I know it's not an enemy spell currently but I've been wanting for this since the first Vanafest and it was in the concept art section for future updates :(
I know it's not an enemy spell currently but I've been wanting for this since the first Vanafest and it was in the concept art section for future updates :(
They should give RDM Cure V, but y'knooooooooooowwwwww...
I think that's what the Healing Magic update was for. So RDM can Cure IV like the old Cure Vs, but they were probably worried WHM (most popular job in the game at one point, probably still is with the pocket WHM craze) would cry.
i would like to see all White Magic native to either RDM or WHM Accend and all Black magic native to BLM Manifest this would "balance" out alot job wise and wouldnt give any one job an advantage .
Did read the thread, but I still put on my thin foil hat and might have gone full retard (Some of them have no real purpose, or limited) None of them are in the .dats or game or casted by mobs. Some of them are from old FF versions or are variations of, others I made up because I'm bored and I can.
Demi - RDM: Reduces the Max HP of the target to current HP. This would act as "Bleed" from XIII, would be useful on wipes to prevent monsters from recovering HP, or monsters that spam TP moves to cure themselves back to almost full HP(Amun at lvl 85 cap anyone?)
???MP Holy - WHM: A variation of lvl ??? Holy except, dmg=to MP from caster, pretty self explanatory.
Magma - BLM: Deals Earth and Fire damage to the enemy.
Hurricane - BLM: Deals Wind and Thunder magic damage to the enemy.
Avalanche - BLM: Deals Water and Ice damage to the enemy.
Nether Blade - DRK: Calls forth a Nether Blade to deal damage to Magic Points.
Oracion - PLD: While in effect, the caster will endure any attack great than or equal the caster's Max HP with 1HP remaining.
This seems logical to offset the Embrava nerf coming soon to a SCH near you.
This a 1000 times! would make enhancing gear sets still relevant to sch.
With the introduction of the new BLU SP I would like some useful spells in Unbridled learning that would warrant being "spammed", as it stands Bloodrake? maybe if you have 10k hp and not inside abyssea but otherwise lolz.
Something with High Damage but low mp cost for Blitzergs which couldn't be spammed usually due 15min recast on unbridled but NOT something like heavy strike with inbuilt minus accuracy..
Divine:
Don't really care. Banish IV since it'd come with better undead resistance reductions, possibly adding bonus damage on undead?
Enhancing:
-Retribution (Reflects a portion of physical damage taken back at foes. Single target, party only, can not Accession)
-Reflect (Reflects a portion of magic damage taken back at foes. Single target, party only, can not Accession)
-Bravery (Increases attack by Enhancing Skill/50 %. Does not stack with Faith. Single target, party only, can not Accession.)
-Faith (Increases magic attack by Enhancing Skill/22 + 3. Does not stack with Bravery. Single target, party only, can not Accession.)
-Furor (Increases weaponskill damage by Enhancing Skill/45 + 4 %. Does not stack with Rantia. Single target, party only, can not Accession.)
-Rantia (Increases "Store TP" effect by Skill/22 +3. Does not stack with Furor. Single target, party only, can not Accession.)
-Avarice (Imparts the effects of Treasure Hunter and Gilfinder on the target party member, no self casting)
Enfeebles:
-Dia IV
-Bio IV
-Scathe (Would work as a non-elemental DoT, stacks with everything else. Additionally, lowers Magic Attack and/or Magic Defense)
Elemental:
-Ultima (Deals extreme light damage. May only be cast while under the effects of Manafont)
-T3 Ancient Magic-
These spells may only be cast while under the effects of Elemental Seal or Manafont.
-Eruption (Deals extreme fire damage and greatly lowers target's resistance to water. Occasionally deals severe damage.)
-Floe (Deals extreme ice damage and greatly lowers target's resistance to fire. Occasionally deals severe damage.)
-Tempest (Deals extreme wind damage and greatly lowers target's resistance to ice. Occasionally deals severe damage.)
-Gaia (Deals extreme earth damage and greatly lowers target's resistance to wind. Occasionally deals severe damage.)
-Ragnarok (Deals extreme lightning damage and greatly lowers target's resistance to earth. Occasionally deals severe damage.)
-Tsunami (Deals extreme water damage and greatly lowers target's resistance to lightning. Occasionally deals severe damage.)
Dark:
-Sap (Deals dark elemental damage over time that is converted to HP for the caster.)
Blue:
-NonUL-
-Blaster (more powerful and efficient paralyze)
-Mirage/Sigh (3~5m duration evasion +20~30)
-Berserk/Rage (3~5m duration attack+20~25% defense-20~25%)
-Razor Fang (cheap piercing spell, analog to heavy strike/delta thrust.)
