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Jun 11, 2013 19:49:57 GMT -5 |
Post by Administrator on Jun 11, 2013 19:49:57 GMT -5
Physical classes Warrior - Fighters are characterized by equipping swords, shields, and armor, and having high physical stats. Warriors' abilities include the ability to Cover for an ally, and take physical damage for them. They can also null out physical attacks and have the ability to equip a weapon using two hands, thus increasing its attack power (the downside to this is now the character cannot equip a shield). Weapon of Choice: Dagger, Sword, Axe
Strengths:
- Very high damage capacity with axes
- Good rating for most weapons, making it easier to learn alternate weapons
Weaknesses: - Very expensive gear selection.
- Not the most desirable tank.
- Un-specialized. It can easily be replaced by Samurai for damage, or Paladin or Ninja for tanking.
Monk - Monks are characterized primarily by their affinity for fighting entirely bare-handed. The few weapons they do use consist of claws and knuckles that strap onto their hands. Despite their preference to fight without weapons, Monks can deal just as much damage in battle as any other physical class like Warriors or Dragoons, thanks to their massive physical strength. Monks wear light clothing consisting of robes and hats, and cannot equip heavy armor. To make up for this lack of protection, Monks have a very high amount of HP compared to other classes. Weapon of Choice: Knuckles
Strengths:
- Monks do very good damage versus average and low defense creatures
- High HP total.
Weaknesses: - Monks struggle against high Defense enemies.
- No weapon skill.
- Low defense.
Thief - Most Thieves wield daggers, but some equip short swords or boomerangs. Their armor options are limited to lightweight armor and vests. They are known for having moderate physical stats, low Defenses and Magic stats, and incredibly high Speed and Evasion. They have a high rating in the use of daggers and can use swords with moderate effectiveness. They also have an A+ rating in evasion on top of a passive evasion bonus to make them difficult targets to hit and make up for their light armor. Weapon of Choice: Dagger
Strengths:
- Thieves have the best attack rating with daggers.
- Thieves have the highest potential of Evasion.
Weaknesses: - Compared with other jobs, Thieves, on average, do less damage and are correspondingly not sought after for direct damage jobs.
- Thieves have mediocre Defense and Vitality characteristics and moderate hit point totals, which sometimes hurts their survival.
Ninja - Ninjas are characterized by wearing cowls that cover their mouths and head, and lightweight armor. Their weapons include special daggers and boomerangs. Physically they are strong and have high Speed, but their HP and Defense are low. Their special ability is called Throw, which lets them throw weapons including Shuriken and magical Scrolls to do high damage, but in most cases, the item thrown is lost. In some installments, Ninjas are able to wield specialized Ninjutsu magic. They usually also have methods of nullifying physical attacks by creating illusions, and are able to equip two weapons at once. Weapon of Choice: Dagger, Katana, Sword
Strengths:
- Ninjas are sought after for parties because they require little healing.
- Ninjas can take on the roles of tank or direct damager.
Weaknesses: - Ninjas have weak physical characteristics for tanking, making them prone to taking heavy damage when a hit does connect. In many cases they can even be killed in a single hit by enemy Weapon Skills, if they're vulnerable at just the wrong moment.
- Ninjas have poor enmity creation, often making Ninja reliant upon Thieves at lower levels.
Hunter - Hunters are also known as Rangers. Rangers are mostly known for their ability to equip various ranged weapons to attack, primarily Bows. Their most consistent special ability is called Barrage or Rapid Fire. With this ability, the Ranger can attack multiple times (generally, but not always, four times) in a single turn. They also have the ability Aim, which increases their damage and ensures a successful hit. In some games Rangers can cast some basic White Magic. Because they wield Bows, Rangers are adept at fighting flying and bird-type enemies, which take additional damage from arrows and have their high evasion nullified by the Ranger's high Accuracy. Weapon of Choice: Bow
Strengths:
- Able to attack with high damage from a relatively safe, distant position.
- High Accuracy.
Weaknesses: - Low evasion and defense makes Hunters very fragile.
- High damage creates a lot of enmity.
