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Nov 23, 08 at 3:25pm ^re: Create Your Own Dressphere!
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I have the urge to type something long and utterly boring.
This idea came to me when I made up my own little story surrounding a Final Fantasy X-3 plot, happening 17 years after the previous events of Final Fantasy X-2. The main idea was to create Vidina's Story. A young boy traveling Spira. I didn't plan any major suspence of the story, I just thought it would be cool if Wakka and Lulu sent their son on a pilgrimage to Zanarkand or something, and on his travels he walked by Statues of many great characters who aided in the defeat of sin (Rikku, Tidus, Yuna etc.).
So I just planned that Vidinas one year younger friend, Sleva, would join him on his pilgrimage. And thus came the idea of a new Dress Sphere.
This 'll be long and boring, so you don't have to read it xD
Whoever said that pure might and vicious magic were the only ways to blast your enemies into oblivion? Familiar to strategies of over thousand years of warfare in Spira, the Tacticians uses their Cunning Intelligence to demolish their enemies. By using special battle formation stances and setting various traps the Tacticians are as much of a handfull as any other class.
Description: The Tactician Class cannot use the "Attack" command which so many other classes can, instead it can use the "place" and "ignite" commands. Tacticians can gain multiple positive effects by going into a stance and by steadily planning how to defeat your enemies the Tactician is capable of killing any foe in a single attack, given time.
Place | 0 mp cost | low wait time (after)
Ignite | 0 mp cost | low wait time (after)
The Malboro | 10 mp cost | low wait time (before)
The Adamantoise | 10 mp cost | low wait time (before)
The Chimera | 15 mp cost | medium wait time (before)
The Gel | 15 mp cost | medium wait time (before)
The Monkey | 20 mp cost | medium wait time (before)
The Crane | 10 mp cost | low wait time (before)
The Dragon | 20 mp cost | medium wait time (before)
Divine Trap | 12 mp cost | medium wait time (after)
Soul Bomb | 12 mp cost | medium wait time (after)
Gravity Mine | 20 mp cost | medium wait time (after)
Puzzle | no mp cost | low wait time (before)
Cover Fire | 40 mp cost | long wait time (after)
Cover Healing | 20 mp cost | medium wait time (after)
Feign Defeat | 0 mp cost | no wait time (before and after)/long wait time (during action)
Explanation of Abilities:
Place - Place 3 regular non-elemental mines, dealing normal physical damage when ignited, under selected enemies(enemy)
(when placed you'll press like if to attack an enemy (just press X when the arrow is placed above wanted target) though here you'll have to select location thrice) you can set an unlimited amount of mines out on the battleground, they will all explode in order when "Ignite" command is used.)
Ignite - Explode all set traps.
(Stance) The Malboro - Stance which gives Ribbon Protection and adds the effect of "contagious-Strike" for 3 turns.
(Stance) The Adamantoise - Stance which grants Protect and Shell for 3 turns.
(stance) The Chimera - Stance which grants Tetrastrike and Tetra-Eater for 3 turns.
(stance) The Gel - Stance which casts Regen and nullfies magical damage for 3 turns.
(stance) The Monkey - Stance which casts Haste and Double on user for 3 turns.
(Double effect causes a clone to appear behind the character. Any attack used will be used twice for no extra cost, WARNING! though you are under the effect of Double, Double will not allow you to explode a trap twice. It will though allow you to place 6 mines instead of 3.)
(stance) The Crane - Stance which grants Float and Pierce for 3 turns.
(Float will give the character wings, only ranged or magical attacks can hit the user)
The Dragon - Stance which doubles HP and MP for 3 turns.
Divine Trap - Place one trap which deals Holy damage to enemy when ignited.
Soul Bomb - Place one trap which severly damages enemies MP when ignited.
