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Topic: Add a Job Contest 11 [Free Round!] Judging- 30th!
Super Bro
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since: Jun 2006
Jul 06, 08 at 10:32am
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Awesome.

Sylph Pyroswordsman
The Sylph Pyroswordsman controls wind and fire at his will. Only the mightiest can become a Sylph Pyroswordsman.

Can only be accessed by Hira Usaka, a secret character.

Stats
Default Movement: 4
Default Jump: 3
HP: B
MP: B
Attack: A-
Defense: C
Magick Power: B
Resistance: C
Speed: C-
This job naturally absorbs Wind and Fire attacks.

Abilities

Razor Wind (A)
The user fires a blast of razor-sharp wind at a target up to 4 spaces away. Deals about 45% of the damage of a normal attack, but has a good chance of getting a critical hit.

Firaja (A)
The user concentrates for a while. Then, an enormous burst of fire explodes around the casted area. Costs 30 MP.

Jet Dash (A)
The user dashes at an incredibly fast speed. The user can move anywhere on the field, as long as the path is in a straight line with no elevation change. The user will lightly hit every enemy in its path (about 15% of their current HP).

Fire Heart (A)
The user calms down, increasing its spirit. Increases Attack and Speed for a while.

Gale Fist (A)
The user launches a powerful fist attack with the intensity of a twister. Deals about 150% of damage done by a normal attack. Costs 15 MP.

Sword Blow (A)
Hits the foe with 3 quick strikes from the blade. Each attack does about 25% of a normal attack, but the last attack causes a status debuff. (Defense, Power, Magick, Resistance, Resilience, Move, Jump, or Speed down)

Flame Spin (A)
The user fires a power vortex of fire from the blade. Hits every target in a straight line with fire.

Tornado (A)
The user summons a large tornado around the target, also hitting every foe in a 2-square radius. Costs 14 MP.

Rasenblade (A)
The user draws an incredibly large amount of energy into its blade. The user then strikes the foe with the pure energy from the blade, completely obliterating the target. Deals extremely massive damage and has a chance of insta-kill. After the attack, the user becomes Immobilized and Disabled for 3 rounds, and that can't be cured with things like Nurse and Esuna. MP cannot be recovered during this time. Uses all of the user's MP. Can only be used when MP is over 55.

Teleport (R)
When the user is attacked, it may teleport up to 3 spaces away.

Counter Counter (P)
When the user attacks a foe with Counter, Strikeback, Blink Counter, or Bonecrusher, the effect of it is negated and the target receives the damage the user would've taken from the counter.



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Hikaric
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Hikaric's profileHikaric's neohome
since: Mar 2008
Jul 06, 08 at 9:42pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Mineral Mage - A mage that gets their powers from rocks, minerals and gems. Is very strong in self buffs, so is good for a secondary character, but stats are lacking in everywhere but MP and Resistance. Recomended to have a good secondary class before attempting to get this.

Viera Only - 3 Green Mage A abilities required

Category: Self Buffs/Damage

Stats
Hp:D
Mp:A+
Atk:D
Def:C
Spd:D
Mag:C
Res:A+

Moves: Geology

Granite - A
Ap: 100
Mp: 8
Deals earth damage to a single target. Range slightly higher than normal magic.

Sandstone - A
Ap: 150
Mp: 8
Turns the caster to sand. Increases evasion for a few turns.

Amber - A
Ap: 250
Mp: 12
Gives the caster an Amber shell, giving the caster Protect and Shell. However, Move is decreased by 1.

Steel - A
Ap: 250
Mp: 12
Gives the caster a protective stainless steel coating, protecting it from all debuffs for a period of time. However, Jump is decreased by 1.

Pearl - A
Ap: 250
Mp: 12
Heals the caster and gives a pearly shine. Gives Reflect to the caster.

Sapphire - A
Ap: 300
Mp: 12
Raises water and ice resistance and damage, but decreases fire and light resistance and damage for a few turns.

Ruby - A
Ap: 300
Mp: 12
Raises fire and light resistance and damage but decreases water and ice resistance and damage.

Emerald - A
Ap: 300
Mp: 18
Deals heavy wind damage to a single target. Range slightly higher than normal magic.

