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Topics - Zenyagi

#1
General Posts / 3 years late, but hey...
March 03, 2010, 08:55:36 PM

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QuoteBeastmaster will have the benefit of getting more to do with Call Beast.  In the next Version Update, they want to soften the rarity and price of Call Beast items so Beastmasters can use them more freely.

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(eom)

#2
General Posts / I quit (again)
December 28, 2009, 06:36:39 PM

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Cancelling content ID's for various reasons, will prolly be back in a month or two.

C'yall then.
#3
General Posts / Bored (Geomancer)
April 18, 2009, 04:07:15 AM


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After hearing Areya talkin about his Geomancer design on the ls, I pulled out this file I was furkin around with way back when people were speculating about what the 3rd ToAU job would be. I updated it a little, and reformatted it to be closer to Rey's job suggestion threads (its an homage, not a hijacking >.> ). I got a bit lazy with higher levels, and I'm certain it would need some work to be anything close to reasonable, but I still like the basic idea of my version of Geomancer and really think the game could use another tank class.

If/when I get bored enough, mebbe ill make them some AF armor ^^'.




Geomancer
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My Geo is of course based on my favorite class from (probably) my favorite game, FFT. There are other Geo-types in other FFs...  but they suck, so who cares about them ^^'.

I think of Geomancer as sort of spiritualist fighters who attune themselves to nature and their surroundings. This setup is meant to make them magical meat shields with decent offensive capabilities.

Stats
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HP  - B
MP  - C- (or whatever blu gets)

STR - C
DEX - C
AGI - D
VIT - B+
MND - A
INT - C
CHR - D

   notes: I dont imagine Geo as a stat heavy job, 'cept MND, and a decent VIT.      Their skills make up for it.


Combat Skills
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Club - A+
Axe  - B+
Gaxe - C
Swrd - E
Shld - B-
EVd  - C
Pry  - C

   notes: Yeah, club may be a little /random, but i think it suits their "earthy" nature better than axes (also, i just think it would be cool to have a meleeish class using clubs instead of having another axe-wielder, no offense to any melee whm. The other weapons fall more in line with Geomancer's FFT incarnation.

Magic Skills
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Elemental - C+
Enhancing - C+

Equipment types
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Clubs - Maces and Cudgels (new Geo-only Cudgels, ftw)
Axes  - Any Axe that isnt Bst-only
Gaxe  - Any Gaxe that isnt War-only
Swrd  - Any Sword a Bst can use
Shld  - Buckler and Round shields
Armr  - Cloth (Doublets), Leather (undecided)

   notes: There are actually some decent tanky Cloth armors out there, would have very limited options @ high lvls tho (Mirke ftw) AF would be adjusted to compensate to some (very limited) extent. Access to leather armors would increase  melee options, I am undecided on wether or not that would be giving them too much.

Job Traits
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lvl 05 Resist Element  (+5 resistance against all elements)
lvl 15 Auto Regen
lvl 20 Defense Bonus
lvl 25 Resist Element II  (+10 total)
lvl 30 Auto Regen II
lvl 45 Auto Regen III
lvl 50 Resist Element III (+15)
lvl 60 Auto Regen IV
lvl 65 Defense Bonus II
lvl 70 Resist Element IV  (+20)
lvl 75 Auto Regen V


Job Abilities
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lvl 10 - Attune: Adds En-spell effect(s) to Geomancer melee attacks according to the day of the week and the local weather condition (ex: using on earthday during fire weather would add both en-stone and en-fire); opposing elements cannot coincide and will negate each other. Overwrites any pre-existing enspell effects.
   
   Duration - 3 minutes, Recast 5 minutes   


lvl 25 - Root: Decreases movement speed by 50% and increases melee delay by 30%. Increases Regen effect and any damage caused by "Spike" and En-spell effects by 50%.
   
   Duration - 3 minutes, Recast 5 minutes


lvl 35 - (element) Barrier: Reduces damage of selected element by 75%
   
   Duration - 1 minute 30 seconds, Recast 5 minutes


lvl 40 - Coalescence: 30% of any damage caused by "Spike" effects is recovered as HP by the Geomancer.
   
