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Create your own class!!!! [No! not cookie-cutter]Follow

#1 Jul 22 2010 at 8:00 PM Rating: Good
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Another 2 months of wait is just too long! Guess I should get myself prepared for this game since I don't have beta access.
I would like to start something fun before we could explore the beauty of Eorzea.
Thanks to the Wikibase of ZAM, I got a list of all the basic abilities of all 7 combat classes below, as this game is made for us to freely build our own class, let's mix and match these abilities to create a class you like with the abilities below.
of course, we wouldn't find out how this actually works in the game, for example how many points you will need to equip this ability from another class and such. but then, hey lets do this for fun!

Disclaimer: I'm not doing this or encourage people to cookie-cutter a class so we know the "standard" "best combinations" to play the classes. The choice is yours. You don't have to play the way people think it's right.

Pugilist
Mocking Provoke Whistle tauntingly to increase enmity.
Blindside Strike from an enemy's rear, increasing attack power by half of your dexterity.
Chakra Channel your vital energies, consuming TP to restore HP.
Steal Rifle through an enemy's belongings, stealing a random item. Chance of success increases with stealth.
Featherfoot Tread lightly, increasing evasion. Effect fades after evading an attack.

Gladiator
Rousing Provoke Use a threatening gesture to increase enmity.
Cover Protect an ally, positioning yourself between them and the enemy to redirect damage dealt to yourself instead.
Rampart Protect yourself, increasing defense and magical defense.
Still Precision Steady yourself, increasing accuracy and reducing evasion.
Aegis Boon Recover behind the safety of your shield, converting a portion of damage sustained when blocking into HP

Marauder
Bloodbath Revel in the blood of an enemy, converting a percetage of the damage dealt by your next successful attack into HP.
Murderous Intent Throw yourself into your attacks, increasing critical hit rate and reducing TP generation.
Defender Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while in steadfast stance.
Disorient Flick dust, sand, soil at an enemy, reducing the target evasion. Effect may stack up to three times.
Enduring March Take strong and sure steps, enabling movement at reduced speed while bound. while active, also maintains steadfast stance while moving.

Archer
Replenish Invoke a blessing of renewal, consuming MP to replenish your projectiles to capacity
Chameleon Blend in with your surroundings, consuming TP to reduce enmity.
Quickstride Increases movement speed by quickening your stride.
Retrieval Search your surroundings, consuming HP to find and gather projectiles.
Hawk's Eye Your eyes gain hawklike precision, increasing the accuracy of your next attack.

Lancer
Comrade in Arms Bolster morale, consuming TP to place enfeebling effect on the target which grants attacking party members enhanced TP generation.
Ferocity Trigger an adrenaline rush, consuming HP to increase the attack power of you next attack.
Invigorate Channel your physical energies consuming HP to gain TP.
Collusion Employ deception,transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy
Life Surge Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the targets evasion.

Conjurer
Profundity Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.
Trance Chant Intensify your next cast, preventing it from being interrupted.
Spiritbind Channel the elements, binding yourself and reducing MP consumption by half.
Roaming Soul Hum your next spell, allowing movement while casting.
Purge Alter an enemy's essence, rendering the target's elemental alignment neutral.

Thaumaturge
Blood Rite Spill your own blood in a sacrificial rite, enhancing magic potency.
Punishing Barbs Channel your pain to an enemy, redirecting a portion of damage dealtt to you back to its source.
Dark Seal Focus your mental energies, increasing the accuracy of your next cast.
Initiation Bestow your strengths on another, granting certain of your enhancing effects to a target ally.
Paradigm Shift Amplify your voice, increasing the scope and reducing the range of thaumaturgic spells.


Edited, Jul 22nd 2010 10:02pm by Mostaru
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#2 Jul 22 2010 at 8:07 PM Rating: Good
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I know the old debate, "this is an MMO, play with other people," but I think you may be able to make an interesting solo character just with what's available here:

Lancer
Comrade in Arms Bolster morale, consuming TP to place enfeebling effect on the target which grants attacking party members enhanced TP generation.
Ferocity Trigger an adrenaline rush, consuming HP to increase the attack power of you next attack.
Invigorate Channel your physical energies consuming HP to gain TP.
Collusion Employ deception,transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy
Life Surge Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the targets evasion.


