Gladiator -> Dark Knight (DRK)
Ability: Darkside, activated stance. Removes enmity added effects from weaponskills, increases damage by 20% and reduces defense by 15%.
Ability: Drain. 30 second recast. Deals 170 potency magic damage to the target and restores 10% of maximum MP and 5% of maximum HP.
Weaponskill: Blood Scythe. Combos through Fast Blade > Savage Blade > Blood Scythe, places Blood Plague, a 30 potency damage-over-time effect for 30 seconds, on the target and has a potency of 250 (100 out of combo). Restores HP (low).
Weaponskill: Lethal Strike. Combos through Fast Blade > Riot Blade > Lethal Strike, places Lethal Plague, a 35 potency damage-over-time effect, on the target for 24 seconds and has a potency of 220 (100 out of combo).
Ability: Soul Eater. 40 second recast. Costs 50% of current MP. Consumes existing damage-over-time effects (causes their duration to expire) and deals variable potency damage to the target. Potency 50-250/100-500, based on how close the DoTs are to expiring (i.e. if landed when both Blood Plague and Lethal Venom have only ~1 second remaining, the potency is maximized at 500, but if used the moment both DoTs are applied, the potency is only 100. If only Blood Plague or Lethal Venom is active, potency is halved).
Primary stat is STR. Cross-classes from Lancer (LNC) and Marauder (MRD).
I also have ideas for other jobs... including, but not limited to:
Pugilist -> Dancer (DNC) - Front-line healer and support, uses TP and MP both for healing and beneficial effects. Primary stat MND. Cross-classes from CNJ and LNC.
Conjurer -> Geomancer (GEO) - Magic damage dealer with a focus on ground-targeted effects that interact with each other. Primary stat INT. Cross-classes from THM and ACN.
Archer -> Ranger (RNG) - Physical ranged damage dealer with debuff support (to counter bard's buff support). Primary stat DEX. Cross-classes from LNC and MRD.
Lancer -> Defender (DEF) - Parry-based tank, single-target. Primary stat VIT. Cross-classes from MRD and GLA.
Thaumaturge -> Necromancer (NEC) - Healer through damage dealing/vampiric effects (think chloromancer from RIFT). Primary stat INT. Cross-classes from ACN and CNJ.
Of course, these jobs would require that the silly point allocation thing was fixed to be job-specific rather than class-specific, as some of these jobs share primary attributes with the existing jobs, and others do not.
Disagree. Blue Mage and Red Mage both need new classes because none of the current ones fit with their style and characteristics.
Nomad. Uses a Nomad's Arm (Scimitars, kukris and other exotic curved knives). A melee damage-dealer class that dual-wields lightweight, curved swords and knives. Its jobs are Blue Mage (magic-oriented damage) and Thief (physical-oriented damage).
Fencer. Uses a Fencer's Arm (Rapier, fleuret, epee). A melee, magic-oriented damage-dealer class that uses lightweight thrusting swords and "En" spells. It's jobs are Red Mage (magic-oriented damage and debuffing) and Mystic Knight (magic-oriented "absorb" tank).
Ability: Darkside, activated stance. Removes enmity added effects from weaponskills, increases damage by 20% and reduces defense by 15%.
Ability: Drain. 30 second recast. Deals 170 potency magic damage to the target and restores 10% of maximum MP and 5% of maximum HP.
Weaponskill: Blood Scythe. Combos through Fast Blade > Savage Blade > Blood Scythe, places Blood Plague, a 30 potency damage-over-time effect for 30 seconds, on the target and has a potency of 250 (100 out of combo). Restores HP (low).
Weaponskill: Lethal Strike. Combos through Fast Blade > Riot Blade > Lethal Strike, places Lethal Plague, a 35 potency damage-over-time effect, on the target for 24 seconds and has a potency of 220 (100 out of combo).
Ability: Soul Eater. 40 second recast. Costs 50% of current MP. Consumes existing damage-over-time effects (causes their duration to expire) and deals variable potency damage to the target. Potency 50-250/100-500, based on how close the DoTs are to expiring (i.e. if landed when both Blood Plague and Lethal Venom have only ~1 second remaining, the potency is maximized at 500, but if used the moment both DoTs are applied, the potency is only 100. If only Blood Plague or Lethal Venom is active, potency is halved).
Primary stat is STR. Cross-classes from Lancer (LNC) and Marauder (MRD).
I also have ideas for other jobs... including, but not limited to:
Pugilist -> Dancer (DNC) - Front-line healer and support, uses TP and MP both for healing and beneficial effects. Primary stat MND. Cross-classes from CNJ and LNC.
Conjurer -> Geomancer (GEO) - Magic damage dealer with a focus on ground-targeted effects that interact with each other. Primary stat INT. Cross-classes from THM and ACN.
Archer -> Ranger (RNG) - Physical ranged damage dealer with debuff support (to counter bard's buff support). Primary stat DEX. Cross-classes from LNC and MRD.
Lancer -> Defender (DEF) - Parry-based tank, single-target. Primary stat VIT. Cross-classes from MRD and GLA.
Thaumaturge -> Necromancer (NEC) - Healer through damage dealing/vampiric effects (think chloromancer from RIFT). Primary stat INT. Cross-classes from ACN and CNJ.
Of course, these jobs would require that the silly point allocation thing was fixed to be job-specific rather than class-specific, as some of these jobs share primary attributes with the existing jobs, and others do not.
(02-06-2014, 04:05 PM)Dogberry Wrote: OK for Pugilist, hear me out on this one, because it's kind of crazy.
Blue Mage.
Think about it. You've got three stances already based on animals. Opo-opo, Raptor, and Coeurl stance. The whole class is dependent on the way those stances interplay with each other to keep Greased Lightning going. There's even an entire martial art based on mimicking the Coeurl. Why not expand on that and make Blue Mage a part of the Pugilist track?
Disagree. Blue Mage and Red Mage both need new classes because none of the current ones fit with their style and characteristics.
Nomad. Uses a Nomad's Arm (Scimitars, kukris and other exotic curved knives). A melee damage-dealer class that dual-wields lightweight, curved swords and knives. Its jobs are Blue Mage (magic-oriented damage) and Thief (physical-oriented damage).
Fencer. Uses a Fencer's Arm (Rapier, fleuret, epee). A melee, magic-oriented damage-dealer class that uses lightweight thrusting swords and "En" spells. It's jobs are Red Mage (magic-oriented damage and debuffing) and Mystic Knight (magic-oriented "absorb" tank).
attractive enmity device