- [July 30, 2010, 04:22:53 PM]
This set up is All thanks to Philsov with a bit of help from Mav! Each skillset is meant to work well with one another as well as compensating for what is missing in another. I think Philsov and Mav have done a great job splitting these! But let me know your thoughts on this arrangement as well.Thanks goes to Philsov and Mav (and many others whose names I can't recall for the original skill ideas)for these wonderful skills!
Monk - Master of Internal Energy, also the starting point for all physical-ish jobs. If you wanna know the basics, you start with yourself.
Searing Salvation - clears the soul of impurities with holy fire. Deals 15% HP damage, able to target self and allies. (Self-only cleanse is worthless for most of the big ones, we need function here)
Chakra - melee-range, PA-based spirit exhertion damage!
(Secret Skill) - I don't think Demi Fist is fitting for the class, but we'll go back to these later.
Golden Hand - 5 range linear, instant, no MP - cancels Charging and Performing
Ogre Run - 2 range linear, instant, no MP - Earth ele damage + haste cancel proc.
Wave Fist - 2 range, single target. Like the old one, only shorter range.
Pressure Point - PA*X (or MA*X?) damage with a 25% chance to Don't Act target. 1 range, 1-3CTR.
Meditate - Self-only regen, 100%.
Grid - Self only defend + protect
Mage Bane Fist - melee range, small charge time, no MP - 25% MP damage
Turning Gust - self-AoE, instant, no MP. - no ele damage + Float/Regen/Faith cancel proc.
Consuming Fist - PA-based damage with recoil. 2 range, 1 AoE.
Radiant Claw - 4 range, single target, CT, MP - artillery shot
Tranquility - Enemy-only. Dispells all status effects on the user. PA+X% success rate.
Brace - Self only defend + shell
Scryer - Supa-chemists! Fine for now. I probably want to change a rune or two but that's another step.
Invoker - The black mage-like-class. Features MA-but-not Fa-based damage with moderate status infliction in some cases. Hosts the various elements. I went with a dark/light split on Ramza + Rad. Seems fitting, ability wise, though you may want to shuffle for thematics.
Explosion - MA * 5 (MA + 30%) Range 4, Effect Area 2, Vertical 2, MP 2 - The Invoker's most destructive spell, as well as the most inaccurate, from a distance the Invoker let's fly a large explosion
Metal (I'm really at a lost for this slot...) - MA * 2 (MA+90%), range 4, AoE 0, MP 1 - Invoker's most basic spell, manipulates the opponents equipment to deal them harm.
(Secret Skill - Blood Sin)
Dark chant - MA * 2 (MA + 65%) Range 2, Effect Area 0, Vertical 5, MP 2, chance to Inflict charm,
Poison - Engulf - MA * 4 (MA + 60%) Range 2, Effect Area 1, Vertical 4, MP 2, Inflict Poison
Ice - Freeze - MA * 3 (MA + 40%) Range 4, Effect Area 1, Vertical 1, MP 2, Inflict Slow
Earth - Tremor - MA * 3 (MA + 50%) Range 0, Effect Area 2, Vertical 0, MP 2
Poison + Earth = Rot - MA * 5 (MA + 45%), range 2, Effect Area 1, vertical 0, MP3. Chance to inflict Undead or Death Sentence
Dark + Ice = White Death - MA * 4 (MA + 50%), range 3, Effect Area 2, Vert 2, MP3. Inflicts Sleep.
Light - Spirit Surge - MA * 5 (MA + 45%) Range 5, Effect Area 0, Vertical 3, MP 2, Inflict Confusion
Lit - Shock - MA * 2 (MA + 70)%) Range 3, Effect Area 0, Vertical 10, MP 2, Inflict Stop or Don't Act or Don't Move
Fire - Burn - MA * 6 (MA + 50%) Range 3, Effect Area 1, Vertical 3, MP 2, Chance to inflict Haste
Wind - Gale - Dmg_Random(1...4)* MA (For now PA...) Range 4, Effect Area 4, Vertical 2, (linear attack), MP 2
Fire + Wind = Flash Fire. MA * 4 (MA + 50%), range 4 linear, vert 2. No status.
Lit + Light = Smite - MA * 6 (MA + 90%), Range 4, Effect Area 0. Chance to inflict Dead.
