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Post by Crazy Cloud on Jan 26, 2006 5:36:12 GMT -6
Sounds like false swipe on Pokemon G/S, it looks like a good spell though since redmages lack a ultimate (But even if they don't end up with one I can see why with them being thrifty).
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Post by Hiroshima on Jan 27, 2006 8:54:30 GMT -6
yes, thats way powerful, even with 50% chance, as well, Redmages don't get Ultimate Tiers for a reason, the get a lil of this, and they get a lil of that.
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Post by U. Dye on Jan 27, 2006 14:35:40 GMT -6
Here's an idea that came to me about the time my Knight got Rubbed in the first round of a 32 ambush the other night...
[glow=white,2,300]-= White Mages =-[/glow]
Protect (25 MP)- Protects against ALL status ailments, up to and including instant death, for the duration of 1 round, starting from the moment the spell is activated (activated meaning, from the moment the first status effect is blocked).
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Post by just2slick4u on Jan 27, 2006 17:38:58 GMT -6
This came to me in a dream ;D
-=Knights=-
Endeavor - Lvl ?? - This skill allows you to activate Retort for multiple turns using the same amount of MP, plus 1.
Example: -turn 1- *Flint - Endeavor* (basically this is the retort, Flint will be Endeavouring for 2 turns, so it subtracts 3 MP) *Thunder Dragon(1)>>Flint>>2 HITS>>70 DMG *Flint - Counter* *Flint>>Tunder Dragon(1)>>4 HITS>> 1582 DMG -turn 2- *Flint>>Frenzy>>Thunder Dragon(1)>>13 HITS>> 1182 DMG *Thunder Dragon(1)>>Flint>>2 HITS>>70 DMG *Flint - Counter* *Flint>>Thunder Dragon(1)>>6 HITS>>2285 DMG (CRITICAL)
-=Edit=-
Gained EXP: 50000 Gold: 18
And for your reply Dye, HELLZ YEAH
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Post by U. Dye on Jan 27, 2006 17:58:06 GMT -6
First off, that's 50k EXP and 18 gold. Second off, that means, for 13 MP, that's 12 rounds of Retorty goodness?
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Post by just2slick4u on Jan 27, 2006 18:36:12 GMT -6
[glow=red,2,300]-=Knights=-[/glow]
-=Shed=- (Passive) No longer deducts 25% power from the moves Dice,Defonce,Puree
-=Crusade=- MP Cost -5- Hits all onscreen enemies at -35% power
-=Fortitude=- MP cost ??-Kinda the opposite of a fighters leadership, fortitude gives the whole party a shield 1, i dunno maybe this move would be better suited for fighters?
Just reposting these old moves so they aren't left out...
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Caoineag
Explorer
もうすこしがんばりましょ
Posts: 67
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Post by Caoineag on Jan 28, 2006 15:59:28 GMT -6
Some more ideas. Nothing I feel particularly proud of, though. Generally not in keeping with the KISS principle, either. Sorry, Mett. Black belt ======== Cross-counter - 1 mp - user selects a target enemy; if that target physically attacks the user, counterattack with +50% damage, otherwise user attacks target at end of turn (normal attack, mp is not consumed). Admittedly just a variation on retort, but countering abilities seem appropriate for black belts. Since it's guaranteed you'll do something useful (albeit not necessarily in a timely fashion), damage 'bonus' is less. And yeah, I realize "cross-counter" is a bit redundant, but 'cross' by itself isn't very explanatory, and I didn't like the idea of sticking to a particular handedness. Scar Tissue - passive - half the user's level is added to their total defense Probably unnecessary, possibly inappropriate, I just liked the concept. Fighter ======== Peerless Guard - passive - overall defense increases by thirty percent while defending. Simple mechanics, anyway. If you tend to burn out of MP often, or need to protect someone from a lot of hits, it might be useful. Entangle - 2 mp - for this and all subsequent rounds, user and target automatically attack one another until one dies (user uses normal attacks, target may use magic/skills/abilities as normal). Cannot be used while blocking. An alternative method of 'block'ing, perhaps more in keeping with a 'berserker' attitude. Pick an enemy and attack relentlessly, forcing their attention to focus on you. "I'll hold off that big one, you guys clean up the small fry" kind of thing. Reckless Charge - 1 mp - user attacks at the beginning of the round, however user's defense is reduced by 30% for the remainder of the round. If the user is in warcry status, this attack costs no mp. Cannot be used while blocking. Not extraordinarily useful, but you never now. Always nice to have options, anyway. Conceptually incompatible with blocking, though. Stagger - passive - if the user attacks and hits an enemy before its turn has occurred, that enemy's turn takes place at the end of the round. Kind of like earlier "twisting the knife" suggestion, except that it only delays the inevitable, and, of course, fighters are much less likely than thieves to strike first. Concept is simple enough: smack the enemy hard enough that they lose their footing. Reason I'd suggest for fighters instead