From FFXIclopedia, the free Final Fantasy XI encyclopedia
Contents |
Me
I'm an Old Vet. Some people remember me, Some don't. Drama happened in Game. Shit happens all the time. I just try not to step in it and let it spread.
My Idea's for FFXI.
Technical XP
This has already been proposed to SE. And I'm almost positive they have said something to the effect that they want to implement something similar. Here is the Raw Idea of what I actually submitted to them via their online suggestion box.
Experience Points earned through the skilled use of Weapon Skills causing Skill Chains and Magic Bursts. Experience would be given to all party members, regardless of who was involved. Alliances would not get Experience unless it happened inside their segment of the alliance. Experience earned from this way would be added up and given in whole at the end of the fight along with the experience from defeating the said monster. With a Total Cap of 100 Experience Per Kill bonus from Technical Experience, This is a Soft Cap. Chain Kills will unlock this upwards to a total of 200 Bonus Experience with a Chain #5 Kill, This is the Hard Cap.
- Level 1 Skill Chain - 15 XP
- Level 1 Skill Chain With an added Magic Burst - 30 XP (15 for the Chain, 15 for the Magic Burst)
- Level 2 Skill Chain - 30 XP
- Level 2 Skill Chain with an added Magic Burst - 45 XP (30 for the Chain, 15 for the Magic Burst)
- Level 3 Skill Chain - 50 XP
- Level 3 Skill Chain with an added Magic Burst - 75 XP (50 for the Chain, 25 for the Magic Burst)
New Job: Soldier (SLD)
The Idea for this came from the fact that Final Fantasy 7 has recently hit its 10th Anniversary. The Jobs main roles would be an alternate job for Tanking, more effective then Warrior, but not as proficient as Paladin. And as an Enfeeble using Job. They would be able to use just about all the same gear as a Warrior or Dark Knight is able too, except for the obvious Job Specific Gears. They would have an A+ Rating in Great swords, B- in Swords only able to use Long Sword style swords, no short, rapier, or sapara style swords. And a B- in Marksmanship, able to use guns, but not their weapon skills. There main abilities would be called "Cuts"
Job Description: Soldiers are trained Swordsmen, And have been trained to inspire those of lesser ranks into giving their all. They push themselves to the front of the fight, even if the battle is lost. They do not know the meaning of surrender. And will put themselves in harms way to aid their people. While not as Noble as Paladins, or as Strong as Warriors. Soldiers find their strength from being the first on the field of battle. And the last one dragged off it.
Job Specific Item Terms: Braver, Finisher, Swordsman, Soldier, Blademaster.
Abilities: Job Traits
- Attack Bonus - Level 15, 30, and 60 - A bonus to Attack Power
- Resist Amnesia - Level 10, 37, 50 - Added Resistance to Amnesia
- Sword Guard - Level 1 - Allows use of the "Guard" skill while wielding a Two Handed Weapon.
Abilities: Job Abilities
Braver 2:00:00 Cool Down - Makes every attack that hits do a double attack, Makes the Cuts and Stances World Cools down 0. Individual Cuts and Stances will still have their normal cool down.
Cuts - 0:30 Second Cool Down Per Cut. "The Soldier displays his talent with a Sword by Dealing Damage and Enfeebling the Enemy at the Same Time." Certain Cuts have their own Cool Downs that last longer then 0:30. Some Cuts require TP to use. Soldier can use these with Swords or Great Swords. While Soldier is set as Subjob they can only be used by Two Handed Weapons. And the Cool downs are slightly longer. 0:30 turns into 0:45, 1:00 turns into 1:30. None of the 5:00 Cool Downs are usable while as a Subjob.
- Fighter's Cut - Level 10 -10% TP- A two swing attack. A provoke like effect will trigger if both swings hit the enemy. 1:00 Cool Down.
- Chaos's Cut - Level 15 -30% TP- A normal attack that returns a percentage of the Damage Dealt back as HP to the Soldier. 0:30 Cool Down.
- Knight's Cut - Level 20 -30% TP- An attack that lowers the enemies defense and evasion, has a Provoke like Effect. 1:00 Cool Down.
- Wrestler's Cut - Level 25 -30% TP- An attack that lowers the enemies Attack Power and Accuracy, has a Provoke like Effect. 1:00 Cool Down.
