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 Suggest a ++Class!

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Aurica7
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Join date: 2009-04-16

PostSubject: Re: Suggest a ++Class!   Fri May 01, 2009 9:49 am

Arcanist

Equipment: rods, claws
Armor: Robes

Skills:
Attack- attack with weapon in hand
Arcana- use spells to cause different effects
Dualcast- Double cast, but at 3/4 the normal magic power
Gaia- use the powers of earth to call upon different magics
Items-use items

Note: I will not put mp cost or lvl gain.

Arcana:
Ferality-do physical damage on the enemy
Life bond-Any status ailment (except KO) inflicted at the caster willl be the same as the enemy's
Magic frenzy- unleash a random magic and attack all enemies.
Regeneration- regenerate hp for all allies, but very slowly. Note that haste speeds this up
Overpower- Strike the enemy with a lethal blow, taking away Mp in the process
Center- Restore all allies hp equal to 30 peercent of the caster's max hp
Hope- At hp critical, revive all allies and heal them fully, while KOing the caster and muting him
Ember- average fire damage
Snow- average ice damage
Spark- average lightning damage
Gust- average Wind damage
Splash- average Water damage
Boulder- average Earth damage
Lvl 3 Haste- haste all whose levels are divisible by 3
Lvl 4 Holy- Holy damage to all whose levels are divisible by 4
Lvl 5 Death- Instantly KO all those whose levels are divivsible by 5 (does not work on bosses)
Lvl ? Meteoga- Huge damage to those who have the caster's last digit on level as their first
Resurrection- revive all allies with 10 percent of their HP, but gaining blind status

Gaia:
Nature's Wrath- on a grassy field, deal earth damge while curing alllies staus ailments (Except KO)
Shining Flare- in a desert area, deal fire damage while blinding all enemies and allies
Artifice- In artificial ground, use Man's wrath dealing physical damage while slowing enemies and poisoning allies
Drizzle of Sand- in a beach area- Deal water damage while huting allies in the process
Lava Burst- In the underworld, Deal heavy damage while silencing all enemies and allies
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Pommm
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PostSubject: Re: Suggest a ++Class!   Sun May 10, 2009 10:21 am

I lied.
Moar classes.


Beserker [[It needs a new name]]

Attack
Instinct (Moveset)
Roar
-
Item



Instinct

Beserk - Boosts attack power but gives up control of the character.
Growl - Casts 'Dejon'
Pound - Damages all, but splits damage. Similar to Dark Wave.
Lockdown - Braces self for incoming attacks. (Protect)
Cripple - Halves enemy hp.
Glare - Chance to petrify/hold.
Unhinge - Damage plus Blind.
Intimidate - Damage plus Slow.
Envenom - Damage plus Poison.
Hurt - Damage is equal to current hp.
Howl - Recovers 60% hp.
Agility - Haste and Blink's self.
Crack - Damage plus Dispel.
Surround - Damages all enemies for 1x attack.
Flurry - Same as Attack x2.
Rupture - Damage plus Death.
Render - Gives up hp to deal a strong attack.
Outburst - Gives up hp to go wild and attack all enemies with sheer power.

Roar - Special - 'Weaken' on enemy party and Damages all with 75% attack power, which could be divisible by number of monsters.


Equipment


Weapons - Claws.
Armour - Light.
Hands - Rings/Gloves.
Shields? No.

Stat Priorities


1 - Strength
2 - Vitality
3 - Agility
4 - Will
5 - Wisdom


Notes:: Okay so this Beserker isn't as well.. beserk as the name suggests, but it kinda fits the bill.. right? (:

--- x ---

General

Attack
Seiken - (Moveset)
White
-
Item


Seiken

Beam - Hits all enemies.
Minus - Damages similar to the Blue Spell "????"
Charge - attacks for (1 x numbers of party members less than 15% hp)
Flash - Damage all plus chance to Blind
Power - Damage plus 'Weaken'
Iai - Damage plus low chance of Death.
ThSwrd - Deals 40% damage of enemy's current hp.
CHazzard - An attack on all enemies slightly more powerful than Quake.
Shock - An attack on one enemy, similar power to Flare.
HolySwd - Attack on one enemy, power of Holy.
SBreak - Finishing attack on all enemies, similar power to Meteo/Astral.

