Same % chance, higher level of heals. Can't think of an additional downside for this yet.

Ace of Spades - Much higher % chance on both sides of the coin.

The Joker - In a fit of desperation, the Gambler tosses the final card in his deck. Attempts to instantly slay the target. Low chance of success. (10-20%). Has a similar chance to backfire and slay the gambler.



Well... the odd thing about these skills is... none of them are really possible. Toss the Dice, has no supporting formula
Spiked Dice has no existing formula to use for it
Flip the Card, and the Aces aren't really... possible, certainly with formula 7, you can have three of the Invoker's abilities, but I don't think much beyond that, no way to make it cure your opponent.

The Joker's a cool ability, no doubt, but isn't possible. That's mainly the problem. the Gambler in Mercenaries is mainly PA based as it stands.
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Post by: tithin on February 13, 2009, 02:33:52 AM
Quote from: "ph33rb0t"
You forgot Flip the card Club.

I listed spades, twice. The second spade is club.

Quote
Spiked Dice has no existing formula to use for it


There's no "roll d6" option? :\

I'll reconsider. My main flaw is I can have the ocassional good idea, but I don't know what the game is, and is not, capable of doing.

Regardless, I'll begin doing a Mage Seal idea as above, because that was an idea I had also. Apologies for wasting yer time.
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Post by: DarthPaul on February 13, 2009, 02:35:46 AM
Your ideas are possible with multiple hacks, but LD wants to work with what we already have.
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Post by: LastingDawn on February 13, 2009, 02:45:59 AM
Darth Paul has it... I would rather not continue to burden the ASMer's with our selfish requests. I feel, unless it is 100% neccessary, not to bug those fellows.
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Post by: boomkick on February 13, 2009, 05:13:33 AM
U need more ideas on a new class? I think i can come up with some stuff through some quick brainstorming.
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Post by: PX_Timefordeath on February 13, 2009, 05:28:40 AM
Quote
Main Entry: witch
Part of Speech: noun
Definition: person who casts spells over others
Synonyms: conjurer, enchanter, magician, necromancer, occultist, sorcerer


An enchanter?
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Post by: LastingDawn on February 13, 2009, 06:22:07 AM
Enchanter has too much of a... World of Warcraft feel, but I'll leave this topic up for a couple of days, it will probably take a while to decide.
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Post by: spoonman on February 13, 2009, 06:22:05 PM
Your lineup is so diverse at this point. It's tough thinking of something new that fits in well.

And I guess you're not looking for another "battle" mage type of class. Only thing I can think of is some sort of rogue/trickster.
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Post by: SentinalBlade on February 13, 2009, 06:33:01 PM
Enchanter has a WoW feel? how? they have mage, priest, warlock, shaman...nothing close to an enchanter...

Enchanters are actually defined as wizards who use words to produce magic.
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Post by: Shade on February 13, 2009, 07:43:10 PM
Heretic
Have intiate inocent

Death Wish-5% to kill everyone(everyone won't die at same time(I hope so).
Heretic Turner- Tries to turn enemy to inocent.
Prayer Killer-If target is not Innocent it will do 100% death

Yeah that's all
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Post by: Archael on February 13, 2009, 07:52:34 PM
Quote from: "Shade"
Heretic
Have intiate inocent

Death Wish-5% to kill everyone(everyone won't die at same time(I hope so).
Heretic Turner- Tries to turn enemy to inocent.
Prayer Killer-If target is not Innocent it will do 100% death

Yeah that's all


horribly imbalanced

but otherwise good idea

tho I don't know how it'll work, I am not 100% sure what Faith system Merc is gonna use
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Post by: boomkick on February 13, 2009, 09:40:25 PM
Voldemort, i've always wondered what your sig picture even means...
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Post by: tithin on February 13, 2009, 09:45:20 PM
Quote from: "boomkick"
Voldemort, i've always wondered what your sig picture even means...


http://www.ffhacktics.com/forum/viewtopic.php?t=1487 (http://www.ffhacktics.com/forum/viewtopic.php?t=1487)
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Post by: PX_Timefordeath on February 13, 2009, 11:11:54 PM
Enchanter
A meak magic class, unable to harm directly they support others in battle.