- Rogue's Cut - Level 30 -30% TP- An attack that lowers the enemies movement and attack speed, removes Haste, Has a Provoke like effect. 1:00 Cool Down.
- Hunter's Cut - Level 37 -0% TP- A Swing that can deal damage from a Distance, Has a Provoke like effect. Range is half that of a normal Provoke, does not need to be in combat to use. Has a very low chance to Stun. 1:00 Cool Down.
- Immortal's Cut - Level 40 -30% TP- An attack that puts a poison like effect on the enemies MP pool, and lowers magic attack and defense. 1-3 MP Per Tick. Has a chance to silence the enemy 1:00 Cool Down.
- Dragon's Cut - Level 50 -10% TP- A Three Swing Attack. A provoke like effect will trigger if all three swings hit the enemy. Has a Stunning Effect. 5:00 Cool down.
- Finishing Cut - Level 60 -75% TP- Deals critical damage, can Finish Certain Skill Chains. 5:00 cool down.
- Climhazard - Level 70 -100% TP- Deals Critical Damage. Has a Stunning effect. Can Start and Finish Certain Skill Chains. 5:00 Cool Down
Stance - 0:30 Second Cool down. "Soldier changes Posture on the field of battle, Standing strong against the enemy and Inspiring others." Stances last One minute, Only one stance can be active at a time, Activating a stance while one is already active overrides the older stance. Canceling a Stance by casting a new one will make the older stance take on a 10 minute cool instead of 1 minute. Some Stances will give a negative effect to the Soldier while giving a positive effect to the rest of the party.
- Healer's Stance - Level 5 - Soldier attacks 5% slower but grants a Regen Effect to Party Members in Range. 1-3 HP Tick depending on level used.
- Bushido's Stance - Level 10 - Soldier deals 5% less Damage but grants a Regain effect to Party members in Range.
- Tactician's Stance - Level 15 - Beneficial Effects last half as long for the soldier, But any Benificial Effect given to the soldier is replicated to all Party Members In Range. This Includes Food, Healing, and Buffs. If a Buff is already in place on other Party Members this stance will simply Refresh that cast as if it had just been cast. Enmity from Healing is given to the Soldier instead of the Healer. Casting Curaga on a Soldier in this Stance would double the Effect.
- Evoker's Stance - Level 20 - Certain Negative Effects when cast on the entire Party are instead Directed totally towards the Soldier.
- Magician's Stance - Level 25 - Soldier takes 5% more Magic Damage, but grants a Refresh effect to the Party Members in Range.
- Puppet's Stance - Level 30 - All Pets attached to the party are more effective all around, Their Enmity is transferred to the Soldier as they earn it.
- Warlock's Stance - Level 37 - All Magic users in the Party are more effective at their main magic skill. Their Enmity earned from that skill is transferred to the Soldier. (White Mage Healing, Red Mage Enfeebling, Black Mage Elemental, Scholar Enhancing, Blue Mage Blue Magic, Ninja Ninjitsu, Dark Knight Dark Magic, Paladin Divine Magic, Summoner Summoning, Bard Music)
- Singer's Stance - Level 40 - Bard's can cast one Extra song, but it will fade if Singer's Stance is canceled.
- Savage's Stance - Level 50 - All party members have a 25% chance to double attack, even if it is not an ability they have already.
- Genin's Stance - Level 55 - The Soldier forces himself into Silence and Amnesia, can no be removed. Every 15 Seconds a party member will gain 1 Shadow, up to a maximum of 3. Does not stack with Utsusemi. When the stance wears off Silence and Amnesia will fade.
- Luckster's Stance - Level 60 - Random Effect at the end of each fight. 1. does 80% of the Soldiers Health as Damage, 2. Casts Reraise on the Entire Party, 3. Grants full TP to the entire Party, 4. Fully Heals the Entire Party, 5. Full Refreshes the Entire Party, 6. Kills the Soldier.
- Dancer's Stance - Level 70 - The Entire Party's evasion rate increases to a very high level. The Soldier takes on a Petrified Status the entire length of the Stance.
If you have any Ideas or suggestions that could better this Idea please post them on my talk page. Thanks guys. If you like the Idea, Hate the idea, what ever, just go ahead and leave a comment on the talk page. Thanks again.

