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General => Archives => Mercenaries => Topic started by: LastingDawn on February 25, 2009, 11:52:57 am

Title: Trancer Job Discussion (Large Update on First Post!)
Post by: LastingDawn on February 25, 2009, 11:52:57 am
Trancer, the Secret Keeper


The Trancer has many skills from other's skillsets. They are the connection between fallen warriors and the spirits of heaven and earth. Drawing from both they represent all and none. Their equipment options are vast, in which they represent all of the jobs that they possibly can. Moreso then any other class. Knife, "Ninja Blade", Claws, Gun, Crossbow, Book, Polearm, Cards, Shield, Helmet, Hat, Armor, Clothing, Robe, but can only equip Accessory Rings.

Of their own skills, the Trancer has just one, and even that is a secret to all but the highest ranking Trancer.

Arbalist - Disruptive Shot / Waterway, River, Lake, Sea, Waterfall

Driving water ebb and flow, drown my foes thoughts!

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Invoker - Casts Burn in a Cross Arc / Sand area, Stalactite, Salt

Fury of the Sands, Allow me to use you to burn mine enemies.

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Dragoon - Casts Monster Sooth / Roof, Sky, Chimney

Hear me, rest your weary head. I am not the enemy today..

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Monk - Casts Ghost Strike / Natural Surface, Wasteland, Road

Thus the wheel of roads never ends, though your magic is not so infinite.

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Knight - Casts Battle Cry / Grassland, Thicket, Water planet, Ivy

Spirit of the Grassland, slow not our passage!

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Warder - Casts Crumble / Gravel, Stone Wall, Tombstone, Mud Wall, Stone Floor.

I feel them, ancient defenders of times past... I see how they fell...
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Reliquian - Relic 7 / Snow, Ice

Clockwork Night, white death, combine your hate of humanity!

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Gambler- Darts / Wooden floor, Rug, Box, Stairs, Deck

Spirit of the trickster, heed my call!

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Inquisitor - Mirror Stance / Rocky cliff, Lava rocks

Spirit of the Earth, Shield me from my foes sight!

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Hessian - Intimidating Stare - The Hessian channels the horrors from their targets mind, causing them to flee in terror. Inflicts Critical OR Chicken / Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin

Look upon me, and know your deepest fears..

----

Secret Skill - Galaxy Stop - Attempts to snare all enemies on the battlefield with Don't Act or Don't Move, or Stop, /Lava, Machine

Great powers beyond all sight, stored in the depths of the earth and artificialties of men, now hear my plea... the power of the Zodiac, come to me! Galaxy Stop!
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Post by: Archael on February 25, 2009, 01:31:04 pm
it's possible to remove the terrain dependancy thing on these spells you have to work with?
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Post by: LastingDawn on February 25, 2009, 01:31:46 pm
Hmm, unfortunately not... the Geomancer's skillset is hardcoded, as memory serves.
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Post by: Dormin Jake on February 25, 2009, 02:42:53 pm
But then you could always dump all the elemental abilities into another skillset, set it as a Geomancer's primary, and not worry about the terrain restrictions.

However, I like the terrain restriction mechanic.  It's different, and it's how Geos have always worked in the past, with attacks based on their surroundings.  It wouldn't make too much sense for a Geo to be able to manipulate volcanic surroundings into a blizzard, for example.  And, aside from tapping into water tables deep underground, it would likewise not make much sense to whip out Water Ball on a desert map.

On the other hand, monsters that live around volcanoes and in deserts are more likely to be protected against the elements of their home environment, and being able to summon an unnatural blizzard or water splash would prove more effective in dealing with said monsters.  On the other other hand, that's what Invokers are for anyway.  The whole weakness exploitation shtick.

Having run out of hands (I have three), I personally like the way abilities are tied to the terrain type, and I especially like your idea of varying up the effects a bit.  Attacks like Pitfall and Lava Ball seem inherently more focused than the more widespread-sounding Sandstorms and Local Quakes.