Cantor - Voice of Heaven. Ramza and Rad given a good split on abilities, then gain a Cure-like spell each (Ramza with healing voice got an AoE, Rad got the opposite). And I know you're going more for the vocal angle here, and I went more with the priesty angle, so feel free to change the names. I like the abilities themselves though, nevermind the awesome bias.
Hymn of Life = Range self, AoE 1. Revives!
Throe of Rebirth = single target, light CT, light MP. Inflicts Reraise but harms unit for 25%. Ally/self only.
Healing Voice - 40% healing to a nearby target, triggering prayer status. Instant.
Tumultuous Bellow - Range 0, AoE 1. Success = 50% + MA; Inflicts Berserk around the caster
Lethargic Psalm - Heals 65%, inflicts sleep and slow. Very high success rate, ally only.
Anoint - Heals CFa * TFA * MA * 20; range 4, AoE 1, moderate CT and MP.
Repent - Strips target of Innocent or Shell status, dealing 20% HP damage in the process.
Sonnet to Faram - self-only, moderate CT, MP. Success = ((CFa/100)^2) * (160+MA)) -- protect/shell/regen/faith
Healing Breath - 20% healing for a large area, triggering prayer status. Instant.
Insane Chant - Range 2, AoE 0. Success = 40% + MA. Light PA-based damage plus confusion infliction
Aria of Peace - Dispels Berserk and heals target for 25%. Success = PA+125%.
Bless - Heals CFa * TFa * MA * 25; range 4, AoE 0. moderate CT and MP.
Penance - Inflicts Addle. Success = MA + 60%, Range 2, AoE 0, instant, no MP.
Coronach to Lucavi - Formula (100-CasF)*(100-TarF)* (Move + 6) * Current MP/2 #Hit Rdm 6 (wtf?); Single Enemy - Berserk/Blind/Poison/Innocent (All)
Knights - got kicked out of both Holy and Dark knight school, kinda waffling around with both and willing to sacrifice their own well being to get the job done.
Somber Drive - melee range, PA based. Nasty damage with nasty recoil.
Battle Cry - Because Haste infliction ought to be shared <3
(Sanct Saber) -
Abraxas - Good range (5? Greater than xbow, imo), single target, 30% recoil, 15 MP. PA-based damage.
Ironclad - self/ally only - inflicts protect, regen, and slow. Moderate MP, instant.
Chaste Slice - low faith enemies suffer~. 14 MP, instant, weapon range. MA-based???
Iai Strike - Moderate MP Cost, can only be used with certain weapon types. 50% Chance to -20 Br.
Final Sacrifice - Must be critical Sacrifice the last bit of your life force for a high damage sword strike.
Cimmerian Edge - A Dark Elemental Sword Strike
Nix = 50% chance to transform dead unit into a crystal - 30 MP, weapon range, small CT.
Transfusion = Range 0, AoE 1. Heals surrounding units for 40% HP at the expense of 20% on the self.
Swiftness - 15 MP. Unevadeable weapon strike (use ARH! no guns).
Fanatic's Folly - Higher damage to Higher faith units.
Sacred Symbol - Holy Elemental Sword strike.
Travelers - Rhodes Scholar? More like rogue scholar! lololololololol. Did a decent split, then mirrored up Pick Up Speed and gave them both cool little duo tricks. Ramza gained Ghost Strike as Rad has the thing from Monk.
Steal Heart - (MA + 50%) Range 3, Single Target, Charm, CT 3, MP 25
Blow Leaves Dmg F_(MA * 5) 3 Range, 3 Area, 3 Vertical - MP 10
(?????) - (MA + 5%) Range 4, Area 3, Vertical 3, CT 5, MP 60 - Has a small chance to turn your foes into Treasures.
Rust Helm - (PA + WP + 60%) Range 3, Single Target, MP 10
Rust Weapon - (PA + WP + 30) Range 3, Single Target, MP 18
Hide Away MA + 70% 3 Range, 3 Vertical, Single Target, CT 4 MP 10
Steal Exp -
Drop Down Speed - (Status 100%) 3 range, Target enemy, MP 16. With a quick incantation they apply slow to the foe.
Saved Time - Success = PA + 90%. Cancels an ally's haste in order to heal them for ?50%?.