Diamond - A
Ap: 300
Mp: 30
Powers the caster with the hardest mineral known. Increases defence to insanely high levels, but the caster is unable to move until the buff wears off.

Critical: Double Buff - R
Ap: 300
At critical HP, all buffs casted and received by the Mineral Mage has their strength doubled.

Geomancy - S
Ap: 300
Reduces all target's elemental resistances by one level.
[Asrb > Null > Half > Norm > Weak]


Phew. Done.

This message was edited by Hikaric on Jul 07 2008.



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~ 闇の天使 ~
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SushiKirby
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since: Jul 2008
Jul 07, 08 at 5:43am
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Job: Chibi Purple Mage

Race: Moogle

Description:Only the cutest of the cutest may become Chibi mages thus requiring Intense training. Specializing in "different" magick and also riding a chicobo these mages are quick and can be a powerful attacker or a helpful supporter.

Category: Damage/Support

Requirements: Black Mage x5; Animist x3; Moogle Knight x3; Time Mage x3; Chocobo Knight x3; Juggler; x3; Animist x2 ; Thief x1.

HP: C-
MP: B
Attack: C
Defense: D-
Magick: A
Resilience: B
Speed: B+

Weapons: The Fluffy pom pom on their head can be upgraded to learn more moves. Purple Chibi Mages also ride Chicobos (so cute)

Action Abilities: Chibi Magick

Chibi Weakspot - 150 AP 12MP
Detects enemies weakness and casts chibi flame or chibi ice or chibi bolt if the target has no weakness the user SLAPS the target for a critical hit.

Bunny Bomb - 150 AP 14MP
Throws a fire based bunny bomb that does area damage and imobolizes.

Air of Joy - 200 AP 35MP
Lets out a uplifting air of joy and makes 1 teamate feel giddy casts protect,shell,haste and regen.

Chicobo Rush - 250 AP 20MP
Summuns a horde of chicobos attacking all enemies, if lucky you can summon fat chocobo to flatten everyone.

Deadly Cuteness - 250 AP 30MP
c'mon show off just how cute you are the selected target is afflicted with toad,poison,silence,blind,disable,slow and confuse.User falls asleep due to fatigue.

Psycho Steal-300AP 30MP
The user's chicobo goes on a stealing rampage, stealing anything it can get it's wings on from looting gil to looting accesories. The chicobo steals from every enemy on the field the outcome for each enemy it steals from is random.

Bond of Friendship - 300AP 35MP
If any member of the team is dead the user revives all of them at full health. The user casts reraise, haste and resilience on itelf while the other team members are given more resistance to every element and the stats of the members are increased. Can only be used once per battle.

The Ugly Side - 990 AP 50MP
After all those years of bottling up your uglyness you finally unleash it. The user goes into a berserk magic state every enemy is hit with a random spell it could be the strongest or the weakest spell then the user does one final spell and hits EVERYONE after that the user is pulled out of battle.

Reaction Abilities:
Reflex
Counter

Support Abilities:
Half MP
Geomancy
Safeguard

phew....my first one i hope it's alright

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SSBB_Crazy
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Jul 07, 08 at 7:28am
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Thank you! Your names were added to the first post under entrants.



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Hikaric
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Hikaric's profileHikaric's neohome
since: Mar 2008
Jul 07, 08 at 5:24pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Yay, this is fun. Whens judging?



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~ 闇の天使 ~
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SSBB_Crazy
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since: Oct 2007
Jul 07, 08 at 5:25pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Judging will be probably tomorrow. I was hoping for at least 1 more maker.



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Hikaric
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since: Mar 2008
Jul 07, 08 at 5:33pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Quick question that I'm not sure was mentioned on the front page or not, but are we alowed to edit our entries? I think my guy's MP usage is really..weird?



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SSBB_Crazy
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Jul 07, 08 at 6:20pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Yup editing is allowed.