of knights or blackbelts is that I'd always pictured them as using brute force instead of e.g. strategic fencing, attacking vital points, etc. Rallying cry - 2 mp - all fighters in the party acquire warcry status. For those fighters with no imagination: take up someone else's warcry. Or just scream incoherently. Whatever. I s'pose it doesn't exactly encourage diversity, though. Thief ======== Bait and Switch - 1 mp - user selects a target enemy; attacks dodged by the user are redirected to the target until combat ends, or the target is killed (or the user dies). Weaving Steps - passive - attacks dodged by the user are redirected to a random enemy (other than the original attacker) at a 50% chance (if active, Bait and Switch takes precedence). Kind of like an episodic confuse. Potentially very amusing, but only consistently useful against high-power, low-accuracy enemies. Considering reliability, Bait could be a low-to-mid level technique, while Weaving would probably be a relatively high level one. Blue Mage ======== Straw man - 15 mp - only usable when in a party of seven or less. Creates an illusory character to draw off enemy attacks. Maximum of one per party, only usable in combat. Straw man is dispelled if attacked with any form of magic. Granted, it's better to have a full party, so your nth character actually does something besides get smacked around, but it might be fun.
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Post by Kyou on Jan 28, 2006 18:12:22 GMT -6
Pretty impressive Caoineag.
Anyways, I thought of this,
Ranger Enhanced Awareness or Extra Sense etc etc. whatever
Passive As long as the ranger is the leader of the party, there are NO ambushes. I think it would be interesting. Learned around lvl 28.
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Post by Hiroshima on Jan 28, 2006 19:03:27 GMT -6
i like the straw-man thing, and the fighters entangle/warcry for all fighteres in party thing. =)
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Post by just2slick4u on Jan 28, 2006 20:04:43 GMT -6
Wow, it is pretty off topic but, Caoineag, I loved all those ideas, its thinking and posts like that that we need in this game, great skills d00d.
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Post by U. Dye on Jan 28, 2006 20:28:41 GMT -6
Yeah, that's some seriously good shit you came up with. Why can't more people think of stuff that good?
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Post by Crazy Cloud on Jan 29, 2006 0:53:43 GMT -6
Fighter
Cruel Hero - Skill - Cost: 2/3rd's Max Mp
When this skill is activated, the user selects one species of chaotic on the field. Following the turn when this skill is activated, the user must survive for 3 turns without recieving assistance from party members, spells or previously cast status effects on them and is not allowed to make any actions until the 3 turns are up. During this period, 1/3rd of the species of chaotic will attack the user every turn until the three turns are up. If the user survives all three turns, the whole battlefield is cleared of the species of chaotic declared by the user when this skilled was activated.
Bluemage
Magical Bond - 100 Mp
This spell can only be cast on another party member. For the rest battle, all spells casted in battle towards the party member with this status spell on them are redirected to the user of this spell (Until dispelled or the user dies). This spell can only be casted by one member of the whole party per battle.
Here's a idea I have, I'm thinking it'd be a neat spell as a "Ultimate" for a redmage but could also be a cool skill for another class.
False Hope
This (Spell/Skill) can only be activated when the user is in a party divisible by 2 and atleast half of the current party members are perished. At the cost of the user's own life and all remaining mp (Mp must be above 1/3rd of your current max Mp), the battle is rewinded to very beginning with all party members alive (Excluding the user) with a random tier 3 negitive status spell, along with all the chaotics brought back on the field as well. This (Spell/Skill) may only be activated once per battle and may not be used in a battle against leaders (Bosses). The user cannot be revived after the usage of this (Spell/Skill) by any means and will be removed from the battle until it is concluded.
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Post by Sarm on Jan 29, 2006 4:25:06 GMT -6
So False Hope lets you rewind a battle...but in worse shape than before? Thus making you lose faster? Ouch.
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Post by Crazy Cloud on Jan 29, 2006 10:11:03 GMT -6
Well, if your party was going to be killed for sure in the next round or two, it wouldn't be a bad skill for a team player by "taking one for the team". Plus it's letting you rewind the battle for the high cost of having one member permenatly dead and the other with a harmful tier 3 status spell on them (Slow 3 would be the worst in this case). So you have another chance, but your already starting out with the odds against you, that sort of thing, so it's really a false hope.