Plus:
Chakra
Featherfoot
Bloodbath
Punishing Barbs
#3 Jul 22 2010 at 8:16 PM Rating: Good
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Going off the idea that your main abilities aren't affected I would go with Marauder with the following sub(?) ablities:

Pugilist
-Mocking Provoke Whistle tauntingly to increase enmity.
-Blindside Strike from an enemy's rear, increasing attack power by half of your dexterity.

Gladatior
-Rampart protect yourself, increasing defense and magical defense.
-Still Precision Steady yourself, increasing accuracy and reducing evasion.

Lancer
-Life Surge Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the targets evasion.
-Ferocity Trigger an adrenaline rush, consuming HP to increase the attack power of you next attack.

Archer
-Hawk's Eye Your eyes gain hawklike precision, increasing the accuracy of your next attack.


I'm sure there will be a limit to what & how many abilities you can have active. Rest assured that what it may be I'll some mixture of the above abilities. At least until I learn better...

Also, I'm sure I would also play around with creating a set of abilities that would allow you to solo semi effectively. Really I just like beating things up with a Giant Axe Smiley: grin

Edited, Jul 22nd 2010 10:18pm by Kyoshindi
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#4 Jul 22 2010 at 8:21 PM Rating: Good
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I wonder exactly how threatening the gesture is for Rousing Provoke... I like the sound of that.

Hmm...how about Steal, Disorient, Chameleon, then Quickstride the **** outta there...
#5 Jul 22 2010 at 8:21 PM Rating: Decent
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my somewhat Dark Knight build

Death will come quick hope to have a good mage, I will be the first MP sponge.

Ferocity Trigger an adrenaline rush, consuming HP to increase the attack power of you next attack.
Invigorate Channel your physical energies consuming HP to gain TP.
Murderous Intent Throw yourself into your attacks, increasing critical hit rate and reducing TP generation
Still Precision Steady yourself, increasing accuracy and reducing evasion.
Punishing Barbs Channel your pain to an enemy, redirecting a portion of damage dealt to you back to its source.

Edited, Jul 22nd 2010 10:23pm by Cazon
#6 Jul 22 2010 at 8:33 PM Rating: Decent
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My customized class - Mad Hitter

using Pugilist's H2H combat and hit HARD would be fun :D

Blindside Strike from an enemy's rear, increasing attack power by half of your dexterity.
Bloodbath Revel in the blood of an enemy, converting a percetage of the damage dealt by your next successful attack into HP
Murderous Intent Throw yourself into your attacks, increasing critical hit rate and reducing TP generation.
Ferocity Trigger an adrenaline rush, consuming HP to increase the attack power of you next attack.
Collusion Employ deception,transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy
Punishing Barbs Channel your pain to an enemy, redirecting a portion of damage dealtt to you back to its source

I'm kinda going all out on attack, and leave myself nothing to gain HP back :D
Go with Murderous Intent and then Ferocity and quickly do a Blindside + Collusion to do a FFXIV version of SATA, that should make super uber damage... if it works that way... or i don't miss
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#7 Jul 22 2010 at 8:38 PM Rating: Decent
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Quote:
I'm kinda going all out on attack, and leave myself nothing to gain HP back :D
Go with Murderous Intent and then Ferocity and quickly do a Blindside + Collusion to do a FFXIV version of SATA, that should make super uber damage... if it works that way... or i don't miss


Get out my head!! I was just thinking of this. But I wanted to use Bloodbath to get HP back.

Thief build a seemingly close SATA setup

Still Precision Steady yourself, increasing accuracy and reducing evasion.
Blindside Strike from an enemy's rear, increasing attack power by half of your dexterity.
Quickstride Increases movement speed by quickening your stride.
Bloodbath Revel in the blood of an enemy, converting a percetage of the damage dealt by your next successful attack into HP.
Collusion Employ deception,transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy
#8 Jul 22 2010 at 8:45 PM Rating: Decent
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I was going to go with Archer, but based on these I'm going a different route...we can mix magic and war skills right?

Thaumaturge:

Blood Rite Spill your own blood in a sacrificial rite, enhancing magic potency.
Punishing Barbs Channel your pain to an enemy, redirecting a portion of damage dealtt to you back to its source.
Dark Seal Focus your mental energies, increasing the accuracy of your next cast.

Spiritbind Channel the elements, binding yourself and reducing MP consumption by half.
Roaming Soul Hum your next spell, allowing movement while casting.