FrstAid - Heals party with power between Cure 1 and 2.
HealCrcl - Heals party with power between Cure 2 and 3.
Aura - Regen's self.
Retreat - Casts Dejon.
Barrier - Damage decreases to 10% for one turn.

Equipment


Weapons - Light/Heavy swords.
Armour - Heavy
Hands - Gloves and Rings.
Shields? Yes

Stat Priorities


1 - Strength
2 - Agility
3 - Will
4 - Vitality
5 - Wisdom


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Last edited by Pommm on Mon May 11, 2009 3:17 pm; edited 3 times in total (Reason for editing : Adding a second class and proof-read)
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Sciath
Small Stream


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PostSubject: Re: Suggest a ++Class!   Tue May 26, 2009 3:15 pm

Class: WarHound

The ultimate berserker.

Attack
Riastrad
Item

Riastrad applies Haste and Berserk effects to self, and causes character to be completely uncontrollable for 3-5 turns. Attacks take on an almost Dragoon-like power at about 80% the strength of Jump but have the speed of normal physical attacks.

WarHounds can wield Swords (but not KnightSwords), Spears, Axes, Hammers, and Claws. They cannot use any shields, but can wear the same armor types as a Dragoon.

Strength: Extremely high. (Best in the game by a very small margin)
Agility: High (A tiny bit less than ninjas)
Vitality: Slightly below average
Wisdom: Awful
Will: Awful

WH's would have less Mdef than Dragoons even, which is practically nonexistant for them as it is, and mediocre Pdef. Obviously, they'd have no MP. HP would be on par with Dragoon's as well.
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Wyde
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PostSubject: Re: Suggest a ++Class!   Mon Jun 08, 2009 1:32 pm

I have a serious suggestion. XD Here it is in its first draft, so feel free to dispute over specifics if you can be bothered. Hope it's not too over/underpowered.

Alchemist (Based on the Alchemist Dressphere in FFX-2 and Chemist Job of FFV)

Skills:

-Attack
-Bomb
-Panacea
-Formula
-Item

Stats at level 1:
HP = 90
Str = 3
Agi = 2
Vit = 3
Wis = 2
Wil = 2

Can wield: Knives, Staves and Hammers
Can wear: Light and Medium armor

Skill Details

Bomb: You know what this is. This is basically here to provide the Alchemist with an offensive option, to ensure it is not entirely helpless alone with its so-so strength stat.

Panacea: The Alchemist will work some wonders with the chemicals they have at their disposal and create a recovery item of their choosing. This is intended to be stronger than the usual selection of items available, though susceptible to charge time.
-Potion: Recover 200HP for one ally.
-Hi Potion: Recover 1000HP for one ally.
-Ether: Recover 80MP for one ally.
-Salve: Recover 750HP for all allies.
-X Potion: Recover 5000HP for one ally.
-Turbo Ether: Recover 400MP for one ally.
-Mega Salve: Recover 2000HP for all allies.
-Mind Salve: Recover 160MP for all allies.

Formula: The Alchemist looks into their vast napsack and pulls out a concoction that can boost fighting capabilities, which can be provided to either one ally or shared out across them. Of course, the more that's shared out, the less likely the formulas actually grant any effects. This is basically a skewed Sing in chemical form.
-Power Drink: Cast Beserk on target/s
-Steel Drink: Cast Protect on target/s
-Psyche Drink: Cast Shell on target/s
-Speed Drink: Cast Haste on target/s
-Hero Drink: Cast Regen on target/s

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renkozuku
Summer Rain


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Age: 17
Location: Upper Darby, PA

PostSubject: safari ranger   Sun Jun 28, 2009 4:44 pm

Safari Ranger
Stats at level 1
HP = 100
MP = 10
Str = 2
Agi = 4
Vit = 4
Wis = 1
Wil = 1