Rust Armor - (PA + WP + 40%) Range 3, Single Target, MP 12
Rust Shield - (PA + WP + 55%) Range 3, Single Target, MP 5
Ghost Strike - Dmg_MP * 5, Melee range, Single Range, MP 10
Steal Gil - CastLvl_SP 100% Hit - Field Wide, CT 2, MP 5
Pick Up Speed - (Status 100%) Target Self, MP 16, With a quick incantation they apply Haste to themselves.
Steal Time - Success = MA + 65% - Attempts to deal 50% damage to an already Slowed opponent.
Gambler - My life is a chip in your pile. Ante up!
Darts - Formula: 1F (100-CasF)*(100-TarF)* (Move + 0) * Current MP/2 #Hit Rdm - X Variable:10 - Y Variable: 0 - Range: 4 - Effect Area: 0 - Vertical: 1 - - CT: 2 - MP: 15
Jackpot - 50/50 chance to hurt or heal targets in range. How is this getting rigged up?
(Shady Deal) - Steal Acc
Dice Off - Range 1, area 1, linear attack, random fire, deals light-moderate non-elemental magical damage 1-6 times randomly between the gambler and his target
Straight - Deals one of 5 status effects at 50% -- (Blind/Poison/Don't Move/Addle/Berserk)
Ace of Spades - Deals high damage, Low chance to cause instant death.
Double Down - Self + AoE 1. ~75% chance to work with 50/50 Reraise/Don't Move
Roulette - Haste or Slow to everything in sight
Polarize - Innocent or Faith everything in sight
Coin Toss - Range 1, area 1, linear attack, random fire, deals moderate-heavy non-elemental magical damage to either the Gambler or his target (only hits once, so 50-50 odds)
Three of a Kind - 3 range linear - PA-based damage with a chance to inflict ?????
Tantalize - MA+60% chance to inflict Stop. (we need less charm and confusion imo)
Drink Off - Self + AoE1. ~50% chance to work with 50/50 Sleep/Berserk
Moss Shroom - Poison or Regen to everything in sight
Dazzle - Blind or Protect to everything in sight (Defend and Blind might be more fitting, but def is too temp for blind)
Reliquian - Much like the Scryer, this chap is capped on available, so little will be added/split. Tweaking may be needed, but later!
Blue Mage - Needs no description! (In the Interim of being changed)
Choco Cure - Self AoE Curing
Drain Touch - MP damage and MP restoration all in one!
(Hurricane) - I think self-destruct is imba, but secret skills will be looked at after the status effect bit.
Not cat kick - ???
Esperblade - Subjected to a paradigm shift. The esperblades will only be able to summon Espers tied to their equipped weapon, thanks to ARH. There are 4 subgroups with 4 espers each, to the tune of: Healing, Support, Elemental, and Non-elemental. Highly specialized but highly effective. All spells are Faith-based, and all spells in the elemental and non-elemental brances have a 100% chance to hit. Also forgive me for imprinting summon functions from my own patch :3.
Moogle - Range 4. AoE 2 - Wide-area healing
Fairy - Range 4, AoE 0 - Revives target with 50% health (Raise, basically)
Leviathan - Range 3, AoE 2 - Regen infliction
Silf - Range 3, AoE 1 - Drains 15% HP from targets. (does AoE drain work, at all? Would be nice to siphon life from a large area, while keeping things balanced for boss fights coupled with the drain cap ASM)
Elemental - Ifrit, Shiva, and Ramuh do the same damage with the same MP cost. Titan is stronger (same MP?) due to range issues.
Ifrit - Range 4, AoE 2, affects both enemies and allies. Fire elemental.
Shiva - Range 6, linear. Enemies only. Ice ele
Ramuh - Range 4, 3-way attack. Enemies only. Lit ele
Titan - Range 0, AoE 2. Enemies only. Earth ele.
Golem - Range 3, AoE 1 - Esuna-like effect, high success rate.
Salamander - Range 4, AoE 1 - CFa/100 * TFa/100 * (MA + 170) chance to inflict Berserk. Enemy only.
Lich - Range 4, AoE 1 - CFa/100 * TFa/100 * (MA + 180) - Removes all positive status from the enemy.
Carbunkle - ?Confuddle? - Range 4, AoE - 1 - CFa/100 * TFa/100 * (MA + 130) - inflicts Charm, Confuse, OR sleep. Enemy only.
Bahamut - Range 4, AoE 2. Affects both enemies and allies. Higher damage and MP cost than ifrit.