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OverStep
Paper.Graphic
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total posts: 106
since: Jun 2008
Jul 07, 08 at 6:44pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Meh, I'm going to join the next contest. I'm horrible with mages

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Hikaric
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since: Mar 2008
Jul 07, 08 at 10:45pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

quote SSBB_Crazy
Yup editing is allowed.
Oh thank god. Gonna change it now then XD



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AstronA
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since: Jul 2008
Jul 08, 08 at 1:06am
Golden Mage

Job: Golden Mage
Race: Hume
Category: Heavy Damage
Description: The Golden Mage is the pinnacle of all magicians, thus, requiring the most intense of training. The Golden Mage is adept in over 100 Abilitys, having the ability to "Syphon" every type of unit.
The user may Syphon any skill from a skill set that the unit has learned the Syphon for, however, the AP cost to master the skill Syphoned is half the normal rate and the user has to master the skill before Syphoning another if they wish to keep it under the "memorized" Skillset.
Requirements: Soldier x1; Black Mage x1; Theif x1; White age x1; Paladin x1; Fighter x1; Blue Mage x1.

HP: C+
MP: B+
Attack: C
Defense: C
Magick: A+
Resilience: C
Speed: B

Weapons: Staves, Greatswords

Action Abilities: Syphon
Action Ability 2: Memorized


A-Ability: Syphon

Syphon Black Magic - 100 AP
User may copy one random move from a Black Mage. The spell is always casted at 1.5 damage. (once copied, the move is removed from chance to be copied twice)

Syphon White Magic - 100 AP
User may copy one random move from a White Mage. The spell is always casted at 1.5 damage/heal rate. (once copied, the move is removed from chance to be copied twice)


Syphon Arts of War - 100 AP
User may copy one random move from a Soldier. The ability is always casted at 1.5 stat reduction. (once copied, the move is removed from chance to be copied twice)


Syphon Thievery - 100 AP
User may copy one random move from a Thief. The ability is always casted at 1.5 steal rate. (once copied, the move is removed from chance to be copied twice)


Syphon Blue Magic - 100 AP
User may copy one random move from a Blue Mage. The spell is always casted at 1.5 damage/effect rate. (once copied, the move is removed from chance to be copied twice.)


Syphon Fighter Tech. - 100 AP
User may copy one random move from a Fighter. The ability is always casted at 1.5 damage. (once copied, the move is removed from chance to be copied twice)

Syphon Chilvery - 100 AP
User may copy one random move from a Paladin. The ability is always casted at 1.5 damage/effect rate. (once copied, the move is removed from chance to be copied twice)


Forbidden Syphon - 200 AP
This move can be used only FIVE times per unit. User may syphon from any irregular class for 1.5 damage/heal rate/effect rate/ect. If this ability is used on: Soldier, Black Mage, White Mage, Blue Mage, Theif, Paladin, or Fighter, the ability is casted at 3.0 damage/heal rate/effect rate/steal rate/ect.

Reaction Abilities:
Magick Counter
Counter

Support Abilities:
Half MP
Double MP

I Want That Number One Spot D:
This fits as a mage huh?

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SSBB_Crazy
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Jul 08, 08 at 7:11am
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

quote
Job: Yellow Mage
Race: Moogle
Category: Support/Enfeebling
Requirements: Tinker x2; Black Mage x2

HP: C-
MP: B+
Attack: C-
Defense: B-
Magick: C+
Resilience: B+
Speed: D+

Weapons: Staves; Poles; Maces

Action Abilities: Manipulate

Siphon - 100 AP - 8 MP
Places an effect on the target that will slowly drain a small amount HP from the target to the Yellow Mage for three turns.

Osmose - 100 AP - 8 MP
Places an effect on the target that will slowly drain a very small amount of MP from the target to the Yellow Mage for three turns.

Drain - 100 AP - 12 MP
Absorbs a moderate amount of HP from the target.

Aspir - 100 AP - 12 MP
Absorbs a small amount of MP from the target.

Channeling - 200 AP - 0 MP
A MP free ability that allows the Yellow Mage to redirect any HP, MP, or buffs absorbed to another character.

Tap - 200 AP - 16 MP
An ability that transfers up to two buffs from the target to the Yellow Mage. If no buffs are active, HP is absorbed instead. If only one buff is active, it is transfered.

Coalescence - 200 AP - 16 MP
An ability that transfers up to two debuffs from the target to the Yellow Mage. If no debuffs are active, this spell has no effect.

Transvoyance - 300 AP - 18 MP
A spell that transfers any buffs on the Yellow Mage to the target. If buff is alrerady present, it's duration is increased.

