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 Suggest a ++Class!

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Dew Drop

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Join date : 2009-04-16

PostSubject: Re: Suggest a ++Class!   Fri May 01, 2009 8:49 am


Equipment: rods, claws
Armor: Robes

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.

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

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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Summer Rain

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PostSubject: Re: Suggest a ++Class!   Sun May 10, 2009 9:21 am

I lied.
Moar classes.

Beserker [[It needs a new name]]

Instinct (Moveset)


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.


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 ---


Seiken - (Moveset)


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.


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

Stat Priorities

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

Last edited by Pommm on Mon May 11, 2009 2:17 pm; edited 3 times in total (Reason for editing : Adding a second class and proof-read)
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Small Stream

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PostSubject: Re: Suggest a ++Class!   Tue May 26, 2009 2:15 pm

Class: WarHound

The ultimate berserker.


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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Small Stream

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PostSubject: Re: Suggest a ++Class!   Mon Jun 08, 2009 12:32 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)



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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Summer Rain

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PostSubject: safari ranger   Sun Jun 28, 2009 3:44 pm

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


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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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Fri Jul 17, 2009 1:39 pm

Fear my unoriginal idea! >Very Happy

Red Mage


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.

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 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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Small Stream

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PostSubject: Re: Suggest a ++Class!   Sun Aug 16, 2009 2:26 am

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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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Sun Sep 06, 2009 10:18 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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Summer Rain

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PostSubject: Re: Suggest a ++Class!   Mon Sep 07, 2009 12:40 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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PostSubject: Re: Suggest a ++Class!   Mon Sep 07, 2009 10:54 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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Summer Rain

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PostSubject: Re: Suggest a ++Class!   Tue Oct 13, 2009 12:47 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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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Wed Oct 28, 2009 3:38 pm

Morpher , Example : Final Fantasy Tactics


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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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Thu Nov 05, 2009 12:07 pm

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



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 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 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 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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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Sat Dec 05, 2009 9:07 am

I based this message off of Athomos's.

Class Name: Assassin
Based On: Nothing

Class Name: Stormcaller
Based On: Geomancer, to some extent.

I'm finished...For now.
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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Wed Feb 03, 2010 7:35 pm

Class: Bro
Based on: being a bro


Rage - costs 20% of your max MP. Dark wave that deals twice as much damage to enemies, but you take three times as much damage as normal.
Brofist - MP regen on target.
* - would prefer 'support' but i guess thats the lunar knight unique skill Sad

Weapons - whips, knives, ninja swords (lol weeaboo)
Armor - heavy, shields

Has high def, but only moderate hp. A little more mp and wis than a paladin. only moderate str and agi.
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Summer Rain

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PostSubject: My ++ Class suggestion?   Wed Mar 03, 2010 9:07 pm

I guess I could give this a try...

Class Name: Wanderer

Icon Appearance: Somewhat similar to the 'Hooded Man' from FFIV: The After/The After Years, but not...purple clothes. Maybe dust brown...but not purple!

Can Equip: Polearms, Swords, and Axes for weapons. (Kinda reminds me of Fire Emblem alluva sudden.)
Light Armors and Shields (Leather armor, Rings, etc.)

Base stats: (Mind you, I kind of guessed at this, but I tried to be fair with stat distribution.)
Starting HP: 80.
Starting Mp: 5.
Starting Str.: 5.
Starting Agi.: 3.
Starting Vit.: 3.
Starting Wis.: 1.
Starting Wil.: 2.

Stat Growth is certainly open to suggestion.



Command Descriptions


Assuming that Wanderer is implemented, it would be interesting to see how well ComboArts would work, I would think.
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PostSubject: Re: Suggest a ++Class!   Sat Mar 06, 2010 10:38 pm

looked at biskey's moogle knight, didn't like it, so here's a more traditional one inspired from FFTA2

moogle knight
yup, the good ol' moogle knight from tactics advance. it can use knives cos, let's face it, everybody starts them off as a thief right? and swords. cos they're knights (duh). they use shields as well. also, they unique as they are the only one able to counter physical attacks ...sometimes...

apperance:a white moogle in a blue uniform top

has decent attack and hp , all other stats are between average and below average except mp which is poor at best

command menu



kupoarts are the moogle knight's speciality which can either assist the party (with buff spells that can either target 1 person and always hit, or target the party at down to 20% hit (hit%=100/no.of party members)) or attack the enemy with powerful techniques (and an ultimate move...well, in time for core anyway...)

steal is from his time as a thief. works exactly like the ninja's abillity

kupoarts list and levels (lvl-name-mp cost-description)


after countless edits, it's finished. i think i did a nice job...

Last edited by fox on Sun Mar 07, 2010 12:48 pm; edited 5 times in total (Reason for editing : small tweaks, cos poor internet makes fox bored enough)
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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Sun Mar 07, 2010 6:40 pm

Class Name: Pirate
Based On: Arrr, piratin' in general sense, me hearties. And those pirates from FFV.


Last edited by TicTacToeDude on Sun May 30, 2010 10:07 pm; edited 1 time in total
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Summer Rain

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PostSubject: Re: Suggest a ++Class!   Mon Mar 15, 2010 10:18 am

I looked and didn't see it suggested.

Class: Beastmaster


Tame would be a skill that allows the player to "capture" or "control" an enemy. Such as an imp. Now since making icons, and creating the AI, etc, may be a bit too much of a challenge, for one simple class, I would suggest that this skill be usable in battle only. Allowing the player to have control of him/herself while also having that monster's turn. A percentage would be used to control the monster. The coders would place what they would see fit, however I would assume that the best way to go at it, would be to make it that at 100% hp, there's a 0% chance of "Tame" working. As their hp percentage goes down, the "Tame" percentage increases. Such as 1% of their hp, would make it a 99% chance to "Tame" the monster. Of course, this ability would fail on all bosses, seeing as controlling Zeromus would be downright cheating.

