2008-08-20, 06:27 AM
(This post was last modified: 2008-08-21, 02:07 AM by JezzaRules.)
Before I made the 3rd branch thief class, this time I'm gonna do the ame for bowmen. If there was a 3rd branch of bowmen, what do you reckon it would be?
Here’s my idea of what I think the 3rd bowman subjob would be.
Bards
Bards are the 3rd branch of Bowmen and uses instruments as their weapon to fire instrumental arrows (as bow arrows is to bow and crossbow arros is to crossbow). (Yes I took the idea from Ragnarok Online)
They may not have high attack power with the latter two secondary classes but they are by far one of the most useful supportive characters using music to enhance their party members fighting ability.
Their music is divided into two classes: Solo and Ensemble. Solo are music that can be played singularily whereas ensembles require another bard to use this skill. In order to use an ensemble, a bard must be affected by any solo performance used by another bard and thus it can use an ensemble. Ensembles are generally considered more useful that solos.
With all the music, they DO stack up with your skills. Say a bard is playing the warrior bolero that gives +5 attack power, another bard who plays the same thing nearby that also gives +5 attack power will give the whole party 10 attack power as a result. So in short, a party of 5 bards with a warrior will give the warrior a bonus of +25 attack.
Performances however can be interrupted if a bard decides to use another skill or to use a potion.
Bards however are considered weak with their stats worse than rangers and snipers. Their attack and defense build is considered horrible but their MP growth is literally double the amount a ranger or a sniper can earn.
[SIZE="3"]2nd Job Bard Skills[/SIZE]
Instrument Mastery
Increases the instruments mastery and accuracy. It only applies when an instrument is in hand.
Instrument booster
Uses HP and MP to temporarily boost up the attacking speed of the instrument. It only works with an instrument in hand.
Solo: Bolero of the Warrior
An ability that activates when the key is held down. When active, this skill affects all nearby party members increasing their weapon attack and defense by a certain amount.
Solo: Minuet of the Magic
An ability that activates when the key is held down. When active, this skill affects all nearby party members increasing their magic attack and defense by a certain amount.
Solo: Allegro of Perception
An ability that activates when the key is held down. When active, this skill affects all nearby party members increasing their accuracy and avoidability by a certain amount.
Sound Pierce
Fires up to six attacks with sound thus using no arrows in process.
All attacks will cancel out the enemies weapon defense.
[SIZE="3"]3rd Job Minstrel Skills[/SIZE]
Thrust
Boosts up the moving speed.
Screech
An attack that hits up to six targets in front of the minstrel dealing damage, stuns and drops their weapon attack.
Sonicboom
An Aoe ability that blasts monsters away from the minstrel and deals light damage.
Puppet
Summons a puppet (your other self) for a certain amount of time. While the puppet is around, the monsters will attack the puppet, not you.
Solo: Elegy of Encouragement
An ability that activates when the key is held down. When active, this skill affects all nearby party members maximising their attack speed.
Solo: Pink Beens Lullaby
An ability that activates when the key is held down. When active, this skill affects all nearby party members giving them a buff that gives regeneration when active.
Ensemble: Fugue of Oblivion
An ability that activates when the key is held down. Unlike the other skills When active, this skill affects all monsters within range giving them the will to lose their aggressiveness. While n this state, the monster cannot use any attacks and cannot use their skills. However that does not mean you wouldn't be affected by their touch damage however...
[SIZE="3"]4th Job Muse Skills[/SIZE]
Maple Warrior
Increase all players' stats within a party by certain percentage.
Solo: Sonata of Awakening
An ability that activates when the key is held down. When active, this skill affects all nearby party members first dispelling all buffs cast upon them and giving them a buff that grants immunity to all buffs (including seduce and other indispellable buffs caued by few bosses).
Solo: Nocturne of Fatigue
An ability that activates when the key is held down. When active, this skill affects all nearby monsters incapitating them (by literally putting them to sleep) as long as the key is held down. However they will awaken as soon as this skill is canceled.
Solo: Improptu of Wrath
An ability that activates when the key is held down. When active, this skill affects all nearby monsters raining treble clefs on nearby monsters heads repeatedly dealing damage as long as this skill is held down.
Ensemble: Prelude of Amplification
An ability that activates when the key is held down. When active, this skill affects all nearby bards playing music doubling the stats depending on the music. Does not work with bards playing ensembles however.
Ensemble: Sarabande of Defiance
An ability that activates when the key is held down. When active, this skill affects all nearby party members become invulnerable to damage but their movement speed is halved. The user however does not become invulnerable when using this skill.
Ensemble: Requiem of Death
An ability that activates when the key is held down. When active, this skill affects all nearby monsters slowing them in addition to draining their life giving HP to the Muse.
Instrumental Perfection
Increases the Instrument Mastery as well as weapon attack. The skill only applied with an Instrument in hand.
Heroes Will
Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from.
