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Post by Jumin on Jan 2, 2006 19:05:44 GMT -6
but but but.. you can't revive rubbed characters with life 1!
The WM is the ultimate healer, and to reconstruct something that's rubbed down the the last atom, should be something that a WM could do, with immense consentration!
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Post by Takahashi on Jan 3, 2006 1:25:53 GMT -6
As suggested by Dorn, a potential Black Belt ability:
Body And Mind: 4 mp.
Allows the Black Belt's body and mind to become one, increasing the counter rate to 100%. Cannot be affected by status ailments and bonuses, just like a transformed Ranger. The effect wears off when a Black Belt is wounded (below 1/3 of their life). Cannot be used in conjunction with Bear's Strength.
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Post by Ambush Magnet on Jan 3, 2006 5:52:23 GMT -6
I think you should up the cost of that to 5 or 6 MP
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Post by Jumin on Jan 3, 2006 18:05:25 GMT -6
hmm.. who hates being rubbed? (looks at TotE people) well, I do! so here's my idea. I propose a Life3. This skill costs 3/4 our max mp and is able to revive rubbed characters. who thinks this is a great idea?? I do! let all the people come together and rally under this great suggestion!! (marches off into the distance, alone.) Life 3 would be interesting, but I'd see it having the same problem as Life 1 in late-game situations: You revive someone with low HP, and they get wiped out before anyone has a chance to heal them back to full. For 75% of a caster's max MP, that's a little much. Now, if it cast Life 1 on everyone in the party (allowing for multiple revivals), I'd like it more. The MP cost can be goofed around with. well.. that could be lifestorm.. lol, but seriously.. getting rubbed=sucks..
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Post by Ambush Magnet on Jan 4, 2006 3:37:58 GMT -6
That much is true, though my experience of it isn't exactly as bad as Jumin/Celeste... only reallly bad thing was when Lucifer got Rubbed running me up to ToTE
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Post by CandyTheif on Jan 6, 2006 15:11:01 GMT -6
Since people often complain about RMs having no "ultimate" skill, I would like to propose something that isn't uber-powerful, but still useful enough to warrant a high level, plus it seems to fit in quite well with the whole RM class.
Instill Status MP cost=users level Level: 45
Works on the same basis as instill element, attaching one of either poison, sleep, or paralysis. Each status effect has a 90% chance of activation after a melee attack by the RM.
This isn't at all spectacular like PS or nuke, but could be incredibly useful, making the Red Mage even more versatile (especially in solo battles). The only problem is that what with all the instilling/barriering/boosting needed to make a solo RM into a deadly killing machine it might get very tedious and/or overcomplicated using these skills.
Perhaps something like a level 50 skill that casts boost, barrier, and instill on the RM in one turn might also work.
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Post by Hiroshima on Jan 6, 2006 16:27:53 GMT -6
as for the ultimate tier spells...they are as follows -> Nuke; Blackmage, Pearl; Bluemage, White; Whitemage...Redmages and Rangers being hybrids of the Melee/Magic classes are not as honed on any one skill therefore an ultimate tier attack/spell is not warranted to them.
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Post by Hiroshima on Jan 6, 2006 16:29:32 GMT -6
Delwarren wrote ->
Flawless: (passive) lvl 30+
A Blitz that make it so that anytime a Black Belt would miss, they would instead do minimum damage.
*Countering (level 2, 3, 4) (passive)
level 2: Counter rate is now at 30% (level 33) level 3: Counter rate is now at 40% (level 43) level 4: Counter rate is now at 50% (level 53) (It has been shown that a need for an increase in countering rate is needed to keep BB's in the game for doing damage compared to other classes, this will help without adding any additional power to a blackbelt)
*Fists of Fury: 6mp, lvl 40+
A Blitz that instills an Uncontrollable Fury into the Black Belt, causing the him/her to Pummel (at no cost) until the battle is over. This Blitz can not be used in conjunction with Bear's Strength; the Black Belt can not be positively buffed (like a ranger in animal form) and this Blitz ends when he/she Dies.
These are just a few ideas from an old man that plays black belts well.