Transferance - 300 AP - 18 MP
A spell that transfers any debuffs on the Yellow Mage to the target. If target is immune, the debuff is neutralized. If debuff is already present, it's duration is increased.

Drainaga - 300 AP - 22 MP
A spell that absorbs a large amount of HP from all targets in a small area. Only half of the HP absorbed will be absorbed by the Yellow Mage.

Aspiraga - 300 AP - 22 MP
A spell that absorbs a moderate amount of MP from all targets in a small area. Only half of the MP absorbed will be transfered to the Yellow Mage.

Centripetal Force - 990 AP - 32 MP
A powerful spell that absorbs a large amount of HP and MP from all opponents on the battlefield. The Yellow Mage will only absorb 1/4th of the drained HP and MP.Each ally or guest will recover 1/16th of the drained HP and MP. If there are more then 15 allied characters on the same battlefield, you have one messed up game.

Support Abilities:
Neutralize - 300 AP
Debuffs have no effect on the Yellow Mage. However, they still exist on the Yellow Mage. (For example, if a Yellow Mage had Poison, he would still be poisoned and flash green, but he would not lose HP each turn.)

Half MP - 300 AP
Halves the MP of all spells.

Reaction Abilities:
Reflex - 300 AP
Sticky Fingers - 300 AP
A- : Very few errors spotted, but I could definatly, with a couple of small changes, see this job in the actual game. It is unqie, original, and definatly a job worthy of appraisal. One small thing I noticed was a lot of abiltiies were somewhat similar, but all in all the abilities were very well designed and I could see the animations for them in my head already. The only 1 thing I disliked a bit was the Neutralize ability mostly because it is somewhat "godly". It should be "some" or "most" debuffs, not all. I also give you credit for adding all the small details in such as category and AP required which gave an extra flare, but one thing, I believe you meant Resistence instead of Resilience, because Resilience isnt a stat. Great job all in all so Job Well Done!

quote
Mineral Mage - A mage that gets their powers from rocks, minerals and gems. Is very strong in self buffs, so is good for a secondary character, but stats are lacking in everywhere but MP and Resistance. Recomended to have a good secondary class before attempting to get this.

Viera Only - 3 Green Mage A abilities required

Category: Self Buffs/Damage

Stats
Hp:D
Mp:A+
Atk:D
Def:C
Spd:D
Mag:C
Res:A+

Moves: Geology

Granite - A
Ap: 100
Mp: 8
Deals earth damage to a single target. Range slightly higher than normal magic.

Sandstone - A
Ap: 150
Mp: 8
Turns the caster to sand. Increases evasion for a few turns.

Amber - A
Ap: 250
Mp: 12
Gives the caster an Amber shell, giving the caster Protect and Shell. However, Move is decreased by 1.

Steel - A
Ap: 250
Mp: 12
Gives the caster a protective stainless steel coating, protecting it from all debuffs for a period of time. However, Jump is decreased by 1.

Pearl - A
Ap: 250
Mp: 12
Heals the caster and gives a pearly shine. Gives Reflect to the caster.

Sapphire - A
Ap: 300
Mp: 12
Raises water and ice resistance and damage, but decreases fire and light resistance and damage for a few turns.

Ruby - A
Ap: 300
Mp: 12
Raises fire and light resistance and damage but decreases water and ice resistance and damage.

Emerald - A
Ap: 300
Mp: 18
Deals heavy wind damage to a single target. Range slightly higher than normal magic.

Diamond - A
Ap: 300
Mp: 30
Powers the caster with the hardest mineral known. Increases defence to insanely high levels, but the caster is unable to move until the buff wears off.

Critical: Double Buff - R
Ap: 300
At critical HP, all buffs casted and received by the Mineral Mage has their strength doubled.

Geomancy - S
Ap: 300
Reduces all target's elemental resistances by one level.
[Asrb > Null > Half > Norm > Weak]
B : Really good, but their were some "strange" things I saw, and some things missing. I do like how it is for Viera and the growth from Green to Mineral, but the first thing I noticed was there werent THAT many offensive abilities in their. I know some jobs dont really have many offensive abilties but when I look at mineral I think of heavy boulder crushed, and spiky Diamonds. The moves were well thought out and had good effects as well. I think you could ahve done a better job with Diamond, as its not as extensive as I would of liked. It somewhat reminds me of Cover, without the helpfulness, and Vanish, without the ability to move. I also am a bit confused with the Double Buff mostly because you cant really STRENGTHEN some effects, but prolong them. Good job, and a definate great job!

quote
Job: Chibi Purple Mage

Race: Moogle

Description:Only the cutest of the cutest may become Chibi mages thus requiring Intense training. Specializing in "different" magick and also riding a chicobo these mages are quick and can be a powerful attacker or a helpful supporter.