Also: Geomancers = <3 <3 <3
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Post by: LastingDawn on February 25, 2009, 02:54:27 pm
It's Voldemort idea currently to get rid of them, also as for sticking all the skills into another skillset, I'm afraid it's not so simple... their skillset is hardcoded and using a skillset out of the main jonbs causes you to learn them all, this goes without saying that this is a large problem. While terrain is nice, it's not really new anymore... Any normal player knows that the terrain spaces are horribly imbalanced, and that Lava Ball exists in only one stage and the terms of use are rather exorbitant. That's not quite what I call a useful skill... now of course if Razele gets his terrain hack working... that will all be reconsidered.
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Post by: VincentCraven on February 25, 2009, 03:14:21 pm
Perhaps you should make the rare ones more powerful?

What are the guidelines for Geomancy that we have to work with?

Ex: can it use CT? MP?

And by 1 AoE, you do mean that it should only be able to hit 1 unit, right?
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Post by: LastingDawn on February 25, 2009, 03:30:01 pm
I think it can use CT, but I don't think it can use MP, last I checked.

Also I meant AoE 1, which the patcher considers a 5 panel ability.
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Post by: PX_Timefordeath on February 25, 2009, 06:42:38 pm
Maybe changing the skillset around so that each different terrain is completely different and you REALLY have to observe where you are going if possible...
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Post by: Kourama on February 25, 2009, 08:10:33 pm
Just let Geo be able to use any of their spells whenever they want but give a damage boost if they are on the correct terrain.

Then just rework damage/status changes. Could probably make some of the skills heal or add buffs.
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Post by: PX_Timefordeath on February 25, 2009, 08:32:48 pm
^Would be perfect if possible
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Post by: boomkick on February 25, 2009, 08:35:53 pm
Wanna make the Geomancer a mage class for the oracle dismissal?

Druid would be cool, if it makes sense a human can be a DRUID class.

He would have control of many nature abilites, which is what the geo is for anyways.

Example:
Hell Ivy would become entangling roots, which inflicts Don't Move and Poison at a certain chance.


But for the one's like Lava ball and such, i would like to see that made into a special skill where at Bervenia Volcano, an enemy Geo who has that skill can use it, and it is very very powerful.

Make him be able to equip staves/rods and mage clothing. But Shaman has innate Magic Attack UP, yet the HP growth fails and PA growth fails with it.

This is just a suggestion :). Hope it helps to bring out others.
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Post by: dwib on February 25, 2009, 08:59:20 pm
You really lost me here boomkick...
From what I got, your idea sounds an awful lot like geomancer as it already is. Druid could be a good idea but I believe arch, myself, and others are trying to get away from terrain-relient skills in general
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Post by: boomkick on February 25, 2009, 11:39:21 pm
The only one that i wanted land based was the one about the lava. I didn't want the Geo to be land based anymore tho.
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Post by: VincentCraven on February 26, 2009, 02:32:36 pm
Here's what I've done with Elemental in the past:

Pitfall - Normal

Water Ball - AoE: 0,  Strong damage

Hell Ivy - Normal

Sand Storm - AoE: 2, 1 Range

Blizzard - AoE: 2, 1 Range

Lava Ball - AoE: 0, Strong damage


The idea behind it is that Geomancer's role changes depending on what map it is, and Geomancer is inherently better on some maps than others.  I took out all indoor tiles for my purposes, since my game made Geomancer really good in Water/Grass environment, but much worse for the indoor fights (like vs Zodiacs) which made some maps easier than others depending on whether I spent JP on Geomancer or on other classes.  But my version was more for an FE style game, where there is limited opportunity to get experience (JP in FFT).  This depth is destroyed if, for example, every unit had all classes mastered, so know that I already know too much about that argument.