Gravity Mine - Place one trap which deals gravity damage equal to character level in percentage to all enemies when ignited. (example: Lvl 10 = 10% gravity damage, Lvl 99 = 99% gravity damage)
Puzzle - Puzzle the enemies with tricky questions, cause either one status effect of Silence, Beserk, Confuse, Sleep or slow regardlessly of enemies protection. (might fail)
Cover Fire - user will be assisted by cover fire after each action for 3 turns. (Not a stance, all stance enchants works with this ability, if Ignite is used a constant rain of cover fire will be used as there will be one volley for each trap which explodes, used with double this attack serves as one of the key abilities of the Tactician.)
Cover Healing - user will automatically use recovery/status cure items for 3 turns. (takes items from inventory)
Feign Defeat - Feign death to catch the enemy of guard, deals critical damage to the enemy.
that's it xD
I imagined that this would be a hard class to use which required some logic thinking and planning to get right.
Let's say you fight against some boss with 12000 life alone. Your basic damage is between 800 - 1200 on this foe. The boss uses attacks which causes status effects and some offensive magic attacks.
Starting by using The Malboro stance followed by using Cover Fire, then using "Place" the two next turns to place 6 mines under the enemy. On the third turn you would again go into The Malboro stance and repeat, and in the end on the 9th turn using "Ignite".
Now 12 mines will explode in order of placing at the same time as Cover Fire (rain of bullets dealing Trigger Happy like damage) will rain down on the boss.
Enemy = Dead.
(I will edit this post and add in a detailed drawing of the character Sleva soon. I would love to do somekind of RP )
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Nov 25, 08 at 12:08am ^re: Create Your Own Dressphere!
Okay, I like pretty much the plot, so much that it actually made me post on this forum again. I know it's not much, but just to follow the point of the thread:
Red Ink: Infuses the target with the fire element, providing weakness to water, but allowing the usage of fire magic learned as a Black Mage
Blue Ink: Infuses the target with the water element, providing weakness to thunder, but allowing the usage of water magic learned as a Black Mage
White Ink: Infuses the target with the ice element, providing weakness to fire, but allowing the usage of ice magic learned as a Black Mage
Yellow Ink: Infuses the target with the thunder element, providing weakness to earth, but allowing the usage of thunder magic learned as a Black Mage
Brown Ink: Infuses the target with the earth element, providing weakness to wind, but allowing the usage of earth magic up to the level the max level of thunder magic learned
Green Ink: Infuses the target with the wind element, providing weakness to ice, but allowing the usage of wind magic up to the max level of fire magic learned
Holy Ink: Infuses the target with the holy element, providing weakness to dark, but allowing the usage of White Magic learned as a White Mage
Azabache Ink: Infuses the target with the dark element, providing weakness to holy, but allowing the usage of Arcane magic learned as a Dark Knight.
Protective Ink: Grants Ribbon stat change for five turns
Pentagram Ink: Triples the damage done for each element which the target has weakness.
Rough Sketch: Uses any attack or ability at random present in the game (even foes' and bosses' abilities)
Masterpiece: After the ability is used, the character will wait until its ATP bar is charged at max again, much like the Songstress would do. After it is charged at max, before taking any other action, an attack will be unleashed, having been charged up with the element the target is weak. If the target has no elemental weakness, and it is immune to inks so it cannot gain one of its own, a non-elemental attack will be unleashed. The weakness attack bonus is accumulative (so if a target is weak to "n" elements, then the damage will be multiplied by 2n)
Omnistrike: Normal attacks include all elements
Omniward: Elemental attacks are halved
Ink lv 2: Ink magic takes 20% less time to charge
Ink lv 3: If used on an enemy, even if the enemy is immune to element infusion; elemental damage matching the element the ink grants weakness at is taken by the foe.
By the way: Elemental infusion and its immunity was something I made up, ignore it if it sounds weird.
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Nov 25, 08 at 9:13pm ^re: Create Your Own Dressphere!