Skills
Attack
Rifle
Item

Can Wield-Knives, Whips, Maces
Can Wear-Light armor

Skill Details

Rifle-Use your rifle to fire different types you rounds at your enemy
10mp-Sleeping Dart-Puts the enemy to sleep
15mp-Rifle Round-Fires a normal round at the enemy stronger they your normal attack but has more of a chance to miss
30mp-Shotgun Shell- Fires a shotgun round,strong against single enemy's
20mp-ElectricRound-Fires a electrical round shocking the enemy
45mp-Explosive Round-Fires out a round that explodes on impact causing a lot of damage to everyone
25mp-Air pellet-Shoots a pellet filled with compressed air that will be released on impact. Pretty much like shooting a air gun

That's all I can think of for now X3

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Krath
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PostSubject: Re: Suggest a ++Class!   Fri Jul 17, 2009 2:39 pm

Fear my unoriginal idea! >Very Happy

Red Mage

Skills
Attack
Red
DblCast
Item

Stats at level 1
HP - 89
MP - 20
Str - 2
Agi - 1
Vit - 2
Wis - 3
Wil - 3

Uses: Swords
Wears: Robes, Light Armor, Rings.

Details
Red (Stands for Red Magic)
Cure - Level 1
Fire - Level 1
Blizzard - Level 2
Thunder - Level 4
Slow - Level 7
Dejon - Level 10
Fira - Level 13
Cura - Level 14
Thundara - Level 16
Blizzara - Level 17
Teleport - Level 20
Life 1 - Level 22
Bio - Level 24
Curaga - Level 30
Quake - Level 35
Tornado - Level 39
Haste - Level 43
Blizzaga - Level 46
Firaga - Level 50
Thundara - Level 55

Doublecast
Doublecast lets the user cast two spells from his list of Red Magic
in one turn (except Dejon and Teleport). To prevent it being broken, two things are in effect when using Doublecast. 1. All spells used by Doublecast cost twice the MP. 2. All spells used by Doublecast have 75% the original power.

Stat Priorities
1 - Wisdom
2 - Will
3 - Strength
4 - Agility
5 - Vitality
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Jason
Small Stream


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PostSubject: Re: Suggest a ++Class!   Sun Aug 16, 2009 3:26 am

Dreadnaught
It'll weild swords. (Great Swords if possible)
It'll wear Heavy Armor.
Attack (Leeches 1-5% of the damage)
Dark Wave - Sacrifices HP causing an AoE.
Blind - Causes Blind.
Blight - Causes Poison in an AoE.
Siphon - Leeches MP/Restores caster's MP.
Drain - Leeches HP/Restores caster's HP.
Grave Chill - Causes Slow.
Cleave - Deals damage and causes Weakness.
Dark Void - Causes Sleep in an Aoe.
Nightmare - Deals dark damage to targets inflicted with Sleep.
Reaper's Sweep - Deals damage with a small chance of Countdown/Death.
Taunt - Target is placed in a Beserk state.
Dreadnaught's Gaze - Causes Petrification for 1-3 turns.
It'll have an above average-high Strength Gain.
Medium-above average Wisdom Gain.
Below average Vitality Gain.
Above average Will Power.
Below average Agility.
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Timboy09
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PostSubject: Re: Suggest a ++Class!   Sun Sep 06, 2009 11:18 pm

My class^^:

Young Sage:

Attack = Attack an enemy
Black = Black magic
White = White magic
Forecast = same as remember
Item = Use Items

Ancient Dragoon:

Attack = Attack an enemy
Jump = Jump on an enemy
Cover = Cover an Ally
Mega Jump = lowers HP to 1 and attack all enemys very strong
Item = Use Items
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Saro
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PostSubject: Re: Suggest a ++Class!   Mon Sep 07, 2009 1:40 am

If young sage plays exactly the same as a regular sage, why bother?

And the concept of Mega Jump sounds all right... could be a lifesaver if you're in a party... but it would be better if it were under a different class and named something different. Sounds like a good Black Knight or Hero-type skill if you ask me.
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Halkel
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PostSubject: Re: Suggest a ++Class!   Mon Sep 07, 2009 11:54 am

This is the first time i have to agree with Saro.

