2011-01-07, 05:40 AM
Alilatias Wrote:As some of you may have noticed, I have quite a large number of crackpot ideas, so to speak. Many of them are ideas that I had never really bothered to mention over the internet (probably because the vast majority of them are running on pre-BB standards), stuffed in folders between scraps of paper that were written up during excessively boring lectures in high school and college.
As such, I figured that I might as well set up a thread for my ideas. Most of them are class-related, although I did come up with three new higher level areas, one of which was an area unlocked through a chain of quests extending from Level 30-160. (of course, all are running on pre-BB standards, though. So I'll fix those up before putting them up, if I ever get around to it.)
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Class-related ideas:
Archer Legend: Storm Shaman
(It's the same one that I posted in the other thread.)
A reference to the legendary Albatross/Eagle Eye figure in the Wind Archer skillset. She is the master of wind and lightning, and has quite a variety of support skills and a few offensive skills that are dependant on the terrain. Her unique ability involves transforming her bow into twin blades of lightning for melee strikes if necessary. As such, she can switch between two attack stances (both of which are skills that will be maxed in the 'beginner' stage):
- Sight Stance: The standard archery mode, used for ranged attacks. At max level, it grants Speed +18, Jump +9, Critical Hit Rate +45%, +9% Weapon Attack, and 30% bonus damage against flying enemies/targets tossed into the air.
- Strike Stance: The standard 'twin blade' mode, used for melee attacks. At max level, it grants Speed +27, Jump +15, Critical Hit Rate +30%, Duration of Status Effects -3 Seconds, and +15% Lightning Damage.
- Third 'Beginner' Skill: Arrows of Air: Summons unlimited arrows from the air around you. Duration: 210 seconds.
Because her skills will be dependant on which stance she is in, an option to switch between two different keyboard settings should be made available to everyone beforehand. The Archer Legend's keyboard settings will automatically change when she changes stances (and having her use two different settings would be required). For everyone else, they'd have to press an assigned button to switch keyboard settings (which isn't actually too different from pressing an assigned stance button, main difference is that it's optional in this case).
Notice how her third 'Beginner Skill' is essentially her Soul Arrow, a skill that already affects bows. Because the Archer Legend will be ideally using bows for the rest of the game, I don't see the point of giving the standard melee weapon tutorial to her. The tutorial should simply focus on use of her stance skills instead, and give her a bow at the beginning.
First Job:
- Storm Mastery: 50% Mastery, +120 Accuracy.
(Sight Stance skills)
- Repulsing Current: Launches a 150% damage arrow with a wind current that stuns and pushes up to 4 enemies away with a range of 250.
- Twin Bolts: Lightning strikes twice, inflicting 2 hits of 80% lightning damage on up to 4 enemies.
(Strike Stance skills)
- Bolt Dash: The Archer dashes ahead and strikes up to 4 enemies for 70% damage with stunning lightning, followed by forceful wind that pushes them back. (Essentially a Rush that stuns. First hit is Lightning element, second hit is neutral.)
- Quad Strike: Strikes an unlucky enemy 4 times for 60% damage.
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Second Job:
- Renewal Breeze: Every 4 seconds, the HP and MP of all party members recovers by 15%. Duration: 200 seconds.
- Storm Booster: Weapon Speed -2. Duration: 200 seconds.
- Storm Current: All attacks are converted to Lightning element and add +10% Lightning Damage. Duration: 200 seconds.
(Sight Stance skills)
- Thunderstorm: Fires an arrow infused with lightning to strike up to 6 enemies for 330% Lightning damage. (Basically a Lightning Inferno/Blizzard without a secondary effect.)
- Tri-Bolt: Fires an arrow that strikes a single enemy with three bolts of lightning for 125% Lightning damage.
(Strike Stance skills)
- Drawing Current: Summons a wind that draws up to 4 enemies within a range of 400 closer to the Archer (gathering them up about 20 pixels away from the Archer), then strikes for 250% damage.
- Arc Slash: Charges like a bolt of lightning, striking up to 6 enemies twice for 150% Lightning damage. (Basically a weaker Boomerang Step, except there must be enemies in front for this skill to be used.)
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Third Job:
- Resist Flow: A strong wind flows in to shoulder the burden inflicted on party members, reducing the duration of status effects by 50%. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Shelter: When party members duck, the wind rushes in to protect them, reducing damage taken by 30%. Duration: 200 seconds. (When this skill is cast, the effect is passively tied to the down directional button.)
(Sight Stance skills)
- Violent Current: Fires an arrow infused with powerful wind, hitting up to 6 enemies for 750% damage, but damage is reduced for each successive enemy hit.
- Storm Prism: Fires an arrow with chains of wind and lightning behind it, hitting for 200% lightning damage, lifting up to 6 enemies, keeping them suspended for up to 3 seconds, and with 75% lightning Damage Over Time each second. (Note that this simply lifts them up - they can still move and attack.)
(Strike Stance skills)
- Dual Quad Strike: Hits an even unluckier enemy 8 times for 90% damage.
