Maenara
Jul 2, 2014, 03:13 PM
So what, I enjoy being creative, sue me
Personally, I feel that HU's Guard Stance and FI's status skills could be made much more useful and viable if there were some new skills added, so I came up with some.
For Guard Stance, these skills:
•Refracting Guard: Passive skill, max level 5, Main class HU-only: While in Guard Stance, a successful Just Guard restores your HP by 10%/25%/50%/75%/100% of the damage you would have taken instead(Maximum 1000 HP restored).
•Absorbing Guard: Passive skill, max level 5, Main class HU-only: While in Guard Stance, a successful Just Guard restores your PP by 1%/2%/3%/4%/5% of the damage you would have taken instead.
•Overflow: Passive skill, max level 5, requires Refracting Guard: A successful Refracting Guard, at max health, increases your maximum HP by 0.1%/0.2%/0.5%/1%/2.5% of the HP that would be restored. Your maximum HP returns to its original value when Guard Stance ends or is canceled.
•Oversaturate: Passive skill, max level 5, requires Absorbing Guard: A successful Absorbing Guard at max PP causes all PP costs to become 0 for the next 2/4/6/10/15 seconds. Effect ends early if Guard Stance ends or is canceled.
•Just Counter Advance: Passive skill, max level 10: While in Guard Stance, boost the damage of Just Counters by 10%/20%/30%/40%/50%/60%/70%/80%/90%/100%.
•Guard Stance Gear Boost: Passive skill, max level 1, Main class HU-only: During Guard Stance, a successful Just Guard fills the gear gauge to 50%. No effect if the gear gauge is already over 50%. A successful Just Counter completely fills the gear gauge from wherever it was previously.
•Bodyguard: Active skill, max level 10: Can only be activated during Guard Stance. 5/10/15/20/25/30/35/40/50/60 second duration. 180/175/170/165/160/155/150/140/130/120 second cooldown. While active, 5%/10%/15%/20%/25%/35%/45%/55%/65%/75% of damage taken by party members near you is halved, then transferred to you instead. Transferred damage that would kill you leaves you at 1 HP instead. Skill ends early if you reach 1 HP, or if Guard Stance ends or is canceled.[/spoiler-box]
For Fighter's status-related skills, these skills:
[spoiler-box]•Burning Passion: Both Passive and Active, max level 1:
Active effect: When activated, inflict Burn status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Burn status, all attacks become fire-element and gain a chance to inflict Burn status per hit.
•Thundering Might: Both Passive and Active, max level 1:
Active effect: When activated, inflict Shock status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Shock status, all attacks become lightning-element and gain a chance to inflict Shock status per hit.
•Destructive Determination: Both Passive and Active, max level 1:
Active effect: When activated, inflict Poison status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Poison status, all attacks become dark-element and gain a chance to inflict Poison status per hit.
•Brilliant Intellect: Both Passive and Active, max level 1:
Active effect: When activated, inflict Panic status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Panic status, all attacks become light-element and gain a chance to inflict Panic status per hit.[/spoiler-box]
Edit: Arksenth pointed out an exploit with those FI skills, so I'm appending this effect to all four: The status afflicted to yourself by this skill cannot be cured.
For the Hunter skills, you have to make the ability to not die REALLY worth it to choose over a nearly 200% bonus to damage. Part of the problem with that is there's not a whole lot you can do with 'not dying', hence the support-oriented skills and others. For the Fighter skills, all of the self-status related skills are extremely unreliable - something negative needs to happen to you to be able to use those skills, which is okay, except for the fact that you can't count on it happening anywhere. I believe the above skills would remedy that in an interesting way, while additionally making the Chase Advance skills more viable at the same time.
What do you guys think? [spoiler]inb4 oddly upset reply(ies)
Personally, I feel that HU's Guard Stance and FI's status skills could be made much more useful and viable if there were some new skills added, so I came up with some.
For Guard Stance, these skills:
•Refracting Guard: Passive skill, max level 5, Main class HU-only: While in Guard Stance, a successful Just Guard restores your HP by 10%/25%/50%/75%/100% of the damage you would have taken instead(Maximum 1000 HP restored).
•Absorbing Guard: Passive skill, max level 5, Main class HU-only: While in Guard Stance, a successful Just Guard restores your PP by 1%/2%/3%/4%/5% of the damage you would have taken instead.
•Overflow: Passive skill, max level 5, requires Refracting Guard: A successful Refracting Guard, at max health, increases your maximum HP by 0.1%/0.2%/0.5%/1%/2.5% of the HP that would be restored. Your maximum HP returns to its original value when Guard Stance ends or is canceled.
•Oversaturate: Passive skill, max level 5, requires Absorbing Guard: A successful Absorbing Guard at max PP causes all PP costs to become 0 for the next 2/4/6/10/15 seconds. Effect ends early if Guard Stance ends or is canceled.
•Just Counter Advance: Passive skill, max level 10: While in Guard Stance, boost the damage of Just Counters by 10%/20%/30%/40%/50%/60%/70%/80%/90%/100%.
•Guard Stance Gear Boost: Passive skill, max level 1, Main class HU-only: During Guard Stance, a successful Just Guard fills the gear gauge to 50%. No effect if the gear gauge is already over 50%. A successful Just Counter completely fills the gear gauge from wherever it was previously.
•Bodyguard: Active skill, max level 10: Can only be activated during Guard Stance. 5/10/15/20/25/30/35/40/50/60 second duration. 180/175/170/165/160/155/150/140/130/120 second cooldown. While active, 5%/10%/15%/20%/25%/35%/45%/55%/65%/75% of damage taken by party members near you is halved, then transferred to you instead. Transferred damage that would kill you leaves you at 1 HP instead. Skill ends early if you reach 1 HP, or if Guard Stance ends or is canceled.[/spoiler-box]
For Fighter's status-related skills, these skills:
[spoiler-box]•Burning Passion: Both Passive and Active, max level 1:
Active effect: When activated, inflict Burn status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Burn status, all attacks become fire-element and gain a chance to inflict Burn status per hit.
•Thundering Might: Both Passive and Active, max level 1:
Active effect: When activated, inflict Shock status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Shock status, all attacks become lightning-element and gain a chance to inflict Shock status per hit.
•Destructive Determination: Both Passive and Active, max level 1:
Active effect: When activated, inflict Poison status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Poison status, all attacks become dark-element and gain a chance to inflict Poison status per hit.
•Brilliant Intellect: Both Passive and Active, max level 1:
Active effect: When activated, inflict Panic status onto yourself. 30 second cooldown.
Passive effect: While afflicted with Panic status, all attacks become light-element and gain a chance to inflict Panic status per hit.[/spoiler-box]
Edit: Arksenth pointed out an exploit with those FI skills, so I'm appending this effect to all four: The status afflicted to yourself by this skill cannot be cured.
For the Hunter skills, you have to make the ability to not die REALLY worth it to choose over a nearly 200% bonus to damage. Part of the problem with that is there's not a whole lot you can do with 'not dying', hence the support-oriented skills and others. For the Fighter skills, all of the self-status related skills are extremely unreliable - something negative needs to happen to you to be able to use those skills, which is okay, except for the fact that you can't count on it happening anywhere. I believe the above skills would remedy that in an interesting way, while additionally making the Chase Advance skills more viable at the same time.
What do you guys think? [spoiler]inb4 oddly upset reply(ies)