I'm glad I wasn't the only one thinking on an artist dressphere
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Dec 10, 08 at 12:49pm ^re: Create Your Own Dressphere!
description:Kind of like anima but your reg. attack damage is based from all the times your character has taken damage.Your special attack is based on how many times youve been ko'd in the game.It's called GIGA PULSE.for everytime youv'e been ko'd its 1000 damage.You learn spells by absorbing fiends abilities.You can summon the elemental summons like ifrit,shive, and ixion.this comand is called summon.
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Dec 13, 08 at 8:42pm ^re: Create Your Own Dressphere!
description:the groop will be able to use kingdom hearts weapons,rikku will have the kingdom key,yuna will have the lionheart key,and paine will have the oblivian key.
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Dec 22, 08 at 4:08am ^re: Create Your Own Dressphere!
okay i havent go tall the dressspheres and some here i just didnt read....also i havent played in a while so here i go
designer:builds things to attack the enemies,(and its no t canons thats so origanal)also makes them fall in love with houses that appear out of nowhere so they become immobilized with love!
paine:add an annoying personality jk its really a estate sign thing(you know for sale that stuff)
skill 2:house magic:apartment,house,mansion(those drop on foes head),cute house,lovely house,irrestible house(the love thing)
skill 3:second weapon attack(hammer drill sign)
skill 4: Defend magic:wall,gate
skill 5:resting magic:hammock(heal one member),bunkbed(heal two members),patio(suprising but heal all members)
skill 6:item(got ya!)
wow i thought that was good!Alot better i thought i could do! edit:lolz it made the instead of defend magic(skill 4efend magic)
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Dec 23, 08 at 1:19am ^re: Create Your Own Dressphere!
I can announce my Original Kingdom Hearts Character and his class here . As he was FFX-2 inspired.
His class would be:
- Special dressphere which is only worn by Sleva. Unobtainable by Yuna and the gang.
Weapon: The Weather Mage use an umbrella as a weapon, using it to deal both physical and magical damage. The umbrella is a traditional japanese umbrella with a peach-flower pattern, orange.
Style The weather mage can use FORECAST to predict the weather. Though it is uncertain if the predicted weather will be the weather which appears. (Forecast weather will have a 75% chance of appearing. 25% percent chance of any other weather.
The Weather Mage is prepared for any weather. Thus it wears all kinds of different clothing.
When Sleva (hihi, that's awkward) use this dressphere he will wear the following gears, gadgets, gizmoes and clothes (some of which have been taken from my personal wardrobe):
Head: (not always parrent) A black tall Chapeau claquen with some round red goggles buckled around it. In certain attacks Sleva will take on the goggles or lift the hat etc. The hat is only parrent over time when Sleva goes into FORECAST charge-up stance. He puts the hat on, holds it there with his left hand and reach his right hand, holding the umbrella high up in the air. When the charge-up is finnished Sleva will perform the weather attack and go into another stance over time. When the attack ends Sleva will take away his hat.
Neck: A long purple and black scarf. This scarf covers his mouth, chin and his entire neck and throat area.
Torso: Multiple parts. He wears a black and white chess-patterned T-shirt. Over it he has a completely red sweater-like-vest which is quite short, almost like a vest, only covering the upper parts of his torso, has no long arms. (the sweater is worn unzipped). He has a necklace which hangs down from his neck with a pendant. The pendant is like a toad facing upwards. Sleva has an exactly the same looking toad on his trousers.
Arms: "Armwarmers" Like legwarmers only worn on his arms. The right arm has a yellow and black thick striped one, while the left arm has a red and black thin striped one.
Hands and wrists: Gloves, Rings and Bracelets. He wears black gloves without fingertips. He has a ring with a green toad (like his pendant) on his right thumb. Around his left wrist he wears a wristband consisting of light and ocean blue beads.
groin: Belts and Suspenders. Sleva here has as a custom to wear two set of belts, though the fictional sleva would be wearing three. I wear coloured pyramid belts, though FF-Sleva will be allowed to wear thick black leather belts. He has rainbow suspenders which dangles around.
Upper Legs: Sleva wears shorts . From his belly buttom and down to his knees he wears a pair of baggy trousers. 1/2 black and 1/2 blue and black chess. The "trousers" are folded by the knees. Multiple pockets scattered around, with huge zippers. Theres a huge toad print covering his left thy, the side which is black.