Bloodrush: Single target haste, 4 range
Slumber: Single target sleep
Haven: Chance to add shell/regen
Encumber: Chance to add slow/protect
Banish: Chance to add stop and invisible if possible
Fluster: Chance to add addle
Bind: Chance to add don't act/don't move
Alert: Adds defend

Simply another mediator... lol
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Post by: Archael on February 13, 2009, 11:28:45 PM
NO MOAR STATSUESUDEJKNJEFN
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Post by: Sephirot24 on February 13, 2009, 11:48:27 PM
Maybe some kind of Druid, that'd work similar to a mix of a Wizard-Geomancer , casting a varied array of elemental spells at the cost of MP, and maybe having some support for Monsters (as it is a Druid, an ally of Nature).
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Post by: woodenbandman on February 14, 2009, 12:04:52 AM
What about a guy who can cast spells at very fast speeds, but only buff spells, and only on himself? You could raise the MP cost of the spells to compensate, and it'd be a great secondary skillset for someone who could afford the MP. It's nice to be able to haste yourself.

Some basic spells should be included like Haste, Protect, Shell, Reflect, and maybe add in some of the Ramza ability boosters like Yell and Accumulate. Make Yell cost MP.
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Post by: Dokurider on February 14, 2009, 12:25:07 AM
Just gonna ask some questions to help along the process.

Are you guys looking for instant skills or slow skills? No more statuses, right? Does that include buffs? Does that mean you're looking for a new way to deal damage? Do you want a skill(s) that effects everyone, a group, or a single target? Maybe you want a tank?
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Post by: Archael on February 14, 2009, 12:59:57 AM
I'm having heaps of trouble coming up with an idea for this now that LD said no MageSlayer

I wanna see Traveler's skillset, LD

hgrrr!
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Post by: dwib on February 14, 2009, 01:47:10 AM
Quote from: "woodenbandman"
What about a guy who can cast spells at very fast speeds, but only buff spells, and only on himself?


considering you only have 2 people in this game this is worthy of notice but i don't see it happening.
the heretic idea caught my eye if there were some different/better skills

I agree let us see traveler's skillset so we can better decide what this should do
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Post by: LastingDawn on February 14, 2009, 04:47:07 AM
Oh sorry... it's in the relatively unreadable "Master's Thread" heh...
So without further ado...

Thief - Traveler
Know-How
Mage Tame Fist (Attacks enemy not physically but attempts to drain their energy, giving it to the Traveler) *Absorb MP*

Blow Leaves (a cutting wind picks up damaging all around these razor sharp leaves)

Hide away (spell turns friendly target invisible)

Pick up Speed (A small enchant on one's body picks up movement speed) *Haste* or 25% speed buff if created.

Rich (Patron Diety of the Traveler steals money from all enemies)

Steal Heart (Independent of gender now, Charms)

Steal EXP (might need something new for that...)

Rust, Armor, Helmet, Shield, Weapon (self explanatory, long range break skills based around MA)
---------------------------
Secret Skill

Odin (Calling down the Treasure God, highest in the Pantheon, tries to turn his opponents into Treasure Chests) *Very low chance* Treasure. Normal summon range.
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Post by: Archael on February 14, 2009, 05:05:35 AM
Quote from: "LastingDawn"
Oh sorry... it's in the relatively unreadable "Master's Thread" heh...
So without further ado...

Thief - Traveler
Know-How
Mage Tame Fist (Attacks enemy not physically but attempts to drain their energy, giving it to the Traveler) *Absorb MP*

Blow Leaves (a cutting wind picks up damaging all around these razor sharp leaves)

Hide away (spell turns friendly target invisible)

Pick up Speed (A small enchant on one's body picks up movement speed) *Haste* or 25% speed buff if created.

Rich (Patron Diety of the Traveler steals money from all enemies)

Steal Heart (Independent of gender now, Charms)

Steal EXP (might need something new for that...)

Rust, Armor, Helmet, Shield, Weapon (self explanatory, long range break skills based around MA)
---------------------------
Secret Skill

Odin (Calling down the Treasure Zodiac, highest in the Pantheon, tries to turn his opponents into Treasure Chests) *Very low chance* Treasure. Normal summon range.


You told me Mage Slayer job would not fit because Traveler fits that role already

However I don't see how... the Traveler's skills don't seem like anything I had in mind for Mage Slayer's function...
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Post by: LastingDawn on February 14, 2009, 05:08:16 AM
I was under the assumption you'd seen the Traveler skillset already, I suppose only in a few ways it could be seen as such... but to each their own, go ahead please.
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Post by: tithin on February 14, 2009, 06:05:13 AM
How doable is changing "class" midbattle?

