« on: August 15, 2015, 02:08:05 PM »
So sorry, Reks! I have the mind of a senile old man. Or I can't get reinoe out of my thoughts. Probably both.
As a start, Netherseers could be something like:
106 HP, 72 MP, 8 SP, 12 PA, 6 MA, 3 Move, 3 Jump, 5 C-EV
Can equip Knives, Swords, Cloth, Hat, Clothes, Robes, Accessories
Nether Wind: Dmg_UF(PA*7), Wind elemental, 5 Rng, 2 AoE, 2 Vert, 3 CT, 12 MP, M-Evadable, Reflectable, 100 JP
Nether Wind 2: Dmg_UF(PA*9), Wind elemental, 5 Rng, 2 AoE, 2 Vert, 5 CT, 24 MP, M-Evadable, Reflectable, 150 JP
Nether Earth: Dmg_UF(PA*9), Earth elemental, 5 Rng, 1 AoE, 2 Vert, 3 CT, 18 MP, M-Evadable, Reflectable, 100 JP
Nether Earth 2: Dmg_UF(PA*11), Earth elemental, 5 Rng, 1 AoE, 2 Vert,
3 CT 5 CT, 30 MP, M-Evadable, Reflectable, 150 JP
Nether Holy: Dmg_UF(PA*8), Holy elemental, 5 Rng, 1 AoE, 2 Vert, 3 CT, 6 MP, M-Evadable, Reflectable, 100 JP
Nether Holy 2: Dmg_UF(PA*10), Holy elemental, 5 Rng, 1 AoE, 2 Vert,
3 CT 5 CT, 12 MP, M-Evadable, Reflectable, 150 JP
Nether Raise: Heal_(50%), Hit_UF(PA+80)%, Cancel: Dead, 5 Rng, 3 CT, 15 MP, Reflectable, 200 JP
Oil: Hit_UF(PA+90)%, Add: Oil, 5 Rng, 2 AoE, 2 Vert, 1 CT, 6 MP, Not evadable, Reflectable, 100 JP
※ Nether Wind 2 and Nether Earth 2 may be regarded as redesigned versions of Lore's Tornado and Quake. They may even appropriate Tornado's and Quake's animations.
※ Oil exists to get around elemental absorption on the opposing team. You could learn only Nether Earth and Oil, then use Oil to get around enemy earth absorption at the expense of a turn. This can also synergize with other elemental skill users on your team, like Monks or Samurai. As for a battle animation, it could recycle Poison's with a palette swap (if that's possible), or it could appropriate one of the Bio animations following a reduction of the Bio series.
I wouldn't want to add status ailments to any of these spells in order to keep the skill set viable for elemental healing. Low-faith teams are in sore need of AoE healing outside Draw Out, and Netherseers on Wind/Earth/Holy absorb teams can fill this role. Wind and Earth can be absorbed by clothes wearers (squires, archers, etc.), and Holy can be absorbed by robe wearers (paladins, samurai, etc.)
I don't like Mirror Shield and Always: Reflect because it completely shuts down Yin Yang Magic. There is no need to bother with status immunities when a single shield protects you from everything Oracles can throw at you. I understand that Always: Reflect also interferes with White Magic support, but I am nevertheless hesitant. On the other hand, I am perfectly fine with a Mirror Shield with Initial: Reflect and other perks, like decent P-EV and/or M-EV.
Concerning long bows, is it OK if we remove all SP bonuses? In exchange, we can give them +1 WP or extra range. This isn't so much to weaken long bows as it is to make 8 SP melee units viable. Archers already have 9 base SP. In my opinion, letting them reach 10 SP with a long-range, high-WP weapon with a status proc to boot outclasses what an 8 SP Paladin gets with shields.
I think giving Windslash Bow a percentage boost as well is OK.
Edit: The more I think about Netherseer, the more I come to like it. If the spells are PA-based, then Squires, Paladins, male Geomancers, and male Samurai can comfortably use them as well. All of these classes can equip robes, so they can attain decent MP. Furthermore, if the EV reaction ability is implemented, then Squires, Paladins, and Geomancers can cast the spells while maintaining their shield's functionality. Paladin's could boost Nether Holy with Excalibur and self-heal with Chameleon Robe. Nether Holy has a small MP cost, so Paladins won't be impaired by their low base MP. All shield-wearers could boost Nether Wind with Kaiser Plate. All could absorb Nether Earth with Diamond Armlet while utilizing the +1 PA to boost spell damage and protecting themselves from Slow 2. All could equip Punch Art to effectively replenish their MP upon its depletion, or they could equip Jump and turn themselves into Lancers to pierce reflect and M-EV. The possibilities go on and on. In comparison to these classes, Netherseer has the most PA, but the lowest HP and has no access to shields, so it serves as the glass cannon of Nether magic, just as the wizard is the glass cannon of faith magic.