Also, Counter Flood makes Elemental pretty ridiculous on snowy or sandy maps due to large AoE.
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Post by: LastingDawn on February 27, 2009, 12:47:40 am
I think I have my idea for Mercenaries version of a Geomancer, called "Poison Expert" or "Biochemist" which ever flows better. With the Oracle gone,  statuses aren't unheard of but it's not what my aim is. This class will be fully unique, all of it's skills will be based around terrain (well... it is the Geomancer...) but will have a 0 height tolerance, so placing is *actually* kind of important, and avoiding certain places, even more so. This is an MA dependent class, therefore it's skills will be MA based, but their power will be relatively low. For instance...

Mossfungus - Grassland - CT 6 - Poisons all on same elevation level

Things like that, because they are charging, they are preparing what they are doing, this is another aspect of what makes them unique. And gives them a slightly... Illusionist feel from FFTA, except based around status.

May I have thoughts and opinions on this idea? Or does anyone else have alternatives? (note: MP doesn't work with Geomancy)
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Post by: boomkick on February 27, 2009, 01:02:45 am
That sounds cool, but only effective on flat ground or ground level to the Poison Master. Not useful for small maps or those maps with a lot of .5 Heights.
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Post by: LastingDawn on February 27, 2009, 01:08:34 am
That is indeed the case, they would be most effective in wide open spaces, but their use on other levels, would really depend on a lot of things. Though it sounds good on paper, I wonder how it will go in game...
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Post by: boomkick on February 27, 2009, 01:14:35 am
If you can take advantage of the calculator's skillset (Ct, Height, Level, Exp), and only allow poison and it's effects to be put into it, that would make it useful. But... maybe this is way too powerful unless a CT was added to each of the skills, and the skillset is very limited is calculatable.
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Post by: LastingDawn on February 27, 2009, 01:20:48 am
The Calculator's in any form broke the game, no ct, no mp, the skills were instant, and there is no easy way to change that.
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Post by: boomkick on February 27, 2009, 01:39:31 am
Well... hmm. What other uniqueness could there be? I think you are getting somewhere good with that "target all on the same height" sort of thing. But i'm not sure where to go from there.
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Post by: LastingDawn on February 27, 2009, 01:46:56 am
Well... that's really it, that will be it's niche, something to use on a level playing ground, could be highly effective, or totally useless.
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Post by: Dormin Jake on February 27, 2009, 02:05:54 am
Seems like it would cause too many targeting headaches if you were controlling one, and would be too easy to evade if you were fighting against one or more.  

I like your poisoner idea, but that really puts me in the mindset of a status inflicter.  One that inflicts status based on terrain and who doesn't rely on faith.  Basically like their directly channeling the ill will of the land itself into their enemies.  

I just think it should have manual targeting.  5 range with 1 AoE does seem excessive, but single paneling from 1,2,maybe 3 squares away, with vertical tolerance limitations, would just make more flavorful sense to me than flat paneling.  But 0 vertical attacks tend to bother me in general: "you mean that punch/healing ability/earth shattering tremor/poison gas cloud can't extend up just a few more inches?"  The restriction just seems arbitrary to me.
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Post by: LastingDawn on February 27, 2009, 02:24:53 am
I really don't have an argument for that, in actuality come to think of it... can you think up any skills that aren't too similar too Geomancy?
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Post by: boomkick on February 27, 2009, 10:25:49 am
Bio- Only can be used on grassland tile??
Adds poison/death sentence at 80% efficiency.