Ferocity Trigger an adrenaline rush, consuming HP to increase the attack power of you next attack.

Collusion Employ deception,transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy
#9 Jul 22 2010 at 8:47 PM Rating: Default
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Hey Cazon, you don't need steal for your THIEF?
oh wait, i shouldn't say that, that's your own class
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#10 Jul 22 2010 at 8:48 PM Rating: Decent
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I'd love to replicate the spirit of Hunter should the rumored Shepherd(?) class allows some kind of pet control. I loved adventuring with a pet that I choose and that stuck with me wherever I went. I miss my Janet Van Dyne ; ;

I think this system has some great potential, especially if they can get the balancing right. You'll never going to truly eliminate optimum classes in any game (unless all the "choices" are purely aesthetic) but as long as the "best" isn't leaps and bounds ahead of everything else, you can still have some measure of individuality, even in party play.

I hope they get it right, it's gonna be fun seeing all the combos people come up with.
#11 Jul 22 2010 at 8:56 PM Rating: Decent
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Mostaru wrote:
Hey Cazon, you don't need steal for your THIEF?
oh wait, i shouldn't say that, that's your own class


Your right I thought I was only limited to how many moves we can use but yeah steal would definitely be there.

Have everyone in your party use Collusion and transfer to you, then pull out the Paladin build below.

Defender Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while in steadfast stance.
Rousing Provoke Use a threatening gesture to increase enmity.
Cover Protect an ally, positioning yourself between them and the enemy to redirect damage dealt to yourself instead.
Trance Chant Intensify your next cast, preventing it from being interrupted.
Spiritbind Channel the elements, binding yourself and reducing MP consumption by half.
Roaming Soul Hum your next spell, allowing movement while casting.
Punishing Barbs Channel your pain to an enemy, redirecting a portion of damage dealtt to you back to its source.
Life Surge Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the targets evasion.
#12 Jul 22 2010 at 9:41 PM Rating: Decent
I posted this a while back on the archer forums:

Yabusame wrote:
From what I've understood about the class system, and correct me if I'm wrong, it's some sort of make your own adventurer system. If that's the case, which abilities from other classes that have already been released on the official site would you be most interested in?

I have several. I'm sure there's some restriction that will not allow me to have all of these skills, but if I could have them all, it would be awesome.

Marauder - Disorient: Flick dust, sand, or soil at an enemy, reducing the target’s evasion. Effect may stack up to three times.

Gladiator - Still Precision: Steady yourself, increasing accuracy and reducing evasion.

Lancer - Collusion: Employ deception, transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy.

Pugilist - Blindside: Strike from an enemy’s rear, increasing attack power by half of your dexterity.

And if it's not taboo to have DoM skills on a DoW class...

Conjurer - Cure: Restores HP of allies within area of effect.(Mostly for solo/duo purposes)

Thaumaturge - Siphon TP: Transfers TP from the target to you.
Absorb ACC: Transfers a portion of the target’s accuracy to you.
Drain: Transfers HP from enemies within area of effect to you.

Then again, if SE programs Ranged acc and Ranged atk to not be affected by some of these skills (which, knowing my luck, none of the acc or atk skills will affect ranged weapons), my list will be very short.

I'd love to hear which already announced skills are on other soon to be Archer's wish lists.
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#13 Jul 22 2010 at 9:57 PM Rating: Decent
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Sword & Board Tank:

Rousing Provoke : Main Taunt
Rampart: Increased Defense
Cover: Protect my high threat comrades.
Aegis Boon: Heal over time to lighten the load on my healer.
Chakra: For those "oh ****" moments or as above to just help out my healer.
Punishing Barbs: Thorns effect, especially effective when fighting 3 or more mobs.
Blindside: A nice way to get some opening threat when possible.
Quickstride: Kiting/Fleeing when playing solo, and convenience of getting around a little faster.

*In an unofficial posting Third Eye was listed for Pug later. If this is true I'd throw that in there as well. Between that and Chakra it's like getting two free hits.
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#14 Jul 23 2010 at 6:26 AM Rating: Good
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A word of warning to those who are making DoM / DoW hybrids: cross-discipline skills are reported to receive a much harsher penalty than cross-class but intra-discipline skills.
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#15 Jul 23 2010 at 7:01 AM Rating: Good
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So where is the synergy between all the jobs? I was under the impression that the various jobs in a group were supposed to boost the abilities of others in the team?
#16 Jul 23 2010 at 7:22 AM Rating: Decent
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Quote:
So where is the synergy between all the jobs? I was under the impression that the various jobs in a group were supposed to boost the abilities of others in the team?