IE, a human form druid can change form into an X or a Y or a Z, and has the power to change back?
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Post by: LastingDawn on February 14, 2009, 06:07:21 AM
Without an event to make it happen? 100% impossible, as far as I can see.
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Post by: Archael on February 14, 2009, 06:52:25 AM
Quote from: "LastingDawn"
I was under the assumption you'd seen the Traveler skillset already, I suppose only in a few ways it could be seen as such... but to each their own, go ahead please.


I know

I meant that I see basically zero skills related to specifically mage-hunting in the Traveler's Skillset
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Post by: boomkick on February 14, 2009, 02:28:49 PM
Doesn't look like to me.
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Post by: Sephirot24 on February 14, 2009, 02:43:22 PM
Quote from: "tithin"
How doable is changing "class" midbattle?

IE, a human form druid can change form into an X or a Y or a Z, and has the power to change back?


That'd be the most awesome class; shapeshift to a Monster and be able to turn back... but I supposed it'd be impossible or very difficult so that's why I suggested Monster support..
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Post by: PX_Timefordeath on February 14, 2009, 03:23:23 PM
I don't see any mage-killing except for that mp drain, and I don't think that's enough to be a mage-killer.

A heratic job using Malak anti-faith formulas would be awesome though.
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Post by: LastingDawn on February 14, 2009, 05:52:17 PM
Hmm... perhaps my role for that class changed over time, before I had realized it... it's no trouble. What's your idea for a Mage Slayer?
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Post by: Archael on February 14, 2009, 06:28:44 PM
Mageslayer (Sprite needs to make the guy look alot more agile and dangerous than a Mediator)

Idea taken from DOTA: Classic by Eul

Medium HP
Low MP
Medium PA
Medium MA
Good Speed
Gear: Daggers, Ninja Swords, Katanas, Hats, Clothes, Accessory

This guy's / gal's role is basically to ruin anything and everyone that relies on magical effects to be effective. Their weakness is that their HP is so low that they cannot achieve this without some support, because any physical damage class or even a mage with a heavy nuke will spell trouble for them very easily.

Base Skills:

1) Mana Burn: Ranged Bolt of Negative Energy burns X% of target's MP (the original idea of this spell deals 50% of the mana burned as HP damage, but I don't know if that's possible.) Evadeable

2) Paralyshock: Ranged Dispels every positive effect on the target, instant cast (original idea adds: Slow as well but might not be possible)

3) Head Cracker: Physical strike that is evadeable and MA+X% chance to try to Addle the target.[/b]


4) Mirror Stance:
Instant Self-Innocent status that lasts a very short time. (15 CT? less?). Anti-Magic Stance basically. Lets him reach spellcasters with impunity.

5) Magic Ball: 3 panel range, evadeable, magical projectile temporarily lowers the target's MA by X%. Useful for someone who is charging a spell and is out of reach, so that the resulting spell will be weakened.

6) Secret Skill: Renew - Melee Range Instant Cast Heals 50% of Ally's MP. Cannot Target Self. Costs alot of MP.


Reaction: Magical Mockery - Counters spells (and spells only) with Infuriate, Berserks the attacking unit. Basically, this needs a rename. The idea is that it taunts a spellcaster making them believe their magic isn't powerful enough to cause significant damage, and the taunt Berserks them into trying to come attack in melee range.







Balance numbers as needed

tell me what you think

I know you asked for a MA Job, but I'm trying to think of Magical related effects instead of just more "MA Status Job or MA Damage Job"
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Post by: PX_Timefordeath on February 14, 2009, 06:48:59 PM
NO DOTA!
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Post by: Archael on February 14, 2009, 06:50:27 PM
Quote from: "PX_Timefordeath"
NO DOTA!