Gunner - Gunners specialize in hitting opponents from afar, usually disabling them. Another popular Gunner ability is shooting magic out of their guns, causing elemental damage. Also, Gunners have very high Accuracy, rarely missing their targets. The downside is that Gunners do not deal as much damage as other Jobs, since guns do not usually rely much on the Gunner's actual Attack stats. Weapon of Choice: Gun
Dragoon - Dragoons are entrusted with a young dragon, called a wyvern, which they can summon. The wyvern fights alongside the dragoon and takes on different characteristics determined by the dragoon's Support Job. For the most part, the wyvern will focus on physical attacks and do a breath attack when the Dragoon uses a weapon skill. Strengths:
- Dragoons are naturally the job with the highest accuracy of any melee type
- Dragoons can summon a pet wyvern which can add to the damage dealt and can also use curative abilities with the right support job
Weaknesses: - Dragoons can summon a pet wyvern which can add to the damage dealt and can also use curative abilities with the right support job.
Support Jobs: - Warrior
- Thief
- Samurai
- White Mage
- Red Mage
- Blue Mage
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Jun 11, 2013 19:56:40 GMT -5 |
Post by Administrator on Jun 11, 2013 19:56:40 GMT -5
Magical classes White Mage - Their equipment includes staves, but in later installments they used magical rods instead. Their armor, like most mages, is limited to lightweight vests and mage robes. Their physical stats are usually higher than those of a Black Mage (because they cannot defend themselves), but are not as high as some other classes. Their magic stats, of course, are high. The most prominent ability of a White Mage is to cast White Magic, which usually includes healing and support magic, but may also include status spells. In later installments, they were given the ability "Pray," in which the party's HP would be restored for no cost. The HP restored would be minimal. Their ability to heal, protect, and resurrect fallen members of the party make them typically invaluable, as they are usually the only efficient way of healing. White Mages tend to dress in white robes with red triangular lining. They tend to lean towards lighter armor, generally robes, and their robes are trimmed with red triangles that usually flare out from cuffs, around hems, or on the lining of the players hood if they wear one. Most White Mages are female, but some males have been White Mages as well. Male White Mages generally do not wear hoods; however, female ones do. Sometimes Summoners are also able to cast White Magic. The recurring White Robe and Cat-Ear Hood are related to this job. Weapon of Choice: Mace, Hammer, Staves
Strengths:
- Only job that can remove negative status ailments from others.
- White Mages have the best healing and protective magics.
Weaknesses: - Most White Mages will be virtually helpless without a party.
Black Mage - Black Mages wear outfits similar to classic wizards, consisting of blue robes and pointy hats, usually yellow or brown. Their faces are not visible in the shade of their hats, except for their eyes which shine brightly. A Black Mage's primary ability is to cast Black Magic, which usually consists of attack spells, but also contains some effect spells. Black Mages usually equip magical rods and staffs, but also sometimes daggers. Their armor is limited to lightweight vests and mage robes. Black Mages, as with most mages, have high magical stats but low HP and defenses. Weapon of Choice: Staff, Dagger
Strengths:
- Extremely high spike damage potential.
- Able to target an enemy's weakness by element, in most situations.
Weaknesses: - Low defenses, meaning the Black Mage won't survive long while under heavy attack.
Time Mage - Time Mages are classified by wearing traditional wizard's robes and pointy hats, usually with the shape of some type of heavenly body on it. Time mages have low physical stats and high magic stats. They usually equip daggers, rods, hoods, and mage robes. Their specialty magic is called Time and Space magic, and usually consists of spells that increase or decrease speed, such as Slow and Haste, and those that manipulate the forces of gravity, such as Gravity and Meteor. Weapon of Choice: Sword
Green Mage - Occasionally a separate class specializing in both, with spells such as Protect, Shell, Sleep, Silence and Blind. They can cast single/multiple variants of spells such as "Poison", "Sleep" and "Blind" and their reversals, as well as newer effects such as "Leap" (increasing mobility). Green Magic does not include spells that cause hit point damage, with the exception of some "Damage Over Time" spells; nor does the class typically include curative spells. Like most magic users they have relatively low HP (though higher than that of a Black Mage in general) but greater attack power than other caster classes, as they wield maces and hammers. As can be expected, the typical uniform for a Green Mage is dyed green. Weapon of Choice: Hammer, Mace
Red Mage - Red Mages typically cast both Black and White Magic and can also wield swords and equip armor that normal Black and White Mages cannot. They are, in essence, among the more versatile characters of the series. However, their versatility comes at a high price: their stats are usually low, and they cannot cast higher level spells or use stronger equipment. They can learn many spells, but not the strongest, and equip some heavy armor, but not all of it. Thus, the Red Mage is a jack-of-all-trades, but a master of none. The standard Red Mage attire consists of red, black, and white clothing, including a red cloak with white or black trimmings, black boots and of course, a red cap with a white feather. Weapon of Choice: Dagger, Sword, Katana, Staff
Strengths:
- Can use both White Magic and Black Magic as well as use his or her weapon. Red mages with the correct equipment can also fight in melee, but doing so in parties is controversial.
