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A fun "What if" discussion: level 80 abilities/spellsFollow

#52 Oct 27 2008 at 2:59 AM Rating: Good
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Hmm, realistically DRK would get another level of Attack Bonus, and some spell that would either be terribly useless, or only slightly useless but with stupidly long casting and recasting times coupled with an idiotically high MP cost. It'd probably be Aspir II just to **** of the BLMs.

Edited, Oct 27th 2008 7:00am by TurinAlexander
#53 Oct 27 2008 at 4:01 AM Rating: Decent
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/Rdm would be God, ....ok, but only until the release of "Kraken Amood"

Then War/Dnc With Retaliation II would move into its rightful position as "Overlord of Destruction"
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#54 Oct 27 2008 at 4:26 AM Rating: Default
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Dancer: Better gear selection. I don't know much about DNC but my opinion is that they're almost worthless outside of typical EXP situations.(not good for endgame and maybe not even meriting) That being said, I only know one DNC main and he's a little weird. He's good at keeping people healed most of the time, but he isn't even 75 yet. He never uses WS, and I know dnc use tp to heal but apparently he sits at 300tp most of the time.

I know this guy, he was uber bad at soloing lolscission.
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#55 Oct 27 2008 at 4:43 AM Rating: Good
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Major jobs that would be insane if cap were ever raised.

Rdm for the obvious convert

Sch for the Aoe Buffs/Debuffs

Whm for Haste

However if this Did happen, it would put whm out of a job, since Riahg now, raise 3 and haste are the Main reasons people will take a whm over a Sch. And a Sch/Whm would get all But Raise 3.

Not a rant, just mentioning this heh.
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#56 Oct 27 2008 at 5:15 AM Rating: Excellent
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DRK

JA: Abyssal Harbinger of the Demonic Legion of the Pained Throne of Vile Beelzebub What With Death-Lasers of Armageddon Horror Doom.

Shows up as this color in all chatlogs/websites.

Performs Action: Grants 0.5% increase to critical hitrate (0% after truncation); upon activation, 90% of the DRK's HP is expended, putting them into the red; activation hate is equivalent to 2 Provokes; at night, a rift opens up in the ground unleashing hostile undead from their netherworldly prison, led by Vrtra, all of whom promptly HP aggro the DRK; during daylight, Pandemonium Warden's numerous forms and minions come out instead.

Super Secret Hidden Latent To Be Revealed at Fanfest 2012: When used on AV, automatically zooms in on chatlog and casts Baraero.
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#57 Oct 27 2008 at 5:18 AM Rating: Decent
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bsphil wrote:

GoblinWeaponsmith= wrote:

[quote=]
DoubleHigherMegoTripleBaconMoarBaconOmegaTripleBaconcheezsandwich Jump.



One shots bunnies while under cheese sandwhich effect
#58 Oct 27 2008 at 5:45 AM Rating: Good
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firefeng wrote:
DRK

Super Secret Hidden Latent To Be Revealed at Fanfest 2012: When used on AV, automatically zooms in on chatlog and casts Baraero.


I LOL'd

Edited, Oct 27th 2008 9:45am by NekoRonin
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#59 Oct 27 2008 at 6:16 AM Rating: Decent
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Convert would either be a RDM main only ability (like 2hrs) or less powerfull, and the same would go for other abilities and spells 38-40 when used as a subjob.

I reckon Convert on /RDM would do 50% HP <> 50% MP, while Accession enhanced spells would cost more MP (the same as before the change on SCH, x3 wasn't it?)

But more importantly... group III merits! Level 80 to unlock the group, and it would grant new spells, traits and abilities.

Octal Club would become equal to Kraken Club. (And it would still be All Jobs -5)

AV would be zerged with TP spam.

And finally, the servers would burn out and the world would come to an end... with a final message: The world ends with you.
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#60 Oct 27 2008 at 6:56 AM Rating: Excellent
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Part of me just wants to see the cap raised so all the "/RDM would be overpowered!" people would be silenced by the ultimate fact it wouldn't change much of anything and that 79 levels exist before, anyway. Convert's nice to have, but if you know your **** and actually try including people instead of excluding, it's rarely needed.

The true difficulty in a level cap increase would be SE adding new content to match up with player growth, or intelligently adjusting old stuff to consider it.