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Post by Brandish on Jan 7, 2006 17:20:09 GMT -6
hmm.. who hates being rubbed? (looks at TotE people) well, I do! so here's my idea. I propose a Life3. This skill costs 3/4 our max mp and is able to revive rubbed characters. who thinks this is a great idea?? I do! let all the people come together and rally under this great suggestion!! (marches off into the distance, alone.) Life 3 would be interesting, but I'd see it having the same problem as Life 1 in late-game situations: You revive someone with low HP, and they get wiped out before anyone has a chance to heal them back to full. For 75% of a caster's max MP, that's a little much. Now, if it cast Life 1 on everyone in the party (allowing for multiple revivals), I'd like it more. The MP cost can be goofed around with. That would equal a spell that I've seen in Dragon Warrior 'ReviveUsAll' or 'VivifyUsAll' (edit) ''maybe it was Sacrafice''somethin...where it would revive all dead party members at the cost of casters life, so the party would be revived, but the caster would die after it was cast.
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Post by Sarm on Jan 7, 2006 20:06:34 GMT -6
The spell you're thinking of is Farewell. It revived and healed the HP of every party member, at the cost of all of the caster's HP and MP.
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Post by Takahashi on Jan 8, 2006 1:32:29 GMT -6
Reminds me of Sabin's Spiraller. Massive HP restoration to everyone in the party, but Sabin was 'swooned' beyond recovery for the rest of the fight. Kinda like a self-inflicted Rub spell with area healing on par with Cure 3.
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Post by Jumin on Jan 9, 2006 3:37:02 GMT -6
The spell you're thinking of is Farewell. It revived and healed the HP of every party member, at the cost of all of the caster's HP and MP. well i can only see this working if there happens to be another WM that is going to be revived inorder to life the WM that used farewell spell.. or as a last ditch effort to beat the last boss..
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Post by Ambush Magnet on Jan 9, 2006 8:09:03 GMT -6
And you reckon that the character capable of casting said spell will last longer than whoever else is around (assuming they aren't all Blackmages, in which case you shouldn't have bothered to join them in the first place)
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Post by Sarm on Jan 9, 2006 8:17:48 GMT -6
Nono, I wasn't suggesting anything. I was just giving out the name of what Brandish was thinking. If such a spell WOULD go in, it'd have to do something drastic like prevent the White Mage from regaining MP for the rest of the battle for it to be even comparable to the Dragon Warrior counterpart.
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Post by Jumin on Jan 9, 2006 9:59:56 GMT -6
so, the WM after sacrificng, then getting lifed, would only be able to attack?
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Post by Sarm on Jan 9, 2006 12:04:12 GMT -6
You come up with something better then. For the second time, I was not suggesting or supporting this idea. I mentioned the comparison as an example only when Brandish brought it up.
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Post by Mettool on Jan 9, 2006 14:41:09 GMT -6
After 12 pages, I thought I would stop caring. However, I need to say. Keep the spells/skills SIMPLE... Each class will be getting at least two new skills in Version 8. We already have some decided on, but we may use some more suggested spells from here. Keep in mind, these spells and skills should be simple so they dont require a sick amount of coding and have a whole slew of variables and conditions.
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Nemorian
Explorer
Cure or White? You won't know until it hits you in the face.
Posts: 42
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Post by Nemorian on Jan 9, 2006 16:53:58 GMT -6
I don't know if these have been suggested or not, I'm too lazy to check. They probably suck anyway, lol.
Whitemage - Bless Weapon, ??MP Adds harm 1 after every normal attack.
Basically the same as the Redmages Instill Element spell, could just give RMs a harm option I guess, but it'd seem a little odd...
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Whitemage - Autolife, ??MP When active on an ally, this spell automatically casts life 1 when that character is KOed. No effect on Rub.
I don't think the desc is very good... Maybe an example... I cast autolife on, say, Jumin. Jumin has 100 HP left, the next round Jumin is on the receiving end of Magoras angry stick and takes 1313 damage, since autolife is active, Jumin is instantly revived after his savage beating.