Odin - Range 6 Linear - CFa/100 * TFa/100 * (MA + 140) to inflict either Dead or Death Sentence
Zodiac - Range 4, AoE 0 - heavy damage, no AoE.
Cyclops - Range 4, AoE 3 - Med-Light damage, wide area.
Archers - Bow-weilders with a hint of magic! And, yes, this one is a bit hard without overlapping. They both gained a shot with a 25% proc of an invoker spell -- I chose one from each of their books but maybe a cross-swap would be better? idk. Invoker spell choice was the one most likely to connect, because procs that ultimately fail are lame. Both also gained an AoE spell, and the cover fire idea is all skip sandwich iirc. Also stepped on monks' toes a bit, and then straight stole from Dragoon but eh.
Beso Toxico - PW*WP with 100% chance to poison target. Weapon range, MP 10.
Dominate Demon - Randomly inflicts Slow, Stop, DA, or DM onto a monster. 3 CTR, 12 MP. 100%.
(Lifeforce Shot) - Self-destruct formula, 8 range linear 8 vert, 30 MP, 100% Confusion
Divine Bolt - Sp + 50% chance to petrify undead. Given to Ramza because he needs more light-based stuff.
Take Aim = PA*WP (maybe normal weapon strike? I don't know if the goal is to inflict more than normal damage or just do unavoidable), 100% accuracy. Given to Ramza since Rad has the thing from Knight.
Mist Disperse - MP damage, 20%+MA; 100%
Volley - moderate MP cost. Bow/xbow only? 4 range, 1 AoE, 2 vert. Weapon Strike damage into the area.
Dark Shot - Weapon range, moderate-low MP cost. Weapon Strike with a 25% chance to cast Dark Chant on the target.
X - Entice Demon - 100% Monster charm. (Is there a monster-only formula that isn't 100%?) - higher MP/CTR than dominate
Black Out Bolt - 100% Blind, but deals no damage. 2 MP.
Cupid's Arrow - Because Rad is a charming mofo. MA+60%, weapon range, 3 CTR, 18 MP.
Cover Fire - 3 range, 1 AoE, 2 vert. Enduring (perpetuating? performing? whatever) at.... 6 CTR intervals. Uses truth formula to fire up to 3 arrows into the affected area every cycle.
Lit Shot - Weapon range, moderate-low MP cost. Weapon Strike with 25% chance to cast Shock on the target
Stone Arrow - 100% chance to cancel charging and performing
X - Soothe Demon - 100% Monster Sleep. (Is there a monster-only formula that isn't 100%?) - higher MP/CTR than dominate
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.
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?
Tear Away - 100% removal of magical benefits from target. 3 range, light MP cost, instant. (Rad has the other dispel in monk)
?Shield Strip? - 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
Mana Strip - removes X% (30%?) mana from user. This makes Rad/Ramza 2 and 2 for mana burn.
?Accessory Strip? - 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
Trancer - We need to see what formulas do and do not work with geomancy, and more importantly concrete out the rest of the classes before solidifying this.
Dragoon - Really there's several iconics I wish I could put up, but alas. This'll be fun to divvy....
Jump - Duh. SP*WP damage. 5 range, infinite vert imo.
Dragon's Cry - 2 range, 2 vert. Success = PA+90%. Revives target with 1% HP. (to review, Fairy rezzes with 50% HP at 4 range and charge time, and cantor 20% with 1 range... this might work?)
(Dragon Lord) - Self-only Float, Reraise, Berserk, Innocent, Reflect, Protect, Shell
Wisdom's Downfall - TarCurMP dmg, 18 MP.
Bahamut Breath - 3 range linear, MA*10 damage, 30 MP. Possibly elemental.
Dragon Gambut - Weapon damage + 50% chance to use Vital Sense.
Dragon's Roar - 100% Slow, Self AoE 2 vert 3 MP 32. Slooooow.
Highwind - PA*(high), 4 range. single target. Deals physical damage and knocks enemy back. Only useable while under Float status.
Soul Sphere - PA*WP MP drain strike. MP 45.
Dirt Breath- 2 range 1 AoE 2 vert 30 MP MA*10 damage.Earth Elemental.
Mimic Tiamat - 1 range, 3-way attack.