- Reversal Strike: Strikes an enemy in front for 400% damage, then quickly rolls backwards with a range of 450, slashing up to 6 enemies for 350% damage. (There must be an enemy directly on top of you or in front of you for this skill to work. The roll will work regardless of whether there are enemies behind you or not, and has invincibility frames tied with it.)
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Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Timed Breeze: The wind flows in protectively to give party members a chance to take a breather, extending invincibility duration when hit by +3 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Storm Albatross: Summons an Albatross, a mythical bird with superb eyesight that is said to travel the world year-round. Grants HP and MP +15% while summoned, strikes up to 4 enemies for 250% lightning damage, and inflicts 100% Lightning Damage Over Time for 5 seconds. Duration: 300 seconds.
- Stance Mastery: Passive +10% critical hit rate, critical damage, and +50% resistance to being knocked back for both stances. Reduces damage taken by +20% when in Sight Stance, and +30% dodge rate when in Strike Stance.
(Sight Stance skills)
- Vortex Shot: Fires five arrows that hit for 235% damage.
- Cyclone Storm: Fires arrows that fall from the sky like blades of wind, striking up to 8 enemies 3 times for 225% damage. (Basically a stronger Arrow Rain.)
(Strike Stance skills)
- Hurricane Wheel: Launches circular wind blades that roll along the terrain, striking up to 6 enemies for 240% damage up to 3 times. (If there's a hill in front of you, it will go up that hill. If it reaches the edge of a platform, it will fall off and continue when it lands on a platform below.)
- Bladed Tornado: The Archer dances with her blades at high speed and summons a tornado of lightning that roars through the battlefield, hitting up to 15 enemies 3 times for 550% lightning damage and stunning all that are affected for 6 seconds. Cooldown: 30 seconds.
Thief Legend: Time Keeper
My most recent crackpot idea, and probably the most crackpot I'll ever get. The idea behind this legend is that he has skills that record and take advantage of time, so to speak. He has quite a high number of skills with cooldowns, though. It's a bit difficult to describe in general terms, so hopefully you guys get a better idea of how he works as you look through the skills.
Story
Let's say there was an island below the Temple of Time, inhabited by people that worship the Time Goddess. Every year, there is a festival held in her honor. The Thief Legend is initially an ordinary citizen of the island that is asked to help with setting up the current year's festivities. He gets a lot of comments about his decision to train in the arts of the Thief, particularly in the use of claws and throwing stars, because most members of his family, including his younger brother and his older sister, tend to end up becoming Mages and Archers due to being attuned to the element of fire. (Again, since he's going to be fighting ranged, I see no point in the standard melee beginner tutorial at all.)
While running an errand, he notes that there's a lot of ice washing up on the island lately. He then finds a strange bag along the beach. He opens it to find a stone not unlike those found in the Temple of Time. Just then, a strange monster, definitely not from the island, attacks him. However... The stone seems to react, weakening it by slowing it down - and as with all Thieves, being faster is an advantage, so he manages to dispatch it quite easily. Afterwards, he finishes up his errand and tells his family what happend. His brother mentions that he talked to a kind traveler earlier, some sort of archer that said that she was chasing someone 'very, very bad'. His sister suggests going to see the Priest during the festival to find out exactly what the stone is.
During the festival, he speaks to the Priest in the town chapel, who seems absolutely shocked upon seeing the stone. The thief has no idea why, because it looks almost like any other stone from the Temple of Time. He even suggests that it might have fallen from the Temple somehow. The Priest stammers something about melted icebergs from Rien. The thief then remembers what the stone did during the attack, and mentions it to the Priest. Just then, the thief's sister runs up to the Priest, saying that she and her younger brother were attacked in the outskirts of the town. She says that the attacker was looking for a stone, the one that her eldest brother has, and that the kind traveler that her younger brother mentioned earlier chased off the attacker.
The three then hear some yelling from the guards, yelling for someone outside to halt. The guards are tossed aside like nothing, and a shadowy figure enters. The Priest tells the thief and his sister to hide while he deals with this outsider himself. The Priest also gets tossed aside like nothing - but at least he bought time for the kind traveler to enter. The thief overhears some of the conversation - something about the attacker being a member of the Black Wings, the kind traveler being a descendant of a legendary archer, and something about the Black Wings member wanting the stone that he found. The archer then proceeds to wipe the floor with the Black Wings member.
After everything is cleared up and the festival ends, the Priest tells the thief to go travel the world, become stronger, and prevent the stone that he holds from falling into the wrong hands. He wonders if the thief finding the stone is part of some divine plan by the Time Goddess. Could the thief already be attuned to the powers of the stone, and manipulate time? Did that stone even belong to that fabled hero..? The Priest tells the thief to start at Victoria Island. Right before the thief boards the boat to Lith Harbor, he gets a strange vision of what appears to be Kerning City.
(Notice how there's a stairway into the Temple itself? Perhaps there's another stairway down to the island itself. The island would have a boat that goes to Lith Harbor and a flight that goes to Orbis. Obviously there would be a high level quest to gain access to the Temple of Time through the island entrance, preventing low level characters, particuarly those of the Thief Legend, from entering the Temple of Time too early.)