Is this the kind you were looking for or do you want a completely revamped skillset with normal magic/ability/skill targeting?
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Post by: LastingDawn on February 27, 2009, 11:41:12 am
We're forced to use the terrain bases, as it stands... but there's some room for leverage, also don't forget we have CT usage available for these skills at least.
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Post by: Celdia on February 27, 2009, 11:44:41 am
What about a charge-breaker? Make a series of skills that do more damage the closer you get, say starting out at like 8-9 range, single target, that do 12-24 damage, moving closer and getting more powerful so that the adjacent range skills do a heavy amount of damage (like maybe late-game Swordskill damages) that all have Cancel: Charging. And put in maybe one mid-short range Area 2 AOE skill.
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Post by: LastingDawn on February 27, 2009, 12:51:25 pm
While very interesting... we are unfortunately bound by Terrain limitations, if we weren't... the idea would be worth consideration.
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Post by: Dormin Jake on February 27, 2009, 03:18:21 pm
Okay, I'm thinking a kind of herbalist here.  I was trying to figure out a way to get poison from, say, sand, and I realized it'd make more sense if it involved a poisonous, desert-dwelling plant.  So I jotted down a few (hasty) ideas that can be easily adjusted.  I'm listing each of the old Elemental abilities rather than copying out every single terrain panel.  

I'm thinking maybe a MA+X% status infliction, at a range of 1-4 (4 becaus it's the range of Throw Item, and this is similar, in a way), depending on how you want to balance it:

Pitfall -> Fuddleroot (Confusion)
Water Ball -> Stranglekelp (Don't Move)
Hell Ivy -> Blackbloom (Poison)
Carve Model -> Gorgon Flower (Petrify)
Local Quake -> Bruiseweed (Berserk)
Kamaitachi -> Mossfungus (Death Sentence) - chosen because it includes Moss and Coffin panels
Demon Fire -> Magebane (Silence)
Quicksand -> Dreamfoil (Sleep)
Sandstorm -> Blindthorn (Darkness)
Blizzard -> Winter's Bite (Slow)
Gusty Wind -> Sky Lichen (Don't Act)
Lava Ball -> Fire Lotus (Dead)

Rather than drawing out the geomantic power of the earth itself, these warriors carry fresh supplies of whatever harmful herbs they can get their hands on, depending on the landscape.  The idea is that the poison of each plant spoils quickly, so what an Herbalist is capable of doing is largely dependent on where they are.

Status can be adjusted to whatever makes most sense, of course.  I tried to put some of the more powerful abilities in rarer terrain types.  This is basically a hybrid of Geomancer and the late Oracle, with an MA-based skillset.
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Post by: boomkick on February 27, 2009, 05:32:31 pm
Nice, an herbalist. But isn't the Reliquian* a little close to that?
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Post by: dwib on February 27, 2009, 07:23:04 pm
I like the skills and their names Dormin Jake. I felt like targeting all units of the same height was not broken and was very very unique. I preferred that.

Reliquian actually uses items, not terrain.
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Post by: PX_Timefordeath on February 27, 2009, 07:23:21 pm
Yay, my suggestion made up a class! YAY!

[EDIT]And silence is now addle
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Post by: Dormin Jake on February 28, 2009, 03:52:17 am
Quote from: "PX_Timefordeath"And silence is now addle
*smacks self*

Sorry, forgot.  Well, like I said, status effects can be adjusted!

Heh, heh.

*adjusts collar*
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Post by: LastingDawn on February 28, 2009, 12:31:02 pm
Hmmm... only thing I don't like about them is their similarity to WoW's herbs, that will probably need changed. Aside from that, this will combine the Oracle and Geomancer class into one class then?
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Post by: Dormin Jake on February 28, 2009, 02:24:40 pm
Yes, I'm so terribly original.  Pilfered WoW herb names AND just slapped two vanilla classes together!  Win.

I was trying to think in the vein of debilitating status infliction, but you kind of already have that with your remade Archer, right?  I'm sure there are better ideas floating around in the aether of the interwebs, but I just thought I'd chip in my 2c.
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Post by: LastingDawn on March 01, 2009, 02:47:02 am
Hmm... finding a unique niche to put a Geomancer in will be very tricky, we have two good ideas so far, the zero height  all panel moves and the combination of Oracle and Geomancer, anyone else have any ideas?
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Post by: PX_Timefordeath on March 01, 2009, 10:50:25 am
How bout the spells are self destruct like but smaller range so they hit the user and everyone around him, a double-edged sword?
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Post by: boomkick on March 01, 2009, 02:04:43 pm
Why not make a necromancer kind of character that deals in death and the likes.