DOTA ROC!!!!
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Post by: Xifanie on February 14, 2009, 07:19:54 PM
Telekinesist

Grab Weapon (20MP;3 Range;1 AoE)
Attempts to steal the enemy's weapon for afar.
Steal(MA+25)%

Barrier Break (12MP;4 Range;2 AoE;1 Vertical)
Send a magical shockwave that disable barriers.
Cancel: Protect, Shell, Reflect
Hit_F(180+MA)%

Magic Ball (8MP;5 Range;1 AoE;Direct)
Instantly shoots a magical ball made of air towards the target. Deals wind damage.
Dmg_F(MA*13)

Shockwave (14MP;Auto;3 AoE;1 Vertical)
Damage all surrounding units with a noise shockwave for neutral magical damage. Cannot be evaded.
Dmg_F(MA*9)

Wind Blades (24MP; 4 Range;3 AoE;3 Vertical)
Cut through enemies with wind blades .
Dmg_F(MA*10)

Lift (5MP;Auto;1 AoE)
Use telekinesis on self to instantly rise in the sky.
Add: Float
Hit(100)%

Restore Coordination (16MP;3 Range;2 AoE;2 Vertical)
Heals from movement restricting statuses.
Cancel: Don't move, Don't act, Stop
Hit_F(160+MA)%
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Post by: dwib on February 14, 2009, 07:29:34 PM
telekinesist sounds a lot better as it's skills are more varied and useful
i vote telekinesist
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Post by: Dormin Jake on February 15, 2009, 05:03:19 PM
Telekinesist + Mageslayer = !!!!!!!
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Post by: Archael on February 15, 2009, 05:45:14 PM
Quote from: "Dormin Jake"
Telekinesist + Mageslayer = !!!!!!!


Rapist
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Post by: Asmo X on February 16, 2009, 07:56:03 AM
Quote from: "psp master"
Galaxy Attack - has a 50 % chance to KO ALL units on the battlefield
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Post by: boomkick on February 16, 2009, 02:42:14 PM
Even your own?
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Post by: Asmo X on February 16, 2009, 02:44:17 PM
you heard the man
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Post by: dwib on February 16, 2009, 05:25:55 PM
Hahaha!!

besides the abilities... i guess an MA based class with heavy armor is a pretty interesting idea
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Post by: PX_Timefordeath on February 16, 2009, 05:43:02 PM
An Entertainer class that combines dancer and bard?
Or a mage class that has skills that require rod equiped and different skills requiring staves equiped?
That's all I got left
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Post by: boomkick on February 18, 2009, 03:42:52 AM
Any decisions LD?
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Post by: psp master on February 18, 2009, 03:46:16 PM
My judge is pretty great, I think
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Post by: Archael on February 18, 2009, 04:04:10 PM
Quote from: "psp master"
My judge is pretty great, I think


I disagree!

also: Stop trolling here man

this isnt GF

trolling in serious forum sections here will get yr account pwned
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Post by: CidIII on February 18, 2009, 09:13:26 PM
A Telekinesist kind of sounds cool, especially if it had a kick ass sprite.

My idea:

Super Monk -

Repeating Fist - targets every enemy on the field and does 999 damage, and fully heals all allies.
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Post by: boomkick on February 19, 2009, 01:35:51 AM
OMFGWTFROFLLOLBBQ-broken idea

Its up to LD anyways, im not 100% sure what hes up to, but i think it'll be good.
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Post by: LastingDawn on February 19, 2009, 06:32:31 PM
I'm sorry I've been away lately, I just recently discovered a game called Baroque that is just... wow. Some say it's a Roguetype, so I think Asmo might know what I'm talking about.

Hmm... both Voldemort and Zodiac bring up quite a varied set, but...


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1) Mana Burn: Ranged Bolt of Negative Energy burns X% of target's MP (the original idea of this spell deals 50% of the mana burned as HP damage, but I don't know if that's possible.) Evadeable

Probably a bit of range on this one, considering that a lot of the physical class has something similar (though not to the X% though) I wonder if it might be possible to inverse Chakra's (now defunct) formula to damage MP and HP...


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2) Paralyshock: Ranged Dispels every positive effect on the target, instant cast (original idea adds: Slow as well but might not be possible)

Hmm, name seems a bit... misleading, Ranged Dispel though on a single target instantly cast is a very powerful move, but it makes sense, as to the purpose of the class of course. t would need a bit of an MP Cost

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3) Head Cracker: Physical strike that is evadeable and MA+X% chance to try to Addle the target.


Very nice! I like this move all around, good thinking.

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4) Mirror Stance: Instant Self-Innocent status that lasts a very short time. (15 CT? less?). Anti-Magic Stance basically. Lets him reach spellcasters with impunity.

Interesting... but wouldn't Reflect work better for this (it is called "mirror stance" after all) Not to mention the whole of the Invoker's spellbook doesn't rely on Faith. I feel Reflect might work best for this. Given that Reflect hasn't been given to any classes as of yet, I think it best to fit what this class will become.