Category: Damage/Support

Requirements: Black Mage x5; Animist x3; Moogle Knight x3; Time Mage x3; Chocobo Knight x3; Juggler; x3; Animist x2 ; Thief x1.

HP: C-
MP: B
Attack: C
Defense: D-
Magick: A
Resilience: B
Speed: B+

Weapons: The Fluffy pom pom on their head can be upgraded to learn more moves. Purple Chibi Mages also ride Chicobos (so cute)

Action Abilities: Chibi Magick

Chibi Weakspot - 150 AP 12MP
Detects enemies weakness and casts chibi flame or chibi ice or chibi bolt if the target has no weakness the user SLAPS the target for a critical hit.

Bunny Bomb - 150 AP 14MP
Throws a fire based bunny bomb that does area damage and imobolizes.

Air of Joy - 200 AP 35MP
Lets out a uplifting air of joy and makes 1 teamate feel giddy casts protect,shell,haste and regen.

Chicobo Rush - 250 AP 20MP
Summuns a horde of chicobos attacking all enemies, if lucky you can summon fat chocobo to flatten everyone.

Deadly Cuteness - 250 AP 30MP
c'mon show off just how cute you are the selected target is afflicted with toad,poison,silence,blind,disable,slow and confuse.User falls asleep due to fatigue.

Psycho Steal-300AP 30MP
The user's chicobo goes on a stealing rampage, stealing anything it can get it's wings on from looting gil to looting accesories. The chicobo steals from every enemy on the field the outcome for each enemy it steals from is random.

Bond of Friendship - 300AP 35MP
If any member of the team is dead the user revives all of them at full health. The user casts reraise, haste and resilience on itelf while the other team members are given more resistance to every element and the stats of the members are increased. Can only be used once per battle.

The Ugly Side - 990 AP 50MP
After all those years of bottling up your uglyness you finally unleash it. The user goes into a berserk magic state every enemy is hit with a random spell it could be the strongest or the weakest spell then the user does one final spell and hits EVERYONE after that the user is pulled out of battle.

Reaction Abilities:
Reflex
Counter

Support Abilities:
Half MP
Geomancy
Safeguard
C : Its honestly not the best ive seen mostly because its too invincible. I mean the moves that cast 5 different debuffs and 5 different buffs are just too much, not to mention they require little AP to learn. Also, some of the MP's are too high, and the moves are just amazing in a somewhat bad way. Also, I dont think a job should require the mastering of so many different jobs, and lets not forget you say they can ride Chocobos too. Not the best, but OK attempt!

quote
Job: Golden Mage
Race: Hume
Category: Heavy Damage
Description: The Golden Mage is the pinnacle of all magicians, thus, requiring the most intense of training. The Golden Mage is adept in over 100 Abilitys, having the ability to "Syphon" every type of unit.
The user may Syphon any skill from a skill set that the unit has learned the Syphon for, however, the AP cost to master the skill Syphoned is half the normal rate and the user has to master the skill before Syphoning another if they wish to keep it under the "memorized" Skillset.
Requirements: Soldier x1; Black Mage x1; Theif x1; White age x1; Paladin x1; Fighter x1; Blue Mage x1.

HP: C+
MP: B+
Attack: C
Defense: C
Magick: A+
Resilience: C
Speed: B

Weapons: Staves, Greatswords

Action Abilities: Syphon
Action Ability 2: Memorized


A-Ability: Syphon

Syphon Black Magic - 100 AP
User may copy one random move from a Black Mage. The spell is always casted at 1.5 damage. (once copied, the move is removed from chance to be copied twice)

Syphon White Magic - 100 AP
User may copy one random move from a White Mage. The spell is always casted at 1.5 damage/heal rate. (once copied, the move is removed from chance to be copied twice)


Syphon Arts of War - 100 AP
User may copy one random move from a Soldier. The ability is always casted at 1.5 stat reduction. (once copied, the move is removed from chance to be copied twice)


Syphon Thievery - 100 AP
User may copy one random move from a Thief. The ability is always casted at 1.5 steal rate. (once copied, the move is removed from chance to be copied twice)


Syphon Blue Magic - 100 AP
User may copy one random move from a Blue Mage. The spell is always casted at 1.5 damage/effect rate. (once copied, the move is removed from chance to be copied twice.)