I think only the crafting jobs do this, which makes them valuable ingame. See how Square makes every job worth it's weight.
#17 Jul 23 2010 at 8:48 AM Rating: Excellent
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When you said "create your own class", I didn't think that you meant combining skills from other classes. I'll have to work on that.

Also, in before Bacon Mage.
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#18 Jul 23 2010 at 1:24 PM Rating: Good
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Bacon Mage.


I'd play that so hard.

And if I got to pick a subjob, it would be Nacho Cheese Ranger.
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#19 Jul 23 2010 at 1:55 PM Rating: Good
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I hate you so bad for making me hungry at 3 in the morning.
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#20 Jul 23 2010 at 1:59 PM Rating: Good
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JayRams wrote:
Quote:
Bacon Mage.


I'd play that so hard.

And if I got to pick a subjob, it would be Nacho Cheese Ranger.

I came up with the job title of Cheese Knight both to complement Bacon Mage and as sort of a tribute to former admin Exodus, who once held the title of "Rey del Queso."

Unfortunately, I never defined any abilities of said job, only that it would go great with Bacon Mage.
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#21 Jul 23 2010 at 4:28 PM Rating: Decent
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I'm trying to start a Pugilist and this is the build in my mind:

For solo:
Mocking Provoke
Blindside
Chakra
Featherfoot
Rousing Provoke from Gladiator (Will compare this to Mocking Provoke, see which one is better)
Murderous Intent from Marauder (This is one of the few skills among all classes that'll increase crit rate)
Comrade in Arms from Lancer (I think this would be a good skill to increase TP generating rate, but will have to test out)
Life Surge from Lancer (I have compared this with Marauder's Bloodbath, to my understanding, Bloodbath is only good if I'm sure I'll deal a lot of damage on my next attack, because part of the damage would convert back to my HP. But as a fist weapon user, one of the characteristics is that we hit fast comparing to other 1h or 2h weapons, but we deal less damage per hit. So Life Surge seems a much better skill for Pug because for every successful hit while the ability is activated, the mob's evasion would go down.)

For DD in a party:
Mocking Provoke or Rousing Provoke, depends which one is more effective. Even a Pug is playing a DD role in a party, I still think we need to grab the mob's attention sometimes, such as when I activate my Featherfoot, then I'll try to have the mob hit me and then throw it a Jarring Strike to stun it.
Blindside
Chakra
Featherfoot
Murderous Intent from Marauder
Disorient, this will be needed if there's no other Marauder in the party.
Chameleon from Archer, will need this ability when I have too much hate from the mob.
Comrade in Arms from Lancer, this will be needed if there's no other Lancer in the party.
Ferocity from Lancer, this can be use as a combo with Blindside (or Pug's most power attack)
Invigorate from Lancer
Life Surge from Lancer

For tank in party:
I'm not sure how good of a tank a Pug can be, but since we have defense stance and some increase evasion abilities, I'll give it a shot to be a tank. I'll basically use most of the abilities from above, and in additional to that, I'll try to get the follow two abilities:
Rampart from Gladiator
Defender from Marauder

You may notice that I didn't include Steal in any of my builds, I love that ability, but that will be the last ability that goes on my action bar, I would only use it when I'm grinding gil probably, since I know we need to use AP to equip an ability, so I'll save the AP for other abilities that's more useful in the fight.
#22 Jul 23 2010 at 4:45 PM Rating: Good
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I'm sorry I don't have the patience to sort them out at the moment (nor do I think the information is officially available without NDA problems), but bear in mind that while MOST abilities will be usable cross-class and cross-discipline, certain "class defining" abilities are unique to the class. For example, there is a credible rumor floating around that both Thaumaturge and Conjurer have unique mana restoration abilities, but that they require that you be a certain class so that you can't double-dip and get both.

The good news that runs along with that is that, at least reportedly, such abilities cost 0 Ability Points (think blue mage points)... some solace there, I guess?
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#23 Jul 23 2010 at 5:16 PM Rating: Good
I wanted something more like a classic ninja/assassin style, but I ended up making some Archer-Puglist hybrid lmao.