- Highest Enhancing and Enfeebling skills.
Weaknesses: - Magic and Melee abilities are less effective than those of more specialized jobs.
Geomancer - Geomancers channel the powers of the surrounding environment; therefore, their abilities differ depending on their location. If in a forest, they will attack with vines and forest animals, if in a cave with rockslides, if in a desert with quicksand, and so on. Weapon of Choice: Dagger Strengths:
- Geomancer has a huge variety of buffs and debuffs, including some that no other job gets.
- Geomantic aura-type and sphere-type effects can affect any number of targets without weakening.
- Geomantic debuffs cannot be resisted, and work in situations where debuffs from other jobs do not.
Weaknesses: - Geomancers have low survivability, owing to a lack of innate healing / defensive magic.
- If the geomancer wishes to use Indi-spells to buff the front lines or debuff the enemy, it is necessary to stand within the monster's area attacking range, which puts the Geomancer in harm's way.
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Jun 11, 2013 20:01:15 GMT -5 |
Post by Administrator on Jun 11, 2013 20:01:15 GMT -5
Advanced classes Paladin - "Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield." —Official Description Weapon of Choice: Sword, Greatsword, Staff, Spear Strengths:
- Strongest defense in the game and a high shield skill make Paladins capable of surviving hits other jobs cannot.
- Paladins have a variety of spells and abilities designed to direct enmity towards them and/or away from other party members making them ideal tanks, protectors of the party.
- Paladins have a very large amount of Enmity equipment available and can hold hate very well in most situations.
Weaknesses: - Depending on what enemy is to be fought, a Paladin may not be as useful as a Ninja because of the damage he will take. Some creatures hit too hard for even a paladin to survive. Other enemies attack quickly but with relatively low accuracy--high enough to hit paladins though--and pose less of a threat to other potential tanks.
Support Jobs: Dark Knight - "To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black magic spells to torment their enemies." —Official Description Weapon of Choice: Dagger, Sword, Katana, Strengths:
- Dark Knights bring unique set of status ailments they can inflict on enemies with "Absorb" spells.
Weaknesses: - Dark Knight abilities generate a large amount of enmity, therefore the player has to refrain from going all-out.
- Dark Knights, despite wearing heavier armor, tend to end up with low defense through use of abilities and are KOed easily.
Support Jobs: Blue Mage - Blue Mages, as their name implies, focus on Blue Magic, a special subset of Magic that allows them to use attacks otherwise exclusive to enemies. Blue Mages usually learn Blue Magic by having enemies (or occasionally, another Blue Mage ally) use it on them, but some games have other methods to learn their magic. Blue Mages benefit greatly from the ability to Control monsters, reducing the chance involved in waiting for a monster to use their skill on the Blue Mage. Beyond this, Blue Mages vary in equipment and physical prowess. They are not as weak as other Mage classes in terms of attack or defense, and are usually capable fighters. Of course, their true strength is their magic. As with most of the other mage classes, Blue Mages usually wear clothes and cloaks which match their magic color (blue, in this case), sometimes with a mask. Strengths:
- Due to the low cast time and MP cost of their physical spells, Blue Mages can generally defeat an enemy many levels above them with relative ease.