Dragon Sword - Weapon damage with 50% chance to cast Ghost Strike on your foe.
Dragon's Wings - Fa's * (MA + 180) chance to inflict Float. Light MP cost, very low CTR. 3 range, 2 AoE.
Bangaa Cry - Will be decided later.
Warder - I knew I missed one of em~
Fortify - Range 0 AoE 1 vert 3. 100% Protect
Muster - PA+120%, range 1 + self. Esuna effect. Moralizes himself or allies, letting them shake off negative status.
Grapple - CT00 with perservere!
Crumble - Cancels Protect, Shell, Reflect, or Defend and deals 33% damage
Daze - 1 range, 100% Blind. No damage (same as Rad's Archer's Blackout)
Knockout - 1 range. Fa*(MA + 160%) success rate; sleep infliction.
X - Swordslap - SUPER-light damage (MA*1-ish). 1 range, useful for canceling charm, confusion, and sleep without harming your ally.
Relieve - 1 range; cancels defending or sleep, healing target for 33%. Max success rate.
Kick - 1 range, PA-based damage with target knockback
Unknown - Previously Ramza-only status infliction at decent success rate
Snuff - 1 range; cancels sleep, damaging target for 100%. Moderate success rate.
Steadfast - self-only. Heals for 10% every 6 ticks until canceled/out of MP. Preferably also inflicts defend but can a formula do both?
Arbalist - A crossbow using heavy damage user that somehow needs to be distinct from Archer and hopefully have minimal overlapping skills. Buh.
Elemental Shot - strong charged ability with various elements attached to it.
Riskbreaker - Weapon damage with a proc of itself (which can proc itself, which can proc itself, etc)
??? - 6 range 0 vert tol linear attack dealing PA-based damage
Autocrossbow - Uses old repeating fist formula to pelt the enemy with a deluge of bolts, 3 range single target
Execute - Uses Death formula to deal 21% dark damage to critical targets. Weapon range, single target.
Desperation - self only, critical-only. Adds haste and innocent at 100%
??? - 4 range 0 vert tol 3-way attack dealing PA-based damage
Point Blank - 1 range 0 vert tol - PA+WP+X attack. High damage.
?Salted Wound? - Damage dealt = damage taken thus far (aka climhazzard) (trumps Execute, I know; but this job is off the Red Mage radar and needs a perk imo)
Second Wind - self-only, critical-only. Adds Berserk and Regen at 100%.
You're probably scratching your head asking "...what?"
Well let me explain. Zodiac created something called the Ability Requirement Hack a while back and it is quite a Marvelous tool! It has single-handedly rescued the Hessian and Red Mage classes! It gets around that accursed skillset bug in a myriad of ways.
To give you a scope of this things potential...
You can now make Any skill require Any sort of equipment, from a Crossbow to Ribbons! You no longer are restricted by "Only Sword, Only Materia Blade" The tool can also set up "synergy skills" that require two specific skillsets to be there, but for the most part we won't be using all of that (there will be exceptions, mind you)
What the greatest part of this tool is for us is the Gender specification for skills. For those who have been with Mercenaries a long time know that Rad is labeled Male and Ramza labeled Female (only on a mechanics side of things, of course). This is done so each could have their own special class at the end of their job lines. Well... thanks to the ARH this arrangement becomes 100x more meaningful!
Now Rad and Ramza will have Completely different Skillsets from one another! (Despite still having the majority of the same jobs) but I will need your help. I will need anywhere from 5-16 new abilities for these classes (as because there skillsets are split, that means that they can have 8 maximum, minimum I would say would be... 5 each.).
Let me show you an example...
Ramza - Burn
Ramza - Spirit Surge
Ramza - Tremor
Ramza - Shock
Ramza - Blood Sin (Gran Grimoire)
Rad - Engulf
Rad - Dark Chant
Rad - Gale
Rad - Freeze
Rad - Explosion (Clear Thought)
(As you can also see from this example, that specific items can be required to use skills)
I will be resurrecting each job thread (everyone that will be using this, anyhow), feel free to come up with your own themes for the Two skillsets, just keep in mind the purpose of the classes. Also don't fear of just giving a few skill ideas, we need as Much help as we can with this.
As always, thank you for all the help you can give.
EDIT: I will be away this weekend, but I'll try to respond to what I can while away.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."
Art of War
Beta & Gretchen Forever!!!!