Yeah that's better, examples are more fun than descriptions, I just hope Jumin doesn't try to Nuke me now... lol.
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Blackbelt - Second Wind, Passive When KOed, there's a 20% chance they will revive with a quarter of their HP.
Thought of it while typing up autolife, seemed to fit the blackbelt.
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Post by just2slick4u on Jan 9, 2006 19:47:36 GMT -6
I really like that BB Skill, but I doubt it will get put in, and giving any other melee some sort of instill would just make redmages even more useless =(....
Anyhow, I am sure this one is going to get rejected, but I want to post it anyhow
-=Thieves=-
Killer Instinct (Passive) - Has a 5% chance of instantly killing target, also applies with skills, after target is murdured, subracts 1 MP (does not work on leaders)
I dunno, maybe you could subtract 3 MP, and just consider it a passive Bloody Murder, but after all thieves are murderers....
pretty self-explanatory, but heres an example... Admiral Slique - Pressure Attack >> Fire Dragon(12)>> 9 HITS - 998 DMG **Killer Instinct** Fire Dragon(12) >> Pwnt.(put whatever you want here really)
Also.
-=Fighters=-
I dont know if it has been said, but it needs to be put in, fighters NEED an area attack, you don't have to use mine, but I have anunderstanding that Kija works too hard for this game, so no pressure man, do what you can, when you can.
Breakneck-MP Cost (who gives a damn) Attacks all enemies in a vertical column at -20% power (Must be in WarCry status) *i guess >_>*
(You know, Blackbelts have the horizontal rush attack, and knights have every fricken area skill, well i figured fighters get jipped except for Rampage, but this couldn't do too much harm)
Oh, and one last thing...
-=Rangers=-
Animal Instincts (passive) If killed while in a transformation, after being revived, user has a chance to attack on the last move of the turn.
Titan(15) >> Poop Ranger >> 450 (ZOMG CRITICAL) **Next turn** Whitey McHealStuff>> Life 1>> Poop Ranger (ally and enemy turns pass) Poop Ranger>> Cure 2 Poop Ranger 400 HP Recovered.
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Post by Bolt on Jan 9, 2006 21:15:26 GMT -6
That theif thing, I would like it, unless it took off of skills, then it would be better. Say you backstab a Thunder Dragon and don't expect it to die, if it was 3mp taken, its just like useing PA. Also say if a person uses PA, then its 7 mp taken off. All I'm saying is it isn't good for a theif's mp. Hide/backstab works fine, also when boosted it kicks ass. Heres another though, say you get Bloody Murder off, then the passive kicks in and BAM, 6mp wasted on one monster.
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Post by just2slick4u on Jan 10, 2006 5:37:08 GMT -6
Well, if the target is killed, it wont kick in, but thats if MP is taken into account, I mean, it is kinda unfair to just randomly kill shit for free, huh? unless you are in Dainan, XD
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Post by Crazy Cloud on Jan 10, 2006 10:00:13 GMT -6
(Black Mage Exclusive) Barrier 4 - 120 MP - All damage of any type aimed at the whole ally party is reduced by 40% for the duration of the battle or until dispelled. Cannot be cast on targets already benefitting from BARRIER spells.
Dispell 3 - 50 MP - One target and surrounding targets status effects are removed from targets that are of level 1 spell strength. (Poison 1, Weak 1, Barrier 1, etc). When used on a party member, the surrounding two party members are affected by this spell also.
Focus - 1/2 Max MP- User focuses for one turn. Then for five rounds (Or the whole battle), the user's magical damage that is delt is increased by 1.5x. The after the fifth turn, for every turn afterward, the user has a 60% chance of losing this status effect.
Great Hunger - (Passive) When User has used Call of the Grizzle, the user has a 30% chance of eating a small monster an a 10% chance of eating a large monster. Does not work against leaders (Bosses).
Just a few ideas.
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Post by Hiroshima on Jan 10, 2006 15:30:28 GMT -6
uhm, rangers can't re-transform after revivation.