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Post by U. Dye on Jan 29, 2006 10:17:09 GMT -6
Well, if you were only being wiped out because the party's WM got double-crited or something, that would actually make for a pretty good way to tell Lady Luck to fuck off, and give yourself back the chance you SHOULD have had.
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Post by Takahashi on Jan 29, 2006 12:02:04 GMT -6
Well, I like that someone else thinks that Rangers should be able to influence the type of battles you get into (Enhanced Awareness). As for the ideas that popped into my head:
-= Black Belt =-
Hamedo:
It takes the place of Countering once it has been learned. 40% of the time, the Black Belt will counter-attack after being attacked, even if the attack would have missed. The attack sent their way is changed into a miss (if it wasn't already a miss), and the BB's counter-attack has +50% to damage.
Chakra:
The Black Belt regains HP equal to (strength + willpower) / 2, and regains MP equal to 1/10th of their max MP, rounded up.
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Post by Kyou on Jan 29, 2006 13:29:22 GMT -6
I like Hamedo, but the percentage would have to be toned down to lesser then a Dragoons chance for Dragoon Fury *Don't have specifics and don't want to look it up.* and GO CHAKRA .... sry .... just .... sry ... had to do it. The only problem with this is that people who went pure str, would infact have better healing ablities then people who didn't ....... like me....... and I can't have that .......... besides it seems contradictory for "My arm muscles heal me more than my mind capabilities LOL H4><"
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Post by Rapta111 on Jan 31, 2006 17:23:07 GMT -6
Isn't Chakra a bit similar to defend? Couldn't help but notice.
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Post by U. Dye on Jan 31, 2006 17:28:49 GMT -6
Chakra would probably heal 2 MP, and... I'd estimate about 3-4 times the amount of HP.
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Post by Rapta111 on Jan 31, 2006 17:33:07 GMT -6
Well, obviously it would work somewhat better than defend. But you fail to see the big picture: it's like defend. A skill very similar to defend would be being implemented.
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Post by just2slick4u on Jan 31, 2006 17:55:43 GMT -6
BBs should get a custom osmose man, that only restores like 4 MP at max or so, I dunno make it look pretty somebody =p
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Post by Rapta111 on Jan 31, 2006 23:19:53 GMT -6
Actually, Fighters are more heavy on MP usage than BB's. They are more-so in dire need of something that allows them to regain MP faster. But the thing would be that it's sort of un-Fighter-like.
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Post by Crazy Cloud on Feb 1, 2006 5:37:16 GMT -6
Then if fighters need to recover mp like that, why not have something that sacrafices a set amt. of hp to recover mp (20-30% current hp for 4 mp or something like that).
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Post by bebopthedino on Feb 1, 2006 9:06:24 GMT -6
I didnt read all of this topic, so I dont know if this skill idea was stated but,
Fighter-----
Revenge - Passive: User selects a party member at beggining of battle, if that member dies at any time throughout the battle the user Rampages (2 attacks that are critical, right?) on the enemy that killed that player.
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Post by Erb on Feb 1, 2006 17:08:51 GMT -6
this might not work out but its an idea i dunno wich class maybe theifs (since they like to die,, allot) i dunt know a name xD maybe Lend or something (Name)- (i dunno the mp, maybe 5) when the user dies (or when the user casts it) the user can choose a melee class and add a random status effect to there attack next round (for just 1 round) if they dont attack, or dead, its canceled and that isnt passive,, and thats a high lvl skill i think too and why not just make it all classes instead of melee can someone put that skill together for me lol im not good at this
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Post by Kyou on Feb 1, 2006 18:36:41 GMT -6
this might not work out but its an idea i dunno wich class maybe theifs (since they like to die,, allot) i dunt know a name xD maybe Lend or something (Name)- (i dunno the mp, maybe 5) when the user dies (or when the user casts it) the user can choose a melee class and add a random status effect to there attack next round (for just 1 round) if they dont attack, or dead, its canceled and that isnt passive,, and thats a high lvl skill i think too and why not just make it all classes instead of melee can someone put that skill together for me lol im not good at this Here you go Quick Blessing (Lvl is up to ... whoever) When user dies, they can select a class *Fighter, Knight, Thief, Dragoon, Ranger, Blackbelt, Redmage, BlackMage, WhiteMage, BlueMage* If the selected class attacks at anytime in the next turn, a random status effect is added to the end of thier attack. *Poison 1-3, Paralysis, Slow1, Lock1, Confuse, etc etc.* I think this would go well with a bluemage, since they have the coolest status spells. I think it would be interesting if it was random and you could accidently give the enemy lvl 3 status enhancements, like Boost 3 or Fast 3 or Shield or Barrier 3 lol FUN .... and maybe like a 2% chance of instantly killing the enemy. *Rub*
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Post by Jumin on Feb 2, 2006 0:26:01 GMT -6
Oooo... im kinda iffy on the suggestion, but i can imagine how satisfying it'll be when that rub comes out..