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5) Magic Ball: 3 panel range, evadeable, magical projectile temporarily lowers the target's MA by X%. Useful for someone who is charging a spell and is out of reach, so that the resulting spell will be weakened.

We need to wait for Razele on news on those statuses (unless he finished them while I was away?)

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6) Secret Skill: Renew - Melee Range Instant Cast Heals 50% of Ally's MP. Cannot Target Self. Costs alot of MP.

I like it, it's a skill I had in mind, but never found room to implement.  Might need a different name though... not sure of what though.


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Reaction: Magical Mockery - Counters spells (and spells only) with Infuriate, Berserks the attacking unit. Basically, this needs a rename. The idea is that it taunts a spellcaster making them believe their magic isn't powerful enough to cause significant damage, and the taunt Berserks them into trying to come attack in melee range.

I love this idea! It's so well thought out! But now the question is... how can it be done? We'll need to talk to one of the ASMer's about it.
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Grab Weapon (20MP;3 Range;1 AoE)
Attempts to steal the enemy's weapon for afar.
Steal(MA+25)%

Hmm... I do have Weapon Break as "Rust Weapon" currently, but this sounds much more like a Traveler's skill *Rust Weapoin is now known as "Shine Weapon", from a distance away the traveler's eyes glow a strange bright light, disorienting the opponent and removing the equipped weapon in his hand.* Great idea Zodiac!

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Barrier Break (12MP;4 Range;2 AoE;1 Vertical)
Send a magical shockwave that disable barriers.
Cancel: Protect, Shell, Reflect
Hit_F(180+MA)%
A nice name, good range, single target, seems pretty good, but will it see much use? I think Paralyshock might still be the best option for this sort of move.

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Magic Ball (8MP;5 Range;1 AoE;Direct)
Instantly shoots a magical ball made of air towards the target. Deals wind damage.
Dmg_F(MA*13)

Wind is a rare element... I'll consider it. the numbers are a bit... odd, but we can fix that later.

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Lift (5MP;Auto;1 AoE)
Use telekinesis on self to instantly rise in the sky.
Add: Float
Hit(100)%

Float is more then likely a status going to be replaced. If it does stay though, so will this.

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Restore Coordination (16MP;3 Range;2 AoE;2 Vertical)
Heals from movement restricting statuses.
Cancel: Don't move, Don't act, Stop
Hit_F(160+MA)%


Include Addle and Confusion in there and it sounds like it's name is right. It's MP might need to be a bit increased for that though.
--------------------------------------------

All of these ideas are great, but I think I will be sticking with the Mage-Slayer concept. Though I think Zodiac's Magic Ball ability, should be used if we can't get a proper status to the %'s for the statuses. Restore Coordination is an interesting move, since the only other thing that cures those statuses absolutely are Freedom Runes. If Float stays, so will the ability left. That Reaction is certainly making it in. This will about fill in the 8 required ability slots. Thanks for your input fellows! Very well thought out ideas. But no, the class will not be called "Rapist" as Voldemort has insinuated, heh...
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Post by: LastingDawn on February 19, 2009, 06:36:17 PM
Quote from: "psp master"
My judge is pretty great, I think


So great... I deleted the post. Putting "Galaxy" in front of everything is hardly the way to go about things, nor could anything with 1 move or jump do anything.
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Post by: Archael on February 19, 2009, 07:29:36 PM
Quote from: "LastingDawn"
Quote from: "psp master"
My judge is pretty great, I think

So great... I deleted the post.


loooool
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Post by: Xifanie on February 19, 2009, 10:19:11 PM
LD is on a carnage! MONSTER KILL.
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Post by: PX_Timefordeath on February 19, 2009, 10:26:30 PM
dissinter?

http://thesaurus.reference.com/browse/dissenter (http://thesaurus.reference.com/browse/dissenter)
http://thesaurus.reference.com/browse/dissident (http://thesaurus.reference.com/browse/dissident)
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Post by: LastingDawn on February 20, 2009, 03:17:22 AM
Given Dissenter means the exact same thing as Heretic (just prettied up a bit), I don't think that name will work
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Post by: Archael on February 20, 2009, 04:42:37 AM
you know

DOTA's Mageslayer's final skill is a Teleportation move

for catching soft targets who are running away

so, giving him some telekinesis skills wouldnt be completely off

just take what you think fits to make a good skillset

IMO the skillset is the most important thing, with the source job having the stats that reflect it's abilities...

and, yes.
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Post by: LastingDawn on February 20, 2009, 12:21:36 PM
What is DOTA Voldemort? It sounds so vaguely familiar but I can't put a finger on what it means...