-TP Drainkiss (self explainatory, don't want to hear it DRKs)
Behemoths Ecliptic Meteor (AoE dark damage, Bio, and Paralyze. 4fTP, 2.3dINT, 50%INT 50%MND, Bio = Level/5 + 5 w/ Attack-10%~ for 2 minutes, Paralysis 20% for 2 minutes)
Ultima Citadel Buster (AoE Light damage. 6fTP, 2.3dMND, 50%INT 50%MND)
Omega Colossal Blow (Throat Stab on normal targets, physical damage on all others or when stab fails. 3/3.5/4/5fTP, 50%STR, 50% attack bonus, ignores physical resistances)
or
Target Analysis (Absorbs 25 of every stat for 60 seconds, hooray)
Cerberus Magma Hoplon (Stoneskin and Blaze Spikes. skill*2 for stoneskin, skill/4 for spikes, 120s duration)
Gullool Ja Ja Vorpal Wheel (Inflicts damage based on the number of debuffs that the target has. 0-1 Debuffs: 3fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances; 2-3 Debuffs: 4fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances; 4-5 Debuffs: 5fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances; 6+ debuffs: 6fTP, 50%STR 50%DEX, 33% attack bonus, ignores physical resistances)
Gulfurfur the Menacing Arcane Stomp (Allows you to absorb the next magical attack directed at you.)
Medusa Calcifying Deluge (Large conal ranged attack that inflicts petrification. 3.5fTP, 40%STR 40%AGI, ignores physical resistances and arrow shields, duration 15~45s based on TP)
Chariots Discoid (3000 damage divided between nearby targets. Subject to minimal resistances)
or
Homing Missile (AoE damage that varies based on HP. 3/4/4.5/5.5fTP, 75%AGI, 50% attack bonus, ignores physical resistances; damage varies based on your HP and the monster's HP, if your current HP * 3 > 50% of the monster's HP you will do maximum damage, scales down from there.)
Yovra Fluorescence (25% attack boost for 2~3 minutes)
Orobon Leeching Current (AoE drain. Skill*.3)
or
Deathgnash (Throat stab on normal targets, high rate of success. 3fTP, 50%STR, 50% attack bonus, ignores physical resistances on all other targets and stab fails. Accuracy +30~60 based on TP.)
Impulsion (Deals AoE nonelemental magic damage and inflicts petrification, blind, and knockback. 4fTP, 2.3dINT, 32%STR 32%INT, blind is accuracy -30 and lasts 3 minutes while petrification lasts 20 seconds.)
Shinryu Mighty Guard (Grants Protect V, Shell V, Regen III, Refresh, and Regain(3/tic) for 120seconds)
or
Cosmic Breath (Deals conal dark breath damage, plague, and attack down. HP*1.5, no level divisor, ignores resistances/damage reductions, plague = 15tp/tic 10mp/tic, attack -30%, duration 120s)
or
Supernova (AoE nonelemental damage and Doom. 4fTP, 2.3dINT, 75%INT, 20s count doom that does not work on NMs)
Caturae Stygian Orb (Same potency heal as Cure V + stoneskin based on amount of HP healed.)
or
Dark Arrivisme (Physical AoE damage, knockback, dispel, and gives the user all killer effects. 2fTP, 20%STR 20%VIT, ignores physical resistances, dispels 3 effects, killer effects +15% for 30~60s based on TP.)
Pixies Summer Breeze (Erases all status ailments from self and nearby allies that would normally be removed by Erase or Esuna. If no status effects exists, imparts a 3/tic regain to self and all nearby allies instead.)
Iron Giants Scapula Beam (AoE light damage and all stats down. 2fTP, 1.5dMND, 80%MND, all stats-50 for 60s)
or
Area Bombardment (Conal physical damage that dispels and removes part of the caster's enmity. 3fTP, 32%STR 32%VIT, 50% attack bonus, ignores physical resistances, dispels 3 effects, removes 50~99% of user's current enmity based on TP)
or
Turbine Cyclone (AoE wind damage and dispel that also grants damage reduction randomly to one type of damage. 2fTP, 1.5dINT, 20%INT 20%AGI, dispels all effects, randomly reduces damage from slashing, piercing, blunt, or magical damage by 50% for 60s, bonus is multiplicative on top of current physical and magical damage reduction.)
Naraka Yaksha: Oblivion (AoE physical damage and all stats down. 4/5/6/7.5fTP, 80%STR, 33% attack bonus, ignores physical resistances, all stats-30 for 60s.)
and/or
Raksha: Judgment (AoE light damage, Silence, Amnesia, and Bind. 4fTP, 2.3dMND, 50%MND, duration 45s on Silence and Bind, 10s on Amnesia.)