Syphon Fighter Tech. - 100 AP
User may copy one random move from a Fighter. The ability is always casted at 1.5 damage. (once copied, the move is removed from chance to be copied twice)

Syphon Chilvery - 100 AP
User may copy one random move from a Paladin. The ability is always casted at 1.5 damage/effect rate. (once copied, the move is removed from chance to be copied twice)


Forbidden Syphon - 200 AP
This move can be used only FIVE times per unit. User may syphon from any irregular class for 1.5 damage/heal rate/effect rate/ect. If this ability is used on: Soldier, Black Mage, White Mage, Blue Mage, Theif, Paladin, or Fighter, the ability is casted at 3.0 damage/heal rate/effect rate/steal rate/ect.

Reaction Abilities:
Magick Counter
Counter

Support Abilities:
Half MP
Double MP
B+ : Good job! I like how you utilized the golden mage in such a unique way. I also liked how you really put a lot of explanation into each ability, and how you infused all the jobs you need to learn into this one. I also think its very unique and different. One thing that I can probably say for many, is its a bit confusing, and its kind of like gambling. When I say gambling, you may accidentally heal an opponent with a blue mage ability, and damage an ally with a Paladin abiltity, It somewhat reminds me of the Tinker. Really nice attempt!

1st: RandomNumberGenerato (A-)
2nd: AstronA (B+)
3rd: Hikaric (B)

I will update the front page and highscores later.


NEW CONTEST

Free Round. Show us what you got!

[size=1]This message was edited by SSBB_Crazy on Jul 08 2008.



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SSBB_Crazy
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since: Oct 2007
Jul 08, 08 at 3:31pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Excuse double post, but RandomNumberGenerato. This is your last chance. Would you like to become Judge, where your name will be taken off highscores, or would you like to remain a competor?



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xdre3
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total posts: 83
since: May 2007
Jul 08, 08 at 7:20pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Ooooooh, this sounds fun!

New Job: Inventor
Race: Moogle
Category: Debuffer/Buffer
Requirements: Flintlock x1, Tinker x2

Description: Everyone knows of the brave heroes who wielded those guns and cannons, but what about those brilliant moogles who crafted them?

HP: B-
MP: D-
Attack: C+
Defense: C-
Magick: E
Resilience: C
Speed: B

Weapons: Hammers

A-Abilities (Construction)
Brainstorm: 100 AP
Raises unit's critical hit percentage.
Failure: 200 AP
Inflicts berserk on selected unit.
Mistake: 350 AP
Inflicts quicken on selected unit.
Accident: 250 AP
Inflicts slow on selected unit.
Deadline: 250 AP
Inflicts haste on selected unit.
Nails: 250 AP
Ranged attack.
Perserverance: 400 AP
Inflicts reraise on selected unit.
Material Spill: 300 AP
Sets a random trap.
Explosion: 300 AP
Destroys unit and heavily damages surrounding units.
Patent: 250 AP
Inflicts Protect and Shell on unit.
Sabotage: 350 AP
Inflicts doom on selected unit.

R-Abilities:
Critical: Haste
Last Berserk
Security Alarm: 400 AP
If an enemy unit comes within one square of the unit (a.k.a. if the enemy unit is right next to you), then you will automatically do a weak attack that knocks the enemy unit back one square. However, if the enemy unit hasn't attacked yet, then his/her turn continues.

P-Abilities:
Worker's Heart: 200 AP
Allows all classes to equip hammers.
Propeller: 400 AP
Instead of walking when you move, you fly.

This message was edited by xdre3 on Jul 09 2008.

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monstercarer3
Main:Marth 2nd Main;Shiek/Zelda
forum fever



monstercarer3's profileNeoPM monstercarer3
total posts: 390
since: Mar 2008
Jul 08, 08 at 8:34pm
re: Add a Job Contest 11 [Free Round!] Judging- 30th!