Let's see... a name, a name...

Inquisitors, Heretic Hunting Magi's Bane.

A radical group dedicated to weeding out all Magicians from the world. Even those that claim to take their power from God. A radical group who will stop at nothing to dismantle magic, from it's base. Mostly a relic from the past, but the unique skills of these emboldened men are well recorded. Those who possess these skills are often called "Inquisitors". An archaic term, far different from the Pagan Examiner of this day and age. Regardless the namesake Inquisitor has been applied to those who know these skills.
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Mana Strip - A cruel ability which takes the magical energy from another and searing their skin in the process. (Will need a custom formula, until then, is just a Mana X% move)

Tear Away - With vehement curses on their lips, the Inquisitor tears away any magical benefits on a target.

Head Cracker - What better way to deal with a demon invoker, then to apply a well aimed blow at their temple, making them forgot their abilities?

Mirror Stance - The reason the Inquisitor's exist in this day and age, the Mirror Stance is a unique method of shielding which turns magic away from them.

God's Orb - Some would say that the latter school of the Inquistor's caused their end, this is such a product of that time. Calling forth an ancient incantation, using "God's Blessing" to fight back against Magi from a range.

Steady Feet - A series of encouragements cause allies and themselves to break free of freedom restraining effects.

Slice Magic Vein - Seeing the flow of magic into their opposers body, they cut the invisible flow which Magi derive their powers from. (Will need a custom status)
Reactions:------------------------------------------------

Magical Mockery:Counters spells (and spells only) with Infuriate, Berserks the attacking unit. Basically, this needs a rename. The idea is that it taunts a spellcaster making them believe their magic isn't powerful enough to cause significant damage, and the taunt Berserks them into trying to come attack in melee range.
 



Secret Skill:----------------

Blissful Indulgence - The ultimate skill of the Inquisitor, a product of the latter schools. This ripped mana from the air, and filled an ally of the Inquisitor's. Because of it's contradictory nature to their beliefs, this skill was forbidden, but it was retained in the mind of a few practicing Inquisitors.

Sorry I didn't have time to finish this, off to work.
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Post by: tithin on February 20, 2009, 12:58:58 PM
Quote from: "LastingDawn"
What is DOTA Voldemort? It sounds so vaguely familiar but I can't put a finger on what it means...

http://www.dota-allstars.com/ (http://www.dota-allstars.com/)

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Let's see... a name, a name...

Inquisitors, Heretic Hunting Magi's Bane.

A radical group dedicated to weeding out all Magicians from the world. Even those that claim to take their power from St. Ajora. A radical group who will stop at nothing to dismantle magic, from it's base. Mostly a relic from the past, but the unique skills of these emboldened men are well recorded. Those who possess these skills are often called "Inquisitors". An archaic term, far different from the Pagan Examiner of this day and age. Regardless the namesake Inquisitor has been applied to those who know these skills.
----------------------------

Mana Strip - A cruel ability which takes the magical energy from another and searing their skin in the process. (Will need a custom formula, until then, is just a Mana X% move)

Tear Away - With vehement curses on their lips, the Inquisitor tears away any magical benefits on a target.

Head Cracker - What better way to deal with a demon invoker, then to apply a well aimed blow at their temple, making them forgot their abilities?

Mirror Stance - The reason the Inquisitor's exist in this day and age, the Mirror Stance is a unique method of shielding which turns magic away from them.

St. Ajora's Orb - Some would say that the latter school of the Inquistor's caused their end, this is such a product of that time. Calling forth an ancient incantation, using "St. Ajora's Blessing" to fight back against Magi from a range.

Steady Feet - A series of encouragements cause allies and themselves to break free of freedom restraining effects.

Slice Magic Vein - Seeing the flow of magic into their opposers body, they cut the invisible flow which Magi derive their powers from. (Will need a custom status)
Reactions:------------------------------------------------

Magical Mockery:Counters spells (and spells only) with Infuriate, Berserks the attacking unit. Basically, this needs a rename. The idea is that it taunts a spellcaster making them believe their magic isn't powerful enough to cause significant damage, and the taunt Berserks them into trying to come attack in melee range.
 