Downer Legs. "tights" or legwarmers. Like those he wears around his arms. The left one is all black, whilst the right one is all red.
feet: A pair of raggy yellowish green and black shoes, with loose shoelaces.
*whew* that much for the looks of it xD.
Attack - Leap forward and slash one enemy, dealing regular physical damage, with the umbrella.
(forecast) Rain - Increase chances of Rain to appear during Attack Spawn. Rain will do water damage rapidly over time and cast slow on target.
(forecast) Sunshine - Increase chances of Sunshine to appear during Attack Spawn. Will recover some MP and HP of target.
(forecast) Clouds - Increase chances of clouds to appear during Attack Spawn. Clouds cast darkness and silence upon its target.
(forecast) Winds - Increase chances of winds to appear during Attack Spawn. Winds deal unelemental damage steadily over time as well as delaying targets actions.
(forecast) Storms - Increase chances of storms to appear during Attack Spawn. Storms will cast Thunder, Thundara and Thundaga randomly and rapidly at targets.
(forecast) Meteor Impact - Increase chances of a Meteor Impact to appear during Attack Spawn. Cast Meteor Magic at targets.
(forecast) Blizzard - Increase chances of blizzard to appear during Attack Spawn. Casts Blizzard, Blizzara and Blizzaga randomly and rapidly at targets.
(forecast) Heatwave - Increase chances of a heatwave to appear during Attack Spawn. Casts Fire, Fira and Firaga randomly and rapidly at targets.
Accurate Preview - Increase chances of a correct Forecast from 75% to 90%.
Disasterous Forecast - Add a 50% chance of adding the word "Heavy" before the Forecast name once the Forecast goes into Attack-Spawn mode. The "Heavy" forecasts are twice as strong as the regular forecasts.
Weather interuption - when going into Attack-Spawn mode there will be a 25% chance of an additional forecast menu to appear. All forecasts having the name "slight" in front of them. Choosing one of these will immediately add another weather together with the other one lasting for as much time there is left of the Attack Spawn. "slight" weather is 50% less effective as the regular in both damage and speed.
Cover - Fold up umbrella and go into a defensive stance. nullify magic and doubles defense.
Weather Vane - Semi-Scan ability. Gives an accurate image of which weather type each enemy on the map is vulnerable to (by symbols over the enemy's heads).
Fly Away - Jump, Fold Up umbrella and fly away.
Dusk - Decrease Forecast Charge-Up by 50%
Dawn - Increase Forecast Attack-Spawn by 50%
And in the end an explanation of the Forecast Ability.
The Forecast Ability works like this in simple:
Forecast -> choose any Forecast -> wait down -> Attack Spawns
Now. The chosen forecast do NOT indicate the weather which will appear during the actual attack, it only increase the chances of that specific weather to appear (to 75/90*).
*only if ability learned
During the Attack Spawn a Weather will be sat into action and last through the Spawn. Either dealing damage (ex. rain), causing status ailments (ex. Clouds) or healing party members (Sunshine).
Now an explanation of the words used to describe the attack speed of the actual attack, STEADILY AND RAPIDLY.
Steadily means that an attack will be ignited on one enemy each second.
Rapidly means that an attack will be ignited on one enemy each half-second.
If "HEAVY" is added Steadily will turn into Rapidly and Rapidly will turn into Double-Rapidly (one attack each 1/4 second).
Slight will have the opposite effect. Turning Steadily to Semi Steadily, 2 seconds, and Rapidly into Steadily.
NOTE! Weather Interruption will only appear if the current weather is NOT heavy.
There is also three types of weather that cannot be Forecast. They have a 5% chance (all together) of appearing. (also as Heavy or Slight weather).
The Secret Weathers are:
(forecast) UFO invasion - Three unidentified flying objects appear and each fires rapid lasers at enemies during Attack Spawn. Damage done is equal to character level multiplied by 3 for each shot. Unblockable.