Hawk's Eye Your eyes gain hawklike precision, increasing the accuracy of your next attack.
Quickstride Increases movement speed by quickening your stride.
Retrieval Search your surroundings, consuming HP to find and gather projectiles.
Chameleon Blend in with your surroundings, consuming TP to reduce enmity.
Blindside Strike from an enemy's rear, increasing attack power by half of your dexterity.
Chakra Channel your vital energies, consuming TP to restore HP.
Steal Rifle through an enemy's belongings, stealing a random item. Chance of success increases with stealth.
Featherfoot Tread lightly, increasing evasion. Effect fades after evading an attack.

Basically every ability from both jobs hahah, but they make such a nice combo! I wanna be a real assassin >:D
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#24 Jul 23 2010 at 6:22 PM Rating: Decent
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AngelicPretty wrote:
I wanted something more like a classic ninja/assassin style, but I ended up making some Archer-Puglist hybrid lmao.

Hawk's Eye Your eyes gain hawklike precision, increasing the accuracy of your next attack.
Quickstride Increases movement speed by quickening your stride.
Retrieval Search your surroundings, consuming HP to find and gather projectiles.
Chameleon Blend in with your surroundings, consuming TP to reduce enmity.
Blindside Strike from an enemy's rear, increasing attack power by half of your dexterity.
Chakra Channel your vital energies, consuming TP to restore HP.
Steal Rifle through an enemy's belongings, stealing a random item. Chance of success increases with stealth.
Featherfoot Tread lightly, increasing evasion. Effect fades after evading an attack.

Basically every ability from both jobs hahah, but they make such a nice combo! I wanna be a real assassin >:D


Interesting, are you going to use bow as your primary weapon?
When you said ninja/assassin, I thought you meant melee, but after looking at your abilities, they seemed they'd built for range attack? (I got that feeling from the first 3 abilities on your list.)

If you're going for a range attack, I'm not sure if Blindside would work with range weapon, it seems to me that Blindside is a close range physical attack. Also, Pug's Chakra may not be a good way for an arher to restore HP. I mean, if the mob ever gets nearby you and you have TP, maybe you should use the TP to give it a Shadowbind (immobilize the mob) or a Shrieker (cause the mob to flee) instead of using it to restore HP. Instead, I think Marauder's Bloodbath may be a pretty good healing ability for arher. Bloodbath will convert part of the damage of your next attack to HP. If you have enough TP, you can use Bloodbath > Scouring Strike to try to score a high damage blow and get some HP from it.

Just a thought.
#25 Jul 23 2010 at 7:27 PM Rating: Good
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Interesting.. well guess I will make my healer a Conjurer with these skills if I can:
Steal (for the clink), Rampart (when I get hate), Quickstride (I loathe walking slow), and Initiation (general buff). I would also throw in Treasure Hunter if it is in the game at launch, this way I would have a healer that would not be broke all the time haha.

I reckon I would pick up all other buffs as well, maybe they will have Refresh of some sort also.

Edited, Jul 23rd 2010 8:28pm by Dorgon

Edited, Jul 23rd 2010 8:29pm by Dorgon
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#26 Jul 23 2010 at 11:44 PM Rating: Good
Ferocity+bloodbath+trunksplitter w/ chakra on the side

I like to solo and find not dying important :p

Edited, Jul 24th 2010 1:45am by shintasama
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#27 Jul 23 2010 at 11:56 PM Rating: Good
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Professor shintasama wrote:
Ferocity+bloodbath+trunksplitter w/ chakra on the side

I like to solo and find not dying important :p


Yeah, not dying is always a plus...

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#28 Jul 27 2010 at 9:14 PM Rating: Decent
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Dorgon wrote:
Interesting.. well guess I will make my healer a Conjurer with these skills if I can:
Steal (for the clink), Rampart (when I get hate), Quickstride (I loathe walking slow), and Initiation (general buff). I would also throw in Treasure Hunter if it is in the game at launch, this way I would have a healer that would not be broke all the time haha.

I reckon I would pick up all other buffs as well, maybe they will have Refresh of some sort also.