Here’s my idea of what I think the 3rd bowman subjob would be.
Bards
Bards are the 3rd branch of Bowmen and uses instruments as their weapon to fire instrumental arrows (as bow arrows is to bow and crossbow arros is to crossbow). (Yes I took the idea from Ragnarok Online)
They may not have high attack power with the latter two secondary classes but they are by far one of the most useful supportive characters using music to enhance their party members fighting ability.
Their music is divided into two classes: Solo and Ensemble. Solo are music that can be played singularily whereas ensembles require another bard to use this skill. In order to use an ensemble, a bard must be affected by any solo performance used by another bard and thus it can use an ensemble. Ensembles are generally considered more useful that solos.
With all the music, they DO stack up with your skills. Say a bard is playing the warrior bolero that gives +5 attack power, another bard who plays the same thing nearby that also gives +5 attack power will give the whole party 10 attack power as a result. So in short, a party of 5 bards with a warrior will give the warrior a bonus of +25 attack.
Performances however can be interrupted if a bard decides to use another skill or to use a potion.
Bards however are considered weak with their stats worse than rangers and snipers. Their attack and defense build is considered horrible but their MP growth is literally double the amount a ranger or a sniper can earn.
[SIZE="3"]2nd Job Bard Skills[/SIZE]
Instrument Mastery
Increases the instruments mastery and accuracy. It only applies when an instrument is in hand.
Instrument booster
Uses HP and MP to temporarily boost up the attacking speed of the instrument. It only works with an instrument in hand.
Solo: Bolero of the Warrior
An ability that activates when the key is held down. When active, this skill affects all nearby party members increasing their weapon attack and defense by a certain amount.
Spoiler
Solo: Minuet of the Magic
An ability that activates when the key is held down. When active, this skill affects all nearby party members increasing their magic attack and defense by a certain amount.
Spoiler
Solo: Allegro of Perception
An ability that activates when the key is held down. When active, this skill affects all nearby party members increasing their accuracy and avoidability by a certain amount.
Spoiler
Sound Pierce
Fires up to six attacks with sound thus using no arrows in process.
All attacks will cancel out the enemies weapon defense.
Spoiler
[SIZE="3"]3rd Job Minstrel Skills[/SIZE]
Thrust
Boosts up the moving speed.
Screech
An attack that hits up to six targets in front of the minstrel dealing damage, stuns and drops their weapon attack.
Spoiler
Sonicboom
An Aoe ability that blasts monsters away from the minstrel and deals light damage.
Spoiler
Puppet
Summons a puppet (your other self) for a certain amount of time. While the puppet is around, the monsters will attack the puppet, not you.
Solo: Elegy of Encouragement
An ability that activates when the key is held down. When active, this skill affects all nearby party members maximising their attack speed.
Spoiler
Solo: Pink Beens Lullaby
An ability that activates when the key is held down. When active, this skill affects all nearby party members giving them a buff that gives regeneration when active.
Spoiler
Ensemble: Fugue of Oblivion
An ability that activates when the key is held down. Unlike the other skills When active, this skill affects all monsters within range giving them the will to lose their aggressiveness. While n this state, the monster cannot use any attacks and cannot use their skills. However that does not mean you wouldn't be affected by their touch damage however...
Spoiler
[SIZE="3"]4th Job Muse Skills[/SIZE]
Maple Warrior
Increase all players' stats within a party by certain percentage.
Solo: Sonata of Awakening
An ability that activates when the key is held down. When active, this skill affects all nearby party members first dispelling all buffs cast upon them and giving them a buff that grants immunity to all buffs (including seduce and other indispellable buffs caued by few bosses).
Spoiler
Solo: Nocturne of Fatigue
An ability that activates when the key is held down. When active, this skill affects all nearby monsters incapitating them (by literally putting them to sleep) as long as the key is held down. However they will awaken as soon as this skill is canceled.
Spoiler
Solo: Improptu of Wrath
An ability that activates when the key is held down. When active, this skill affects all nearby monsters raining treble clefs on nearby monsters heads repeatedly dealing damage as long as this skill is held down.
Spoiler
Ensemble: Prelude of Amplification
An ability that activates when the key is held down. When active, this skill affects all nearby bards playing music doubling the stats depending on the music. Does not work with bards playing ensembles however.
Spoiler
Ensemble: Sarabande of Defiance
An ability that activates when the key is held down. When active, this skill affects all nearby party members become invulnerable to damage but their movement speed is halved. The user however does not become invulnerable when using this skill.
Spoiler
Ensemble: Requiem of Death
An ability that activates when the key is held down. When active, this skill affects all nearby monsters slowing them in addition to draining their life giving HP to the Muse.
Spoiler
Instrumental Perfection
Increases the Instrument Mastery as well as weapon attack. The skill only applied with an Instrument in hand.
Heroes Will
Enables one to escape from abnormal conditions. The higher the skill level, the more variety of abnormal conditions one can escape from.