Secret Skill:----------------

Blissful Indulgence - The ultimate skill of the Inquisitor, a product of the latter schools. This ripped mana from the air, and filled an ally of the Inquisitor's. Because of it's contradictory nature to their beliefs, this skill was forbidden, but it was retained in the mind of a few practicing Inquisitors.

Sorry I didn't have time to finish this, off to work.


Great!
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Post by: boomkick on February 20, 2009, 02:40:04 PM
Feedback- Only targets those who are charging. Their concentration  is interrupted, and the power is returned to him/her, harmfully. (Summary- Damage (PA based) and cancels Charging.)

Ethereal Slash- Does no physical damage, instead it ruins the spellcaster's MA. (-3 MA). It is evadable and have a 70% chance, melee range.

Resist Magic- Through training they have learned to apply themselves to resist magic (adds Shell).

Judgement- Deals excess damage to those who decide to publicly reveal they are mages. Death Sentence is applied.
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Post by: PX_Timefordeath on February 20, 2009, 10:29:51 PM
Maybe this might belong in a ASM post, but how about a support ability called Feedback, where 10% of the physical damage goes to mana, but the unit takes 25% more physical damage?
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Post by: dwib on February 20, 2009, 10:54:00 PM
Quote from: "boomkick"
Feedback- Only targets those who are charging. Their concentration  is interrupted, and the power is returned to him/her, harmfully. (Summary- Damage (PA based) and cancels Charging.)

Ethereal Slash- Does no physical damage, instead it ruins the spellcaster's MA. (-3 MA). It is evadable and have a 70% chance, melee range.

Resist Magic- Through training they have learned to apply themselves to resist magic (adds Shell).

Judgement- Deals excess damage to those who decide to publicly reveal they are mages. Death Sentence is applied.

cancel charging is already taken care of by arbalist. The others are pretty much the same as existing abilities in vanilla.

I like PX's idea, although the 25% damage increase doesn't sound so great
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Post by: LastingDawn on February 21, 2009, 12:10:14 AM
25% of Mana recovered from a physical attack alone would be well worth the support ability, I will definitely consider this.

The other's though...  The abilities are already taken care of in other facets, I want to try to avoid repetition in Mercenaries. (Probably Warder will have Shell and Protect as two of their own skills)

Also... I originally put G-O-D, but the censors made it St. Ajora... hmm, still seems to fit the case though.
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Post by: PX_Timefordeath on February 21, 2009, 05:29:53 AM
Gotta love Zodiac and his word filters... darth-paul is now dp and dog backwards is now St. Ajora... it's the rules
Title: Just a newbie with his two gil
Post by: TheFatLazyBerserker on September 12, 2009, 11:11:51 AM
Back on the topic of new classes, I decided I'd shoehorn this back in for my first post since I have yet (Granted I haven't taken the time to read through every post of every topic yet) seen a similar outlook:

Berserkers.

God I can hear the rear ends tightening just thinking about it, but they were always something I enjoyed playing in the Final Fantasy games (If you couldn't tell by the name) and I thought that the fact that we aren't treated to a bear sark in FFT was a little disappointing. Now admittedly I'm not good with formulae, but reading about this patch in particular while scouring the internet for game hacks that actually seemed to have depth and content, I've come up with the following.

Berserker,
Those who have given in to the primitive urges and thrive within the wilderness by harnessing the destructive force of anger.

Action Abilities

Terrifying Strike: A strike accompanied by the most bestial war-cry the Berserker can muster. Decent physical damage (based on weapon, along with accuracy and reach), but lowers the bravery of the target by a small amount.

Ritual of Blood: Those who understand their superiority in combat choose to show it by purposefully inflicting wounds upon themselves to cow would-be attackers. Does a small amount of damage to the user, but also increases physical attack, and (I'm really not sure if you can stack things like this) would cause everyone in a range of 1 or 2 to lose a small bit of bravery.

Reckless Abandon: By losing all sense of self preservation in the heat of battle, the Berserker strikes more ferociously. An attack with increased damage but a penalty to defense (Or maybe a small bit of damage to themselves to show the lack of concern about wounds, once again I'm not a code person).

Furious Release: The Berserkers bear their name from the fits of rage that they enter in combat. This skill allows the warriors to unleash such anger and prepare to fight with renewed vitality. Self-targeting berserk status, thought about a tiny HP recovery to show a "second wind" but it might be a bit much for the power. Trying not to let what I think would be neat overwhelm the game balance.