- Blue Mage possesses a high combat rating in Sword, adding damage-over-time from melee strikes
- Blue Mage has access to more sources of Stun, Sleep, and Dispel than any other job in the game, as well as unique elements for its spells, such as light-based Aspir or water-based Bind.
Weaknesses:
- Unlike previous iterations of blue magic, even when the enemy uses the desired spell in battle, learning the spell is not guaranteed. As such, obtaining blue magic can be a very time consuming and frustrating process.
- Unlike other mages that derive magic accuracy from the use of elemental staves, Blue Mages suffer reduced magical accuracy for their magical spells and the additional effects of their physical spells. However, the introduction of newer, high level equipment has added much-needed magic accuracy to compensate for the use of swords instead of staves.
- Blue Mages tend to generate a high level of enmity by rapidly casting damaging and healing spells, which can cause them to draw the attention of the enemy.
- Due to its extreme versatility, Blue Mage requires many more sets of equipment and a much deeper understanding of the job to be played effectively than most other jobs.
Support Jobs: - Ninja
- Thief
- Red Mage
- Warrior
- Samurai
- White Mage
Samurai - Samurai are often depicted wearing traditional Japanese attire. Their weapon of choice is the katana, but are commonly able to equip shields and heavy armor as well. Samurai abilities can vary from game to game, but their signature ability is Gil Toss (or Spare Change), which allows them to damage their opponents by throwing money at them. They also have abilities that nullify attacks and can cripple enemies by lowering their stats. Strengths:
- Samurai do excellent direct damage when equipped properly.
Weaknesses: - Samurai are very gear dependent, and the gear that makes them good at direct damage is generally expensive.
Support Jobs: Bard- Bards use songs to cause effects, often buffing the party or debuffing the opposition via the "Sing" command. They generally equip harps as weapons. Strengths:
- A Bard can improve almost every aspect of a party's performance.
- Bards offer consistent bonuses.
- Bards are able to dispel enemy positive status effects.
- Bard get parties with greater ease than some jobs.
Weaknesses: - A Bard is virtually helpless without a party except versus all but the easiest of foes, having low statistics, low weapon abilities, and low defense.
Support Jobs: Beastmaster ~ The Beast master is an advanced job. Beast masters are the equivalent of Mediators from other Final Fantasy titles. The key ability of a Beast master is charm, allowing them to bend the will of certain types of enemy creatures, mostly plantoids, lizards, vermin, and animals. Strengths:
- High axe rating means Beastmasters have potentially high accuracy and high damage.
- Charm can be used to deal with aggressive adversaries without fighting them or to bind beastmen, allowing a Beastmaster to run away.
- Beastmasters are able to tread where parties fear to go and fight enemies most parties would not consider fighting, providing a very unique experience.
- Soloing does not require expensive gear or food, and leveling beastmaster can be potentially very profitable.
Weaknesses: - Beastmasters offer no beneficial abilities to a party, only miscellaneous damage.
- Soloing leaves very little margin for error, resulting in slow experience gain and many deaths.
Sub Jobs: - White Mage
- Ninja
- Blue Mage
- Red Mage
Puppet Master - Puppet Masters employ a toy puppet in combat. The puppet itself can have various skills, usually from other jobs, such as Paladin, Black Mage, White Mage and Ranger. Usually these skills are modified to fit with the Puppet Theme. Strengths:
- Good Puppet masters can sometimes keep up with heavy damage dealing classes like Dragoon and Samurai using the combined power of their Automaton and their own fighting ability.
- Automatons can be configured to do a variety of different abilities and fill multiple roles. This allows Puppetmasters to take on the roles of Healers, Mages, and Damage Dealers.
Weaknesses: - It takes time, money, practice, and patience to become a decent Puppetmaster. Requires complete knowledge of the function of each attachment and Automaton AI to master
- Due to the difficult learning curve of the job, there are many sub-par Puppetmasters, which may lead to slow invites and forced solo-play.
- The Activate ability, which calls the Automaton, uses a four post cooldown. If the Automaton is knocked out, the master must wait for the timer to be ready before Activate can be used again.
Sub Jobs: - Warrior
- Monk
- White Mage
- Ninja
- Dragoon
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