Or do you want to stay with the land based/zero height tolerance stuff related to the geomancer or poison master?
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Post by: LastingDawn on March 01, 2009, 04:02:07 pm
It's "not" that I want to stay with the land base, it's that I Have to stay with the land base. What would a necromancer even realistically do? Anything that deals much with dead people is a very powerful move.
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Post by: tithin on March 03, 2009, 08:04:58 am
Trancer - The Trancer is a class of many secrets. Trained in all, they draw on the power of the Earth, instead of the St. Ajora, to grant them the skills of their compatriots. The skills they have access to is dependant on the ground they are on.

Of their own skills, the Trancer has just one, and even that is a secret to all but the highest ranking Trancer.

Arbalist - Disruptive Shot / Waterway, River, Lake, Sea, Waterfall

Spirit of Water, overwhelm my enemies magic!

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Invoker - Casts Burn in a Cross Arc / Sand area, Stalactite, Salt

Fury of the Sands, I will you use you to burn my enemies.

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Dragoon - Casts Monster Sooth / Roof, Sky, Chimney

Hear me, rest thy weary head. I am not your enemy today..

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Monk - Casts Ghost Strike / Natural Surface, Wasteland, Road

The Spirit of Magic has decreed your inability to cast..

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Knight - Casts Battle Cry / Grassland, Thicket, Water planet, Ivy

Spirit of the Grassland, slow not our passage!

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Warder - I'd like to use this, but am unsure of the finished selected skills for the class.

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Reliquian - Relic 7 / Snow, Ice

Spirit of the Blizzard, blind my enemies with your hate!

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Gambler- Darts / Wooden floor, Rug, Box, Stairs, Deck

Spirit of the trickster, heed my call!

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Inquisitor - Mirror Stance / Rocky cliff, Lava rocks

Spirit of the Earth, Shield me from my foes site!

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Hessian - Intimidating Stare - The Hessian channels the horrors from their targets mind, causing them to flee in terror. Inflicts Critical OR Chicken / Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin

Look upon me, and know your deepest fears..

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Secret Skill - Natures Wrath - Attempts to snare everyone on the battlefield with Don't Act or Don't Move. Includes allies. / Lava, Machine

Spirit of Nature, Spirite of Machinery, Stop my foes in their tracks. Wait..
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Post by: Zuka on March 03, 2009, 05:56:05 pm
What about altering the abilities themselves in ways like Kourama said that changed their basic functions, for example, hell ivy could still add stop, but deal no damage and have a drastically increased likelihood of stopping, I know from my own experience that the formulas can be changed in any way you'd like, however the abilities themselves still rely on appropriate terrain. Why not try making them effect a single target and dropping their damage while boosting the likelihood of inflicted status effects, or potentially changing certain elementals into beneficial abilities that effect the party in an AoE 1 as is traditional. I mean, these are just ideas, but from my experience with the geomancer they are more than plausible. Even if not very good.
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Post by: LastingDawn on March 08, 2009, 07:46:12 am
Well, we could do that, but it doesn't have any central niche, so to speak. The Trancer idea is the first truly solid idea, that sounds both appealing and respectable to the original role of Geomancer... sort of. Though because it's keeping back production slightly it's Trancer for the Demo, it should be liked well enough.
Title: Re: Trancer Job Discussion (Large Update on First Post!)
Post by: LastingDawn on July 30, 2010, 02:27:37 pm
Not Resurrection!

The Trancer doesn't really need to have their skills separate, that would just be more trouble than its worth if people planned to play as them. Of course, if someone feels I'm wrong and thinks there is a workable way about this, please put your thoughts here.