I can see you running back and forth to steal and heal (they said conjurer should position away from mob)
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#29 Jul 27 2010 at 11:30 PM Rating: Decent
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TwistedOwl wrote:
Professor shintasama wrote:
Ferocity+bloodbath+trunksplitter w/ chakra on the side

I like to solo and find not dying important :p


Yeah, not dying is always a plus...

Class-Jesus

Carpenter
Chakra
Cover
Comrade in Arms
Initiation


Cool, so do you give out free food?

You interested in playing as a Meat Shield? Your self Res, ability is handy.
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#30 Jul 28 2010 at 12:37 AM Rating: Good
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Food multiplying sounds quite useful...turn 2 sole sushi into a stack, water into yag drink...I like that.

Tank, not so much...more of a solo character who goes around helping those in need...
#31 Jul 28 2010 at 1:25 AM Rating: Decent
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dunlag wrote:
If you're going for a range attack, I'm not sure if Blindside would work with range weapon, it seems to me that Blindside is a close range physical attack. Also, Pug's Chakra may not be a good way for an arher to restore HP. I mean, if the mob ever gets nearby you and you have TP, maybe you should use the TP to give it a Shadowbind (immobilize the mob) or a Shrieker (cause the mob to flee) instead of using it to restore HP. Instead, I think Marauder's Bloodbath may be a pretty good healing ability for arher. Bloodbath will convert part of the damage of your next attack to HP. If you have enough TP, you can use Bloodbath > Scouring Strike to try to score a high damage blow and get some HP from it.

From what I understand, abilities that require TP to use do not consume the entire TP bar like an FFXI WS. You can use several TP-consuming abilities back-to-back as long as you have the available TP/stamina to do so.

In other words, he doesn't have to choose an ability based on TP management alone. He could conceivably Shadowbind, fall back, Chakra then Bloodbath > Scouring Strike--assuming he could equip all of these abilities at once and had enough TP built up to use them in succession.

Edited, Jul 28th 2010 3:29am by Almalexia
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#32 Jul 28 2010 at 8:17 AM Rating: Good
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I'll call this a sage-mage... lol - knows when to hide and how to run away...

Blood Rite - Spill your own blood in a sacrificial rite, enhancing magic potency.
Dark Seal - Focus your mental energies, increasing the accuracy of your next cast.
Spiritbind - Channel the elements, binding yourself and reducing MP consumption by half.
Profundity - Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.
Rampart - Protect yourself, increasing defense and magical defense.
Chameleon - Blend in with your surroundings, consuming TP to reduce enmity.
Quickstride - Increases movement speed by quickening your stride.

I'm pretty sure this won't ACTUALLY work in game (because of discipline restrictions and max equippable abilities) - but it is fun to imagine and mix and match


Edited, Jul 28th 2010 7:20am by Olorinus
#33 Jul 28 2010 at 10:37 AM Rating: Decent
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TwistedOwl wrote:
Food multiplying sounds quite useful...turn 2 sole sushi into a stack, water into yag drink...I like that.

Tank, not so much...more of a solo character who goes around helping those in need...


Dude, thats suicide...

By doing that you'll **** off tons of Culinarian. They will get the GM to nail your *** for game hacking and send a Lancer to stab you to make sure you are dead.

Not worth the **** man.

I say do it in low profile.
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#34 Jul 28 2010 at 11:44 AM Rating: Decent
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Assuming I grasp the concept of putting together a character correctly (which might be too much to assume ^.^)

Main Weapon: Thaumaturge's Staff
Blood Rite
Punishing Barbs
Dark Seal
Initiation
Paradigm Shift

Roaming Soul
Spiritbind

Collusion
(?)

And I think I'll be sinking my brain into Alchemy to start my crafting. Because my character existed in my mind before it became a XIV character, I have to ask if anyone has heard of a class using guns yet (outside of what might have been a Marauder in the Benchmark)?
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#35 Jul 28 2010 at 2:16 PM Rating: Decent
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Almalexia wrote:

From what I understand, abilities that require TP to use do not consume the entire TP bar like an FFXI WS. You can use several TP-consuming abilities back-to-back as long as you have the available TP/stamina to do so.

In other words, he doesn't have to choose an ability based on TP management alone. He could conceivably Shadowbind, fall back, Chakra then Bloodbath > Scouring Strike--assuming he could equip all of these abilities at once and had enough TP built up to use them in succession.