Harpeia Kaleidoscopic Fury (AoE fire damage, all stats down, and Dia. 2fTP, 1.5dINT, 20%STR 20%INT, all stats-15, Dia 2/tic w/ defense - 10%. Duration 120s)
Charmna, YES. I don't know how many times our NIN w/Kannagi (85) has killed us in Abyssea. The Course NM in Taronghi [A], yeah, he charmed me (BLU/RDM) and Nesteron (BLU/RDM), my wife (WHM/BLM) had to quickly sleep us so we wouldn't kill her, all while trying to kite this ***. Was very interesting.
Would also make EE less dangerous, so I doubt SE would give us this.
Would totally level and play BLU if they got some of the UL stuff Prothescar has listed.
Also still want more absorb/nuke stuff for my lolcastingDRK. I can break 1k mana outside of abyssea, give me some cool stuff that lets me use all that mana SE!
Would totally cast doom/death on my DRK even if it had a high resist rate as long as I could land it and have it countdown+kill stuff I slept. DRK/SCH manifestation doom ... yeah never gonna happen but that would be so <3 even on trashmobs.
I got it to work on a Taurus right after I learned it. It took 1 minute for it to die.
Ninjutsu
Ni and San levels for every single existing Ninjutsu spell outside of Migawari. Remove Elemental San from merits and make the level 5 version learnable from scrolls.
Kisha: Reduces enemy evasion.
Ikasha: Reduces enemy critical defense.
Rakusha: Reduces enemy critical evasion.
Kyousha: Stun.
Mokuton: Deals non-elemental damage and reduces enemy movement speed.
Kinton: Deals nonspecific physical damage and reduces enemy defense.
Tenda: Dispel
Shishishinchu: Increases critical hit rate.
I'd make lists for other skills if Prothescar didn't already do all the cool ideas. "Spoony Bard" especially gets many points.
Doom and/or Death. Please SE, stop teasing us with it...
BLU has a doom spell, but yeah Death would be interesting. Of course it's not gonna work on any NM though.
Does that even work? I cast it on a gob outside of Jeuno and it was still standing there 30 seconds later.
Mortal Ray's effectiveness is based on your BLU skill and dark magic accuracy (since Pluto's staff has been confirmed to help).
I noticed the time it takes for an enemy to die depends on it's level. It was fun using it on a few enemies but the casting time, succes rate and MP cost aren't worth setting this spell permanently.
As far as I can tell, if you can get it to land, it always takes exactly 60 seconds for the enemy to die. It also wears off if you run too far away from it, so you can't tag it and then kite around after landing it, either.
As far as I can tell, if you can get it to land, it always takes exactly 60 seconds for the enemy to die. It also wears off if you run too far away from it, so you can't tag it and then kite around after landing it, either.
I never tried, but what if the BLU dies before the spell timer ends? Will the effect just wear off?
Only time I've used Mortal Ray was for fun in a LaTheine [A] worm party. Cast on a worm, Dream Flower, go kill a couple other worms. It's more for shits and grins, not much else, but it's also in my spell set anyways to get DW3 w/o /NIN allowing me to BLU/RDM.
As far as I can tell, if you can get it to land, it always takes exactly 60 seconds for the enemy to die. It also wears off if you run too far away from it, so you can't tag it and then kite around after landing it, either.
I never tried, but what if the BLU dies before the spell timer ends? Will the effect just wear off?
I've had Doom cast on me, killed the mob, and I still died, so I would say that the mob dies, but I don't think you still get credit for the kill.
Would love to see a form of barcharm, bardeath, bardoom.
Death and doom yes please! that would work efficiently of course not on HNM etc but in general.
A spell to erase Amnesia, & Terrorized.
Barcharm, bardeat, bardoom probably wouldn't really do anything, because the enemies they'd be useful on are the same ones that are too high level for the barspell to have any reliable effect.
White Mage
1 - Banish VI
2 - Faithra (AoE Magic ATK+. Prothescar's but an AoE solution.)
3 - Bravera (AoE ATK+. Prothescar's but an AoE solution.)
4 - Voxna (Cures Mute.)
5 - Fogna (Cures Amnesia.)
6 - Charmna (Cures Charm.)
7 - Fearna (Cures Terror.)
8 - Ultima (Target takes massive Light/Fire/Wind/Thunder damage. Damage type is decided by whichever type the target has the lowest resist to.) (for the following RDM spells going by Enhancing @500) Red Mage
1 - Bravery (Party only, single target.)
2 - Faith (Party only, single target.)
3 - Fog (Inflicts Amnesia onto target. Target is unable to access TP moves)
4 - Bubble (Grants HP boost. Enhancing Skill/2 (+250 HP))
5 - Sight (Increases Accuracy. Enhancing Skill/10 (+50 Acc). Party only (don't need another *** Temper Sqenix...), single target.)