Reaction Abilities

Hardened Hide: Facing the roughest the world has to throw at them, Berserkers thrive in conditions that others find terrible, wrestling with monsters and competitive scavengers. This fighting and survival has granted them the ability to take blows with astounding ease. A reaction for close range (One panel) attacks, I had two ideas with this one, both of which come with a very small chance of actually working. The first was to lessen the attacker's attack power a minute amount, and the other was a chance of breaking the weapon all together. Granted these both sound powerful, but by taking full damage and maybe making this a Berserk-only ability like those described below, it at least seems fairly balanced in my biased opinion.

Support Abilities

Endless Fury: There are those who wish to indulge their blood lust as often as possible, and who rarely leave the savage state of mind that their ilk are known for. Automatic Berserk that cannot be dispelled. Fairly useless but it's more there for the history of job-based Berserkerdom.

Stalwart Defense: Shrugging off damage or at least ignoring its effects until the battle ends and the rage subsides is another hallmark of these great fighters, and this ability embodies that same steadfastness in the face of brutal combat. Honestly for this one I was thinking of a renamed Defense Up, or maybe an improved version that only goes into effect if the character is Berserk to better fit the description.

Boiling Blood: Logic is ignored when one is immersed in the brutal beauty of the Berserker's rage, for when the blood pounds in their ears and they feel the red hot blood running through them they know only the current moment, the enemy they face now and the fact that they have only one goal: To kill. Like Stalwart Defense, an Attack Up clone or improvement that would only be in effect when the character is Berserk.

Movement Abilities

None.

I know this will probably come under some harsh criticism, and I welcome that seeing as I'd like to actually take a bit of time to look into things further and come up with other classes that seem good to me and help balance them into a playable archetype. He's not perfect, but he's my baby. Also, obviously, zero MP growth with appropriate charge times for the action skills or incredibly low MP growth for MP requirements. Just a little something different.
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Post by: MiKeMiTchi on September 12, 2009, 11:19:36 AM
Hmmm.. I don't know much about formulas, but I know that there's no need for an additional class for mercenaries. Maybe for enemy-only class?

Sorry. Please understand,
coz' that also happened somehow to me.
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Post by: TheFatLazyBerserker on September 12, 2009, 11:33:08 AM
I'd be perfectly happy with that, wasn't sure it was closed for class suggestions or I would have just sat on it.
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Post by: Asmo X on September 12, 2009, 12:27:17 PM
None of that sounds possible anyway
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Post by: LastingDawn on September 12, 2009, 07:24:04 PM
It is not possible... Berserkers in FF are Normally afflicted with the Berserk status at all times, so I had put in a tribute to them under the Wolf Set, which is a Wolf Helm, Wolf Pelt, and Wolf Paws, each one has innate Berserk, and a variety of other bonuses.
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Post by: jimmyjw88 on September 13, 2009, 02:02:58 AM
Yeah. So, there's "Berserkers" with Berserk status already, from Wolf set.
Title: Re: Inquisitor Class Discussion
Post by: LastingDawn on July 30, 2010, 06:24:42 PM
Resurrection!

Inquisitors will be a difficult one to expand on... but as before we need anywhere from 5-8 more skills. Just recall that you should stick to the Magic Smashing theme.
Title: Re: Inquisitor Class Discussion
Post by: LastingDawn on August 22, 2010, 03:23:02 PM
First post update! But we still need quite a few skills here. Remember, Synergy is key for the skills between Rad and Ramza! As before, Philsov is to thank.
Title: Re: Inquisitor Class Discussion (Rad/Ramza Skillset Update!)
Post by: philsov on September 13, 2010, 01:46:37 PM
so things aren't lost -- Inquistor is also gaining the ability to add Faith and add Innocent, and it is fitting that these functions be split up.

From cantor, Ramza gains a self-only Faith while Rad gets an enemy-only Innocent.

Sooo... rather than keep these two functions character exclusive, hows about Ramza gains the Innocent function while Rad rocks the Faith?  It'll synergize well with his God's Orb attack.  I'd suggest these spells be near-identical to their vanilla function regarding range/AoE/CTR and success rate.

3 skills to go!
Title: Re: Inquisitor Class Discussion (Rad/Ramza Skillset Update!)
Post by: LastingDawn on September 13, 2010, 05:37:54 PM
Ah, I rather like those ideas and brings Faith and Innocent to more of a forefront, also the synergy with the God's Orb is a great plan!