Edited, Jul 28th 2010 3:29am by Almalexia


True, the best scenario is to be able to equip all HP regen abilities from all classes and have enough TP to use these abilties depend on the different situation. However, if equipping abilities and/or WS will cost AP, then that means every character has a limited number of abilities/WS they can equip at one time, so my point is that he can spend the AP and equip Chakra and Bloodbath at the same time, but if he take away Chakra, maybe he can use the extra AP to equip another high damage ability or WS. On the other hand, as far as I understand, every class would start with 0 TP at the beginning of each fight, then the character will gain TP from every successful damage to the mob. So that makes players can't just blast out numbers of abilities at the beginning of the fight. In another words, TP management is still necessary.
#36 Jul 28 2010 at 2:26 PM Rating: Good
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Olorinus wrote:
I'll call this a sage-mage... lol - knows when to hide and how to run away...

Blood Rite - Spill your own blood in a sacrificial rite, enhancing magic potency.
Dark Seal - Focus your mental energies, increasing the accuracy of your next cast.
Spiritbind - Channel the elements, binding yourself and reducing MP consumption by half.
Profundity - Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.
Rampart - Protect yourself, increasing defense and magical defense.
Chameleon - Blend in with your surroundings, consuming TP to reduce enmity.
Quickstride - Increases movement speed by quickening your stride.

I'm pretty sure this won't ACTUALLY work in game (because of discipline restrictions and max equippable abilities) - but it is fun to imagine and mix and match


Edited, Jul 28th 2010 7:20am by Olorinus


It would make more sense if you switch the Rampart with Gravity, from my experience all MMOs I'd played, it doesn't matter how high you can boost a mage's def (in this case, with Rampart), a mage would still get one-shot by the mob anyways if the mob is meant to be tanked by a tanking class. So instead of boost up your phyical def, I'd rather try to make the mob runs slower and hope I can run away with the Quickstride ability lol.

Doh, Gravity is a WS...just realized that...@@

Edited, Jul 28th 2010 4:31pm by dunlag
#37 Jul 28 2010 at 2:35 PM Rating: Good
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PLDXavier wrote:
Assuming I grasp the concept of putting together a character correctly (which might be too much to assume ^.^)

Main Weapon: Thaumaturge's Staff
Blood Rite
Punishing Barbs
Dark Seal
Initiation
Paradigm Shift

Roaming Soul
Spiritbind

Collusion
(?)

And I think I'll be sinking my brain into Alchemy to start my crafting. Because my character existed in my mind before it became a XIV character, I have to ask if anyone has heard of a class using guns yet (outside of what might have been a Marauder in the Benchmark)?


I think Musketeers use gun, on FFXIV's offical site, under the World > Limsa Lominsa > Guild > Coral Tower section, it showed Musketeer, but not sure if this class will be included in the release.

As for your ability, very interesting combination with Collusion, it's a very helpful skill to help the tank, but I wonder how effective it is when used by a mage since they're in different disciple.
#38 Jul 28 2010 at 4:34 PM Rating: Decent
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dunlag wrote:
It would make more sense if you switch the Rampart with Gravity, from my experience all MMOs I'd played, it doesn't matter how high you can boost a mage's def (in this case, with Rampart), a mage would still get one-shot by the mob anyways if the mob is meant to be tanked by a tanking class. So instead of boost up your phyical def, I'd rather try to make the mob runs slower and hope I can run away with the Quickstride ability lol.

Doh, Gravity is a WS...just realized that...@@


It was a valiant try and a good point

:)
#39 Jul 28 2010 at 4:41 PM Rating: Good
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2,120 posts
Humster wrote:
TwistedOwl wrote:
Food multiplying sounds quite useful...turn 2 sole sushi into a stack, water into yag drink...I like that.

Tank, not so much...more of a solo character who goes around helping those in need...


Dude, thats suicide...

By doing that you'll **** off tons of Culinarian. They will get the GM to nail your *** for game hacking and send a Lancer to stab you to make sure you are dead.

Not worth the **** man.

I say do it in low profile.


Ya know I specifically told people not to go around talking about me last time, but of course they didn't listen. Indeed the culinarians will be angry that I'm jacking up the status quo, but the fishermen will have my back.

Man, though it started as a joke, I'm starting to seriously consider making that character. Don't know if I can give up on the hellsguard roegadyn character I want...tough call...I may have to be one of those silly people with 2 characters.

Nice touch with the Lancer bit...
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