6 - Dia IV
7 - Bio IV Black Mage
1 - Sanguine Rite (Grants spell inturption immunity for your next cast while lowering damage taken from attacks. 10% of damage taken is added to your MP.)
2 - All of Prothescar's AM3 ideas.
3 - Doomsday (Inflicts massive Dark/Ice/Earth/Water damage to a target. Damage type is decided by whichever element the target has the lowest resist to.)
4 - Scourge (Inflicts non-elemental damage to the target. Damage is increased when no weather effect is present.)
5 - Bio IV
6 - Prothescar's Sap idea. Scholar(These spells will require a special job ability which I will include in the list. Because of the spells only being able to be casted every 5mins, effects are slightly enhanced compared to Burn/Frost/Choke/Rasp/Shock/Drown spells and the enfeebling spells.)
Job Ability: Astrologia (Recast 5mins; Grants access to special spells.)
1 - Sol (Inflicts massive Light damage to the target. Damage varies depending on time of day. Target receives DiaII.5(Stronger than II, lower than 5/5 III)/Flash/DEF down/Magic DEF down effects. Damage peaks around 12:00. Duration of effects varies with Divine Skill. Damage increases with Divine Skill/MAB/Weather/etc.)
2 - Luna (Inflicts massive Dark damage to the target. Damage varies depending on time of day and moon phase. Inflicts target with BioII.5 (Stronger than II, Weaker than 5/5 III.)/Blind(Acc-50)/ATK down/Magic ATK down. Damage peaks around 0:00. Duration of effects varies with Dark Skill. Damage increased by Dark Skill/MAB/Weather/etc.)
3 - Sidus (Inflicts massive elemental damage based on day. Target receives strong enfeebling magic effects. Duration of these effects varies with Elemental Skill.) Firesday - Burn/Plauge/INT down/Resistance to Water lowered.
Icesday - Frost/Paralyze/AGI down/Resistance to Fire lowered.
Windsday - Choke/Silence/VIT down/Resistance to Ice lowered.
Earthsday - Rasp/Slow/DEX down/Resistance to Wind lowered.
Thundersday - Shock/Stun(~10sec duration)/MND down/Resistance to Earth lowered.
Watersday - Drown/Poison/STR down/Resistance to Thunder lowered.
Lightsday - Luminohelix/Flash/MP DoT/Resistance to Dark lowered.
Darksday - Noctohelix/Blind/HP DoT/Resistance to Light lowered.
4 - Spells which grant double-weather effect onto party members/self.
I'll type out more later. But for the most part, all of Prothescar's ideas get a + from me lol.
Edit: I know "Sidus" is latin for "star", and that the spell depends on the day. But you can clearly see the colored stars above Vana'diel and I figured going with the "day" of the element is easier than trying to calculate in the star pos/yadayadayadaI'mlazywhatdoyouwantfrommeyadayadayada. Sidus is mainly SCH's Ancient Magic since they're normally asking for one.
Edit 2: Only Lightsday/Darksday Sidus gets helix effects. I didn't want to give SCH something that grants a stronger Dia/Bio than a 5/5 DiaIII/BioIII RDM. However, if the damage per tic was lowered (Right not, Helix spells do 10% of their initial damage in DoT effect over time. So a 600 Cryohelix does 60 HP/a tic.) to maybe 5% (Sol/Luna/Sidus are high damage spells like Ancient Magic II strength,) then maybe replace the elemental DoTs with helix effects.
Edit 3: Before BLMs start crying over SCH getting Ancient Magic II equalivilant spells (1/5 strength), look over Prothescar's AM3 spells.
True just a idea to give some kinda resistance like say against Cannered Noz against death, some cases say being Brain-jacked in Nyzule. or anything similar whether its present or future monsters, but maybe it could help in some way like when fighting tunga w/ full buffs you can and will resist breakga several times or more before it acually sticks. At least have it possible to resist once wich could make the differance
More specifically: 'which of these spells do you want to become castable by players and why'? *note, the spells do exist in the game, but can only be used by certain enemies at the moment*
Divine:
- Banish IV (can be cast by SMN Light elemental though)
- Banishga III
Enfeeble:
- Bio IV
- Curse
- Diaga II
- Diaga III
- Dispelga
- Graviga
- Paralyga
- Poison III
- Silencega
- Slowga
- Virus
Elemental:
- Aeroga V
- Blizzaga V
- Firaga V
- Stonega V
- Thundaga V
- Waterga V
Enhancing:
- Hastega
Feel free to point out other spells that are not castable by us.
I'm still wondering why we don't have Diaga II yet. Also, poison III would help a lot on kite strategies. Curse and Virus would be nice, but SE would probably make the vast majority of the NM's immune to those since they would be too easy to defeat otherwise. Can you imagine sticking curse on let's say... Pil? >=)