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Post by Delwarren on Jan 15, 2006 17:23:13 GMT -6
i thought i would put these here, since they belong here, not in the landfill. sorry for "double posting" but i felt it needed to be here. input away all.
*Flawless: (passive) lvl 30+
A Blitz that make it so that anytime a Black Belt would miss, they would instead do minimum damage.
*Countering (level 2, 3, 4) (passive)
level 2: Counter rate is now at 30% (level 33) level 3: Counter rate is now at 40% (level 43) level 4: Counter rate is now at 50% (level 53) (It has been shown that a need for an increase in countering rate is needed to keep BB's in the game for doing damage compared to other classes, this will help without adding any additional power to a blackbelt)
*Fists of Fury: 6mp, lvl 40+
A Blitz that instills an Uncontrollable Fury into the Black Belt, causing the him/her to Pummel (at no cost) until the battle is over. This Blitz can not be used in conjunction with Bear's Strength; the Black Belt can not be positively buffed (like a ranger in animal form) and this Blitz ends when he/she Dies.
These are just a few ideas from an old man that plays black belts well.
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Post by Crazy Cloud on Jan 19, 2006 13:27:50 GMT -6
I think a cool skill would be something that did more damage depending on how low your hp was and only appeared when you were in critical (On one knee). Like 1.5x dmg of your mortal wound damage and it brought down your remaining hp down by 3/4's and brought down your agility for the remainder of the battle. If you die in the same turn using this attack, you can't be brought back for a few rounds and it's a one shot move, it can't be repeated. Call it something like last restort and give it to a melee class. That's what me thinks.
i just wanted to say, CC, about your sig, did they have the mass amount of powerlevelling in mind when saying that, as well, did Kija say he would assure that either? =/ Mahn said that and Mahn hasn't been around for a little while.
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Post by just2slick4u on Jan 21, 2006 8:22:32 GMT -6
Ohhh man, the Tote Knight are gonna LOVE this one:
[glow=red,2,300]-=Knights=-[/glow]
Death Rebuttal - Passive - Lvl 55(really up to the BH)- If a Knight is retorted, and dies by a strike, the Knight will strike the enemy with Retort before he dies.
Like so...
*Flint - Retort* Golden Striker(12)>>Flint>> 2 HITS - 500 DMG (CRITICAL) *Flint - Counter* Flint>>Golden Striker(12)>>5 HITS - 852 DMG Titan(21)>>Flint>>2 HITS - 500 DMG (CRITICAL) -=at this point Flint has run out of HP and dead, but he gets to hit the target that killed him with a strike=- *Flint - Counter* Flint>>Titan(21)>>6 HITS - 3976 DMG (MORTAL WOUND) -=and of course, Flint falls over, dead=-
Master of Battle - Passive - Lvl ?? - When health drops below 1/3 (wounded and your sprite kneels down) The 'Retort' Skill dmg rises from 100% to 130%.
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Post by U. Dye on Jan 21, 2006 12:43:17 GMT -6
Ohhh man, the Tote Knight are gonna LOVE this one: [glow=red,2,300]-=Knights=-[/glow] Death Rebuttal - Passive - Lvl 55(really up to the BH)- If a Knight is retorted, and dies by a strike, the Knight will strike the enemy with Retort before he dies. This looks like it'd be more appropriately named, "Final Attack"... Course, it kinda seems pointless to me, because most of the time, only way I see (ToTE)Knights dying is by magic (i.e. Rub... fuckin' little prick ES's).
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Post by just2slick4u on Jan 21, 2006 16:57:22 GMT -6
Well. take the golden strikers into account, and who knows what PoP2 holds for us...I still think it is a great move, more reason not to heal, and to use life 1, lol
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Post by Bolt on Jan 21, 2006 17:53:16 GMT -6
Now I kinda wish I had a knight, oh well...PICKPOCKET RULES!
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Post by just2slick4u on Jan 26, 2006 5:28:46 GMT -6
Yeah, pickpocket does pwn n_n
-=Redmages=-
Doomsday - MP cost ?? - Lvl Learned ?? - Has a 50% chance of reducing the tagets HP to 1, cannot be used on leaders.
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