The Capture ability would allow the player to store said monster for a time when he would be used in battle, actually, this skill would be a copy of FF5's Trainer. Where you're able to capture, and hold on to a monster, then release them in a later battle when they're needed. Also similar to a one time summon. If this class would ever really exist, this skill would probably not exist, but it's worth a shot.

If memory serves, there's very few axes in the game, so the main equipment choice would be similar to the Paladin's choice. Swords/Axes, Shields, Armor, etc.
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PostSubject: Re: Suggest a ++Class!   Sat Mar 20, 2010 6:56 am

Just..hear me out for a second

Name: Chaos Knight (Elder Knight was also another choice in mind if the first one didn't work)

Possible icon: Give or take somewhat resembling The After Years Golbez

Description: A knight who pledges his allegiance to no kingdom, a man which follows by his own rules and with his fighting style incorporates the sword and magic (No magic sword though *coughmagicknightcough*) and slays those who cross his path to try to stop him.

Equippable weapons: Sword (Primary), Axes, Spears (maybe/maybe not), Rods


Black Magic
Chaos Wave

Attack: Physical damage to one enemy

Black Magic: Offensive magic which can be casted onto a single/multiple targets. (May be subject to limited amount of spells.)

Chaos Wave: Similar to Dark Wave, only takes off a small percentage of MAX HP and MP

Stats: Well, I'm not really much of a number person when it comes to statistics of a character, but give or take defense and mdefense would be sacrificed to empower attack and mattack, and the character is more physical-based, so maybe focusing more on the HP/ATK than MP/Magic. So far speed is up in the air.
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PostSubject: Re: Suggest a ++Class!   Mon Mar 22, 2010 9:04 am

i wonder who's gonna delete karnage's post... *looks at andrew*

while i'm here...:

normal kid

stats: totally joe average (between good and not good for you non americans)

limited white magic:think paladin, but less. like up to cure3, a life, possibly toss in a protect. 2 lines of magic is all

stonetoss: randomizes between trowing a stone at one enemy or loads at all enemies. basic attack damage

item: work it out, unless you work on brainiac

swords, knives, anything but the adamant items for armor

good for a challenge
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Dew Drop

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PostSubject: Re: Suggest a ++Class!   Mon Mar 22, 2010 2:32 pm

Name : Turk

Decs : As the name suggests, a turk from FF7! Looks like a normal guy in a blue tux. I can icon it later if taken serious =P

Basic stats : attack, minor white and blue(i think blue) basically minor heals, lvl 2 at max. And life 1. Protect and shell. Also for blue (or whatever color casts) haste and slow. And can use items

Weapons : any melee weapons.. maaaybe ranged depending on gm call

Armor : anything a bard can wear. As in all lighter armor. Not anything toooo protective. Don't wanna OP it

Unique : phone a friend (bwahaha or a more serious name) calls in turks to help. One time attack. Kind of like a stronger dark wave with no damage to self. Can only use when critical health. It also casts protect and shell on entire party. The animation can be whatever. Idk yet.

Stats: decent vitality, high str and agl. Low wis and will. Aka he is human. Just a human who works out alot xD

That is it for now. If taken seriously, i can put more effort into iconing and move sets haha.

Lemme know if its serious. Email is on my info page.

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PostSubject: Re: Suggest a ++Class!   Tue Apr 06, 2010 11:38 am

Seraphim Blade
Weapons: Sword, Knight Sword
Armor: Plate

End Stat:
HP: 8000
MP: 300
STR: 80
AGI: 70
STA: 50
WIS: 75
SPI: 60

Im basically guessing at these number's significance, as I have nothing to compare them to. Could there possibly be a place to compare actual lvl 1 - 99 stats for character classes?

If at all possible, a permenant Float and/or Resistance to Holy
Numbers to replace words soon.

White Sword
White Magic


White Sword:
Resist: Cheap Protect on self only
Ward: Cheap Shell on self only
Smite: damage based on Max HP - Current HP
Prayer: Random effect from
50% HP heal (small)
10% MP heal (small)
35% Damage enemy
5% Berserk on self!
Counter: Obvious. Either lasts for entire round or until its first activation.
Divine Blade: Holy damage on one enemy, Based on atk power
Grand Cross: Holy damage all enemies, magic based

White Magic:
Cure 2
Cure 3

Basically, this is a sword complement to what I've always seen as the Paladin's being kinda a shield. much more focused on power, and finishing a fight.

Last edited by Mulcibaer on Sat Apr 10, 2010 9:46 am; edited 1 time in total
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PostSubject: Re: Suggest a ++Class!   Tue Apr 06, 2010 6:04 pm

not bad, i'd axe cure status ailments and make restore mp rare though if you have esuna

oh, and enemies don't use stuff like poison or blind so it's useless
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PostSubject: Re: Suggest a ++Class!   Wed Apr 14, 2010 5:14 pm

Sprite: Leonora (Final Fantasy 4 The After Years.)


Attacks with Staffs,Rods,Bows,Whips
Armor is mage for white and black magic.
Dualcast you are able to cast 2 black/white or 1 of each in 1 turn.
Can learn all white and black magic but learns black magic slower then other classes.

I think it would be a good idea because no ++ can use both magic aside from Hero which is still somewhat a fighter not a pure mage and the Dualcast ability wouldn't be overpowered because it cost you the mp of each spell and could be weaker then single casting if needed.

Since Captain was removed and there is a slot open this is NOT a joke suggestion it is seroius.

Last edited by Fatalfox on Wed Apr 21, 2010 8:08 pm; edited 1 time in total
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PostSubject: Re: Suggest a ++Class!   

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