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Post by Erb on Feb 2, 2006 0:57:57 GMT -6
And i thought up another 1 it can be called Dirtywork (u know when a person pays another to jump, or kill, somebody) now this 1s most likely for thiefs Dirtywork-(u make the mp) u can sacrifice gold (i dunno how much,, maby 25) to increase your, or an allys HP allitle for the duration of the battle. (or some other stat) u can make the stat random too if u want,, how much should that skill increase HP? maybe u can have a choice and choose from 25 coins (+50 hp),50 coins (+150 hp), 75 coins (+200 hp), or 100 coins (+ 300 hp) Thats a Tote skill,, around lvl 57 all the coin spent n crap might wanna be changed arround but hey its another idea (someone help me here) yea i think i made it too costly xD, and maybe that skills for wm,, i dunno -EDIT- oo maybe thiefs can burn there pickpocket money, Shank-5 mp- use 500 gold (or wutever) to hit a regular attack with x2 damage (cant be used against bosses?) Another Tote skill Thiefs need SOME skill that involves sacrificing money ;D last edit,, maybe Dirtywork should be more like this,, Dirtywork- offer 1 party member to pay u 10 or 20(the payment might need to be changed, merby 15 and 30) gold, if they do, they pick 1 monster (2 if they pay 20) for u to attack, (u have no choice but to attack that 1 or between the 2 monsters chosen till there dead,, but u can still choose wut skill) your hp increases by 150, all speeds r doubled (evasion speed ect.) and all attack damage is increased by 1.5% till the chosen monster(s) r dead. skill can only be used once a battle, boost, fast and barrier spells work with this skill defenetly a Tote skill , !!maybe it should be that just without the monster thing and just make it were there paying u 2 raise your stats!! its just x 1.5% dam. cuase u can use your skills all that stuff might need to be changed up allil and i like that idea
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Post by Crazy Cloud on Feb 2, 2006 6:20:10 GMT -6
Power of Teamwork (Fighter - Passive Skill)
For every fighter in your current party in battle(Excluding yourself), Bring your minimum damage rating up by 10, Total Defense by 5 and your evasion speed by 3. For every two fighters in your party (Excluding yourself), also add these additional, Current and Max hits by 1, attack speed by 5.
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akuma
Investigator
Posts: 21
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Post by akuma on Feb 2, 2006 9:47:41 GMT -6
I didn't read any of the previous pages, so forgive me if these ideas were already suggested. 1) Skill Name: Meteor Strike/ Grand Assassination/ Armageddon (No clue on which to choose and I suck at making names.) Class: Dragoon Cost: 7-10 mp Basically this attack will have a dmg radius 2 spaces around the initial target. Sort of like puree/LS/Ice I guess. Anyways this attack should deal crush type dmg to all or maybe even a little bit more (maybe like 250%-300% dmg as opposed to crush's 200%) to those in it's dmg radius ;D. (This will make most dragoons smile until *points to the catch*) THE CATCHOnce you use this technique, You will take 3/4ths of dmg based of your max HP, not current (Or maybe it should just drop the dragoon to 1 hp), your leg muscles will be destroyed, thus disabling jump for the rest of the match, and also lowering your evasion speed. Also seeing as how your leg muscles will be destroyed, quick silver, and any other fast spells for that matter, will also have no effect. Your regular attack dmg will be halved due to the fact that with a spear you need your legs to generate a decent powered attack . 2) Skill name: War God/ God of War/ War God's Blessing Class: Fighter or Knight MP cost: maybe like 7-10 I guess With this skill, the God of War grants a blessing that gives the user Boost 3, Fast 3, and Shield 3 or maybe just a random combination of 2 out of those 3 ;D. THE CATCHAfter this skill is used, the battle must be over within 5 turns or the user dies and cannot be lifed for the remainder of the battle .
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