I've been a sick of merits for a while and how they're not really about customization so much as optimization. If anything, I'd like to see all the merit spells and abilities changed to level progression before we see an 80 cap, and then those merits replaced with things that facilitate variety.
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#61 Oct 27 2008 at 7:06 AM Rating: Decent
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80whm/40rdm/20sch
80rdm/40pld/20blu
80bst/40nin/20war
80brd/40rdm/20nin
o.o

son of a ***** lol..
80rdm/40sch/20blm <==== Easily solo brothers enm..
80rdm/40pld/20blu <==== Cannot die unless user error is involved
80rdm/40nin/20pld <==== See above

80war/40sam/20drg <==== Hand of god
#62 Oct 27 2008 at 7:20 AM Rating: Good
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Warp 3 - Sends target party member to their Homenation
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#63 Oct 27 2008 at 7:30 AM Rating: Good
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Stuff that wasn't listed earlier in addition to the obvious stuff

/whm would get Stona / Teleport-Yhoat & -Altep / Haste
/sch would get Erase and Reraise under Addendum: White
/rdm would get MAB 2 (for sch/rdm) and Raise (for blm/rdm)
/drk would give Absorb-Int for blm epeen
/blu would give Chain Affinity for self-skillchains
/dnc would give Reverse Flourish and Stutter Step

For new abilities:
Whm: Reviviscence
#64 Oct 27 2008 at 6:19 PM Rating: Decent
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thorazinekizzez wrote:


80war/40sam/20drg <==== Hand of god


^Win.

RDM/SCH would be pretty sick refreshga, hastega; it's like a brd with steroids xD.

About the abilities, something like "Convert II": Exchange party's member HP and MP pools, I think it make a lot of sense since also Convert could be subbed.

Ken.
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#65 Oct 27 2008 at 9:23 PM Rating: Good
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80BRD/40COR 'nuff said!
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#66 Oct 27 2008 at 10:33 PM Rating: Excellent
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kenage wrote:
something like "Convert II": Exchange party's member HP and MP pools


MPK, the easy way!
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#67 Oct 28 2008 at 8:57 AM Rating: Excellent
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RDM

New Spells:

Lvl 76: Dia III
Lvl 77: Slow II
Lvl 78: Bio III
Lvl 79: Paralyze II
Lvl 80: Phalanx II

Exactly the same as fully merited spells and purchased from NPCs for a few K each. A glitch in the game prevents RDM's from unmeriting these spells for the length of a full expansion cycle. No tier IV nukes are given.

MNK

Footwork II: reduces delay of kick attacks by 5%. Footwork remains useless.

SAM

17 new abilities that make the new end game linkshells groups of 5 SAMs and a PUP (Don't ask). They also make them impervious to damage from anything short of a VT and spam overpowered WS nonstop. AV is now beatable in 3.21 seconds by an AF1 SAM.
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#68 Oct 29 2008 at 2:25 PM Rating: Decent
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Maybe Paladin will finally get that Shell IV...
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#69 Oct 30 2008 at 5:11 AM Rating: Decent
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as much fun this is going I think there is another idea here (maybe out of topic, but it's something that could happen)

SE can make players unlock their sub, aka make your sub not half your main. we've seen this in the game already (Maat is your job at 70 plus sub MNK 70, i dont know what he's if you go as MNK ) :P

#70 Oct 30 2008 at 12:11 PM Rating: Good
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If that happened, It'd be cool as hell, but then I'd have waaaaaaay too many subs to level. ><;

That, and I'd have to go BLM/whatever to endgame events every damn time.
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#71 Oct 30 2008 at 1:59 PM Rating: Decent
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IAmAnsel wrote:
RDM

New Spells:

Lvl 76: Dia III
Lvl 77: Slow II
Lvl 78: Bio III
Lvl 79: Paralyze II
Lvl 80: Phalanx II

Exactly the same as fully merited spells and purchased from NPCs for a few K each. A glitch in the game prevents RDM's from unmeriting these spells for the length of a full expansion cycle. No tier IV nukes are given.

MNK

Footwork II: reduces delay of kick attacks by 5%. Footwork remains useless.

SAM

17 new abilities that make the new end game linkshells groups of 5 SAMs and a PUP (Don't ask). They also make them impervious to damage from anything short of a VT and spam overpowered WS nonstop. AV is now beatable in 3.21 seconds by an AF1 SAM.


Soon later Square will nerf Sams as no one beats AV until you do their trick.
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#72 Oct 30 2008 at 6:03 PM Rating: Decent
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Paladin
Shield Mastery IV wohoo 1 more TP...
Def Bonus V
Protect V
SHell IV
Auto-Refresh II?


New 2 Hour Enhancments JT...(Merit Tier 3) hello

Invincible: 50% MDB can go Above cap, and add 10 seconds per merit. 3 cap
Mighty Strikes: DA +20,and add 10 seconds per merit. 3 cap
Benediction: Adds Blinkga, -10 Emnity per merit. 3 cap
Perfect Dodge: SATA Bonus Dmg X2? 10 seconds added per
Hundred Fist: Adds Boost for the duration of the 2hr. 6%atk bonus per merit.

IDK go with it
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#73 Oct 30 2008 at 7:17 PM Rating: Excellent
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Quote:
Quote:
Quote:
DoubleHigherMegoTripleBaconMoarBacon Jump.


Omega Triple Bacon Jump, and 100% 110%115% accuracy guaranteed.



10% of the time, it lands even if you didn't use it.


The other 5% Impregnates all ladies within a 15 yalm radius.
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