Final Fantasy Hacktics

General => Archives => Symbols of Rage => Topic started by: SentinalBlade on December 10, 2008, 02:19:43 pm

Title: Job Discussion: Fear Monger
Post by: SentinalBlade on December 10, 2008, 02:19:43 pm
Alright; Who here loves invoking fear just by presence? thats waht the fear monger does, and he does a damn good job.

He is basically my twist on a meele necromancer :)

He doesnt have many abilities other than the ones that inflict chicken and a few others, such as Dark 1-3...so if you have ideas your welcome to take a shot at it.
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Post by: Shade on December 10, 2008, 03:15:09 pm
Um one ablity.
I did not make name for it but here it goes.

Gives opponent fear so he/she will stop charging or defending.
Just idea.
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Post by: Vanya on December 10, 2008, 03:22:10 pm
Like a fright skill that cancels charging, performing & defending? That sounds cool.
Maybe call it 'Dread'.

How about a skill with a formula similar to Un-truth only based on the target's Brave/Fury? That way the Fear Monger could do more damage the more afraid the enemy becomes.

^_^
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Post by: Dormin Jake on December 10, 2008, 03:27:53 pm
If we're talking fear then there may be some application for Confusion and Charm.  Confusion could represent the kind of panicky, stupid stuff people do when they are frightened out of their minds, and Charm could reflect an oppressor's ability to rule others through fear.

Confusion and Charm could also represent forms of mind control or some other mental attack, which could perhaps fit with the idea of a dark spellcaster.  I also like the idea of the Fearmonger being melee.  Any idea of what kinds of equipment they'd use?
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Post by: SentinalBlade on December 10, 2008, 04:45:10 pm
Confusion is overused, by the lore master and a few others

That cancel attack is known as Bash and is owned by the spellblade, but dread could work, i could even give it a range so it varies from weapon ranged bash.

Charm is underused, so i will most likely take your suggestion, Jake :)
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Post by: Vanya on December 10, 2008, 06:43:24 pm
Cool. ^_^
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Post by: Skip Sandwich on December 10, 2008, 06:51:31 pm
Don't Act, Don't Move, and Silence are also good choices for 'fear' ailments
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Post by: boomkick on December 10, 2008, 09:46:28 pm
Nightmare- Does damage and Sleeps the target.
Loss- The one Zodiacs have.
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Post by: Goomba on December 17, 2008, 04:40:03 am
How about a technique that inflicts stop on all units facing the fear monger?
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Post by: Vanya on December 17, 2008, 01:04:40 pm
Not currently possible, but a skill that is so frightening that it causes blindness might be a good alternative. ^_^
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Post by: Lycansbane on December 17, 2008, 05:52:31 pm
how bout instead of a crazy ailment just add a bit of blind and a knockback or maybe a blind and some sort of CT drop to represent fear of that character? i think it would make a great effect for Fear Monger
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Post by: SentinalBlade on December 31, 2008, 09:21:12 am
CT Drop?

Added in new version (im sorry i didnt see your post sooner)
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Post by: Dormin Jake on January 05, 2009, 11:17:12 am
How about adding Critical status?  I've got Critical as a possible status on my version of Mind Blast, and from my experience the AI behaves as though the unit were actually low on HP, tending to run away rather than stand and fight.

It's a pretty weak status, because it seems to wear off when they take an action or are damaged (outside of critical range), and if all surviving enemies are in Critical, the fear effect stops working, but it might be an interesting bonus to add onto other attacks.
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Post by: Vanya on January 05, 2009, 01:56:49 pm
That is an interesting idea. I may incorporate that into some skills of my own.
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Post by: MagiTek v1.0 on January 31, 2009, 02:36:09 pm
How about ahving the fear monger lower bravery by 10, and deals more damage the less bravery owned.
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Post by: Llednar on February 01, 2009, 04:59:37 pm
Um...doom anyone?  XD
Yeah, his big thing should be status effects I think.  To me though, it sounds like he is something like a dark version of an orator.  

How about : Prediction of the end- Lowers bravery by 20 to all , hastes, faith up to all by 20, slight chance of confusion to all.

And:  False Holy - affects all enemies, slight chance of invite, lowers faith by 20, slight chance of beserk, chance of silence.

That is all I can think of right now.
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Post by: SentinalBlade on February 01, 2009, 08:07:08 pm
Wow, llednar, that gave me a really good idea for a skillset. Though invite is a bit much....you just made this class 40x more useful :)
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Post by: Llednar on February 01, 2009, 08:10:54 pm
Well I was thinking of invite all for false holy would be like people deciding to join a false idol...but putting it that way I think you are right it is a bit much.... Charm would work much better XD.
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Post by: SentinalBlade on February 01, 2009, 08:29:25 pm
Charm is easily acceptable :P

If you come up with anymore feel free to post, my internet is freaking out when i try to upload the new patch, so until it gets stable im doing more improvements :3
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Post by: Llednar on February 01, 2009, 08:36:23 pm
Is it possible to have those multiple status effects, but make it so certain ones have certain percentage rates of working?  Like how abilities may damage, but may or may not poison?  Charm % then would be 6% I say.

You could make it higher if you had these abilities cost...say 4k jp?  

A cool spell would be like clentiennes cutscene stop spell.  How about calling it Rigid terror or something?  X2 stop time?  

Or Dominion of frogs!  all enemies have a 10% chance to turn into a frog?  Just a thought...
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Post by: SentinalBlade on February 01, 2009, 09:28:57 pm
Dominion as frogs, i lol'd

By default, if you give a spell a status while using the basic faith formula(like fire and such) it will have a 25% chance of firing the status.

So yea that is easily doable :)