Also, Mega Jump sounds a bit like a "Darkness" type of move (in modern terms), Except is near-kills the user. Jumping shouldn't hurt unless it's devoured in the power of darkness.

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Saro
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PostSubject: Re: Suggest a ++Class!   Tue Oct 13, 2009 1:47 am

You guys need to start posting more suggestions since Captain is close to being taken out. Here are a few things I've thought of:

* Gambler - Similar to Setzer from FF6, has an average normal attack and a skill that has a randomized effect. Can equip knives, whips, and light to medium armor.

* Geomancer - Like in FF3 and 5, has abilities that are based on terrain. Has a mediocre normal attack and a "Terrain" ability whose effect is based on where the battle is taking place. Perhaps there could be more than one effect for a certain area for variety (e.g., an offensive effect and a supportive effect). Having a geomancer in your party also negates the effects of damage floors (if there are any in this game, or if they're going to be implemented). Equips rods, staves, knives, whips, and light armor.

* Viking - Like in FF3, this is the ultimate defensive class, which is balanced out by mediocre attack power. For variety, vikings have a skill set (can't think of a good name) that enables them to use a small repertoire of lightning-elemental attack magic (a la FFTA2) and supportive abilities. Equips swords, axes, lances, and heavy armor.
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Tsuyoshio
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PostSubject: Re: Suggest a ++Class!   Wed Oct 28, 2009 4:38 pm

Morpher , Example : Final Fantasy Tactics

Attack
Capture
Morph
Defend

Capture: This move will after pressed capture the monster and put into a transform orb since there is a vast amount of monsters in the game there should only be allowed to get certain monsters bosses not included, also you should only be allowed to capture each type of monster only once and once you use capture you may not be able use capture gain for 3 battles.

Morph: This move reacts with capture , once you capture a monster and it turns into a transform orb you will be able top use this orb and turn into the monster you capture the trick with this spell is the monsters react the same way as the engineers bombs each type of monster reacts negatively or possitively with the enemy monster. The morph tab will react the same way as the spells tab it will instead of opening a spells box a box with all the morph orbs you colelcted inside so in a way you have to instead of get spells when you grow a level you have to earn your spells.
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Athomos
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PostSubject: Re: Suggest a ++Class!   Thu Nov 05, 2009 1:07 pm

Judge (Based on Bash from FF XII and his brother Gabranth, who makes appearance in Dissidia )

Skills:

-Attack
-Sentence
-Justice
-Burst
-Item

Stats at level 1:
HP = 120
MP = 0
Str = 3
Agi = 1
Vit = 6
Wis = 0
Wil = 0

Can wield: Swords, Great Swords and Hammers
Can wear: Medium and Heavy armor

Horrific Wisdom and Will are made up by the ability to survive very well with nice Vit and the ability to equip High-Defence Heavy Armor, has Mediocre power, and pretty bad Agility.

Sentence:
Sentence allows the Judge to inflict a random status effect on 1 enemy, with a 5-10% chance of success, not the best move to have, but has a nice touch if it hits in PvP.

Justice:
Justice is basically all skill the Judge will have, and I'll list em for you:
-Ruin: Physical attack, with damage spread over all enemies.
-Oblivion: Lowers STR, AGI, and VIT by 2 points for the rest of the battle, unleash a fully concentrated strike to eliminate one enemy ( bosses will be immune for this of course )
-Black Hole: Rubbish move, magic attack, and a powerful one on all enemies, but the low Wisdom really lowers the damage of this move.
-Purge: Purges all allies of all negative status effects
-Enlighten: Tries to haste all allies with a 30% chance of success on each ally.
-Aegis: Casts protect and shell on all allies, with a 50% chance of success on each ally.

Burst:
Burst allows the judge to go into Burst Mode: drastically up his AGI, VIT and STR stats, lasts for 2 round, and can be used once in every 5 battles, this is what might make the Judge seem overpowered =/

Anyway, this is my idea, have fun playing~
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