   Duration - 5 minutes, Recast 3 minutes
   

lvl 55 - Acclimate: Changes the element around the Geomancer only, effect is negated if the actual weather condition is opposite the chosen element (bringing their elemental status to neutral), and is doubled when matching element conditions are selected (sch element spells are overwritten.) Effect will not increase in           naturally occurring double weather conditions. 

   Duration - 5 minutes, Recast 3 minutes

   notes: Actual numbers would need to be tested of course, but these sound fairly reasonable in theory. The % on Coalescence may need adjusting, depending on the exact formulae used by the new spike spells (listed below).

Spells
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lvl 01 - Blaze Spikes

lvl 05 - Hell Ivy: Low Earth damage + Slow status (900 enmity generated using Kanicans numbers. Less than  Flash (1280), half of Provoke (1800). Damage, Magic Accuracy, and Enmity generated are +15% under earth conditions,+30% under double earth condition, and -15% in opposing condition. Uses Elemental magic skill and the MND stat.
            * = same numbers, different element.   

   MP Cost:20 - Cast Time 2 seconds, Recast 2 minutes 30 seconds

lvl 08 - Water Shield (spike effect, chance to cause poison effect when hit. "Water Spikes" just sounds dumb -_-' ).

lvl 15 - Lava Flow(or sumtin, "ball": sounds dumb):   Low Fire dmg + Attack down effect*

lvl 19 - Wind Cloak: (spike effect, higher dmg than water shield, no debuff)

lvl 22 - Water Ball (yeah, i know -_-' ): Low Water dmg + Poison effect*

lvl 25 - Ice Spikes

lvl 27 - Gusting Wind: Low Wind dmg + Silence*

lvl 30 - Shock Spikes

lvl 32 - Snowfall: Low Ice dmg + Gravity*

lvl 35 - Stone Spikes (slighty higher spike dmg than Water shield, no debuff)

lvl 37 - Kamaitachi: Low Thunder dmg + Stun (not as powerful as the Stun spell)*

lvl 41 - Blaze Spikes II (exact #'s would need testing, best guess mebbe +30% dmg over tier 1 version and +~50% mp cost)

lvl 45 - Hell Ivy II: More damage, a more potent debuff, same enmity generated.
   
   MP Cost:40 - Cast Time 1 second, Recast 5 minutes

lvl 49 - Water Shield II

lvl 53 - Lava Flow II

lvl 55 - Wind Cloak II

lvl 57 - Water Ball II

lvl 60 - Ice Spikes II

lvl 62 - Gusting Wind II

lvl 65 - Shock Spikes II

lvl 69 - Snowfall II

lvl 71 - Stone Spikes II

lvl 74 - Kamaitachi II

Overall
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Strengths - Decent damage output w/ Added Debuffing.
       Very large Enmity Generation potential.
       Abilities to take some hits (esp. after lvl 40).        
      
Weaknesses- Will run out of MP real quick if they're not careful.
           Blood Tank without Natural Cures, keeps its WHM busy.
                   Limited control over en-spells (esp. @ low lvls).

At low levels, Geo would lack the mp and def to be the tank it is supposed to eventually become (but then, low level pld sucks too). I imagine it playing at low levels as a more melee-y rdm (using Attune to enspell and deal avg dmg, while adding geo-style debuffs). At lvl 25 "Root" comes along to begin lifting Geo into its meat-shieldy future, Regen is an often underestimated tool (imho). In theory, a Geo tank in the mid-levels with Auto Regen, the Regen spell, and Paeon songs could be fun to see.

MP and long recast timers would prevent the Geo from completely dominating enmity for any extended period of time.

Coalesence @40 should help to ease the MP burden of a Geo tank, tho as I noted the exact % of hp return would have to be tested, to find the proper balance.

The higher level spells are vague and lazy (i know), and I havent thought up a 2-hour that i like yet, but the idea is there.


/Geo - has potential for pld, rdm, and blu, prolly not a great option for anyone else.


Just an idea, seems fun to me ^^' (final note: excuse the sloppy. formatting, its neat in the notepad, turned to slop when cut/pasted ^^')