Might as well jooin see where it gets me.Tell me if it's to borken or to similar to Penelo.(I don't ahve Penelo yet so i don't know.) C&C aswell.


Job: Magick Sword Dancer- Magick Sword Dancers have mastered how to use both a sword and Magick. They can wield Poles, Katanas, and Rapiers. They have good HP as well as Magick, but lack Defense making them not to good of a choice for the frontline attackers. The rest of there stats are mediocre. They can use several dances to cause buffs and debuffs, as well as a few attacks such as Dark and Holy. They can equip most light armor but anything that’s heavy can’t be equipped.
Race: Hume
Category: Support/Annoyer
Requirements: Black Mage x1: and Ninja x1: White Mage x1

Move: 3
Jump: 2
HP: B
MP: C-
Attack: C
Defense: E
Magick: B
Resilience: C-
Speed: C+

Weapons: Poles; Rapiers; Katanas

Action Abilities:
Blinding Dance- Dances around a target with a shining pendent which causes the target to go Blind.(No Damage.)
AP-200 MP-5
Range-1

Vile Dance- Dances around with a concealed poison dagger at the end she stabs the target poisoning s/he. (No Damage.)
AP-200 MP-5
Range-1

Cupid’s Dance- Dances around the target with such grace that they fall in love her. The target is then charmed. (No Damage.)
AP-250 MP-10
Range-1

Hypnotizing Dance- Dances around the target with a hypnotic dance, the target is then confused. (No Damage.)
AP-250 MP-10
Range-1

Dance of the Dead- Dances the dance that summons ghosts to doom the target, the target is then Doomed.
(No Damage.)
AP-300 MP-20
Range-1

Mystic Dance- Dances a mystically dance that raises targets Magick and Resilience.
AP-150 MP- 16
Range-1

Morale Dance- Dances a dance that cheers up people. Target gets increased Attack and Defense.
AP-150 MP-16
Range-1

Slow Dance- Dances a slow dance that makes the target start to slow down. Target is then Slow. (No Damage.)
AP-300 MP-12
Range-1

Haste Dance- Dances a fast dance that make the target faster, the target is granted with Haste.
AP-300 MP-12
Range-1

Ice Dance- Dances a dance worshipping the Ice god Shiva, the dance causes the attack Blizzard but it only hits one person.
AP-200 MP-8
Range-1-3

Dance of Fire- Dances a dance worshipping the Fire god Ifrit, the dance causes the attack Fire but it only hits one person.
AP-200 MP-8
Range-1-3


Thunder Strike Dance- Dances a dance worshipping the Thunder god Ramuh, the dance causes the attack Thunder but it only hits one person.
AP-200 MP-8
Range-1-3

High Wind Dance- Dances a dance that stirs the wind up, the target is then hit by Aero, but it only hits one person.
AP-250 MP-12
Range-1-3


Water Dance-Dances a dance that causes water to rise from under the target, the then hit by Water, but it only hits one person.
AP-250 MP-12
Range-1-3


Tremor Dance-Dances a dance that causes a short little earthquake, a spire then falls on the target, but it only hits one person.
AP-250 MP-12
Range-1-3


Holy Dance- Dances a dance of pure light and hope, the dance causes the attack Holy but only on one person.
AP-300 MP-16
Range-1-3

Dark dance-Dances a dance of pure darkness and despair, the dance causes the attack Dark but it only hits one person.
AP-300 MP-16
Range-1-3

Ultimia Dance- The user draws out their rapier or pole and hit the opponent in the front. S/he then attacks them on the back and both sides for ½ damage back and sides, but max in the front. S/he then returns to the front for one last hit that knocks back the target for no damage
AP-600 Mp-40
Range-1-3

Support Abilities:
Dancing King/Queen- The accuracy of all Dancing moves increases slightly.
AP-300

Reaction Abilities:
Critical: Quicken- When HP is critical the user is blessed with Quicken.
AP-450


This message was edited by monstercarer3 on Jul 09 2008.



-------------------

Credit to Onilink and flareburst.
In-Game Name- Leon
SSBB Fc - 1590-4378-0078
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