Skills
The Thief Legend does not use throwing stars. Due to his family's affinity to fire, he is able to summon stars of fire (more like lava) and throw those instead. (Figured it'd be too freaking cruel for the economy if there were three throwing star classes.)
'Beginner' Skills:
- Endurance: Recover 6% HP and MP every 12 seconds.
- Sharp Object: Pick up and throw something. Anything. Preferably sharp. Inflicts 40 damage.
- Beginning Throwing Mastery: Weapon Attack +9, Critical Rate +30%
- Journal Entry: Records the HP, MP, casted buffs (including remaining duration, excluding this skill), and current status afflictions of all party members (except death). Used with the third job skill 'Previous Chapter'. Duration: 600 seconds. (Obtained after the 3rd job advancement.)
First Job:
- Flame Booster: Claw Attack speed -2. Duration: 200 seconds.
- Flow of Time: Either the flow of time around you is slowing down, or you're speeding up. Either way works. Speed +40 and Jump +23 for 200 seconds.
- Three o' clock: Throws three stars that inflict 65% Fire Damage.
- Slow Burn: All attacks have a 50% chance to slow the enemy to 50% of their original speed as well as inflicting an additional 50% Fire DoT for 10 seconds. Duration: 200 seconds. Cooldown: 300 seconds.
- Flaming Boomerang: Throws a flaming boomerang that inflicts two hits of 70% Fire Damage on up to 4 enemies.
Second Job:
- Flame Mastery: Claw Mastery +50%, Accuracy +120.
- Flame Thrower: Tosses a whip of fire that inflicts two hits of 175% Fire Damage on up to 6 enemies.
- Next Chapter: You seem to be able to manipulate time to the point where you can disappear and reappear a short distance away from where you once stood. (Essentially Teleport, except it can be used in mid-air.)
- Cool Midnight: Fire Damage is converted to Neutral for 200 seconds. (Essentially Elemental Reset.)
- Burning Barrier: Surrounds the party in a barrier of flames that melt away incoming attacks (essentially block) at a 20% rate. All attacks that still connect will be reflected back at the attacker for 500% of the damage taken. Duration: 200 seconds. Cooldown: 300 seconds.
- Obsidian Shower: Sometimes fire alone isn't enough. And who cares about those stones lying on the ground when you can make sharp versions instantly? Inflicts 300% Fire Damage on up to 6 enemies with a 50% chance to stun for 3 seconds.
Third Job:
- Intermediate Throwing Mastery: Weapon Attack +19, Critical Rate +45%, Damage +10%
- Timed Efficiency: For the next 200 seconds, all party buffs and attacks with a cooldown timer will have their cooldown durations reduced by 50%. (Obviously doesn't include itself.) Cooldown: 300 seconds.
- Previous Chapter: Resets the party's status to a state recorded by the Journal Entry. Consumes the Journal Entry buff when used. Cooldown: 60 seconds.
- Burning Noon: Summons a hail of firey crystals to attack monsters around you, inflicting three hits of 150% Fire Damage on up to 8 enemies. (Essentially a fire-elemental Arrow Rain.)
- Six o' Clock: Throws six stars that inflict 95% Fire Damage each.
- Impeding Obsidian: Forms lava into a dark copy of the Time Stone emitting a force field that sucks out the flow of time within, inflicting 200% Fire Damage on 6 enemies caught inside as well as preventing them from acting while they take 50% Fire Damage over Time for 5 seconds. (The freeze effect is different from the actual Ice Freeze status effect, so it'd work on bosses.) Cooldown: 40 seconds.
- Next Preview: You see a preview where two hits of 220% Fire Damage are inflicted on 6 enemies between the current chapter and the Next Chapter. Duration: 200 seconds.
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Master of Flames: Claw Mastery +60%, Weapon Attack +29, Critical Rate +60%, Damage +20% (Pre-requisite maxed Flame Mastery and Intermediate Throwing Mastery)
- Copying Frenzy: All damage from your attacks will be copied to instantly inflict the same amount of damage yet again. Does not include damage inflicted by Instant Replay. Duration: 30 seconds. Cooldown: 90 seconds.
- Instant Replay: Throws a copy of the Time Stone at a monster that records all damage that the monster takes for 5 seconds. At the end of the 5 seconds, it explodes, inflicting all of that damage yet again. Cooldown: 20 seconds.
- Solar Flare: Throws a bomb of fire so heated that it inflicts 615% Fire Damage to 6 monsters with 75% Damage Over Time each second for 5 seconds.
- Overclocking Supernova: Your inner flame bursts out, increasing your Fire Damage by +20% as well as increasing your maximum HP and MP by 30%. Duration: 100 seconds. Cooldown: 250 seconds.
- Explosion Caldera: Magma explodes from the ground, quickly solidifying into sharp gem crystals in the air that would normally take eons to form that rain back down, showering up to 15 enemies with two hits of 750% Damage. Cooldown: 30 seconds. (First hit is Fire element, second hit is neutral.)
(Yeah... The skill names and descriptions are kind of overkill to the max. I had to, though, I just took a Geology class this past semester. >_>)
Epicness of this post, is unimaginable.