(forecast) Tornado Storm - Summons a Tornado Storm. The Tornado Storm is Rain, Clouds, Storm and Winds all at the same time upon each other dealing massive damage.
(forecast) Tsunami - Summons a great wave which flushes upon the enemies. Will make smaller enemies disappear and deal massive damage to larger enemies. Flying creatures are left untouched. Only one great big wave and the Attack Spawn will be over immediately.
Each 10th point of extra luck from the dressheres level 1 status will increase the % of Secret weather to appear by 1.
I'm actually working on my Sleva character as of this very minute ^^.
Here is the first sketch I made. (rough and poorly done)
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Dec 23, 08 at 2:10am ^re: Create Your Own Dressphere!
nice drawing,also some more secret weathers could be:
Earthquake:Does high damages to all enemies,knocking small ones out of the battlefeild,and stunning big ones.
Strange Weather:Cast fire,water,blizzard,thunder in a random order and then fira,watera,blizzara,thundara,once again random.Next,comes(and i bet you know this by now)firaga,waterga,blizzaga,thundaga,and,guess what!Random order!At last its over,you're enemy says,then,he gets pelted with snow balls,causing non-elemental damage!Also,the enemy takes 10 damage each turn for 10 turns.(a total of 100)
Note:This one has a 4% when the pthers are 5%,5 when 6,6 when 7,etc.
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Dec 23, 08 at 2:19am ^re: Create Your Own Dressphere!
Description:Use a bow and arrow to shoot your foes out of the sky,heal your allies,use powerful magics,and even split the field in half!
Outfits:Yuna:A red and white striped quiver on her back,with brown arrows and green arrowtips.She's wearing a striped tanktop,a small pink skirt,and white sneakers,allowing quick movements.Her bow is blue,extending an arms length with a tight string.
Rikku:Two orange quivers shaped like belts around her waist,connecting in the back but not the front.Gray bolts with orange tips intersecting at the end.She has the same clothes as in X.Two automatic crossbows connected to her arms with rubber bands.
Paine:All black,her quiver is replaced with a belt.The arrow flies out,she grabs it,twirls it,then shoots.Her bow is a classic longbow.
Skills:Attack,Bow Art(Kind alike steiners sword art in ix),Black Arrow Magic,White Arrow Magic
Bow Art:Aimed Shot:Has 100% accuracy and 150% damage.Peircing Shot:Hits all enemies.Armor Break:Lower defense and hurt enemy.Earthquake:Nullify physical attacks.
Black Arrow magic:All Black Magics.*
White Arrow Magic:All White Magics.**
*=The ga spells(firaga and others)can only be learned by wearing Archer ring
**=Curaga,Full-Cure,and Full life can only be learned by wearing Archer ring
Note:With Archer ring,you can pick either Black Magic or White magic to be learned automatically.The other set must be learned the same way as always.(this only counts for the spells learned by archer ring)
Edit: Dec 24, 08
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Dec 23, 08 at 10:24am ^re: Create Your Own Dressphere!
quote swords1229That's hawt
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Dec 29, 08 at 2:08am ^re: Create Your Own Dressphere!
What about this...
You have a magic camera that records enemy attacks... and sends them to a seperate dressphere as a Blue magic! You can also use the Record function to record snippets of battling action that can be put as spheres to be viewed by you at any time... if you have the memory ^.^ Also works like a gun mage gun.
The girls would be wearring and wielding:
Yuna: She has a little handheld with a sphere in the middle. She is wearing a light blue tank top, her gunner bottoms, and a backwards hat.
Rikku: She has a built-in camera that encloses her eye (kind of like the Al Bhed goggles, except only one eye is enclosed) and is wearing Shinra's outfit (modified of course to keep her looking hot).
Paine: She has a big machine-gun sized recorder that she carries on her shoulder. She is wearing a purple Flapper dress with no arm coverage on one side (the one she is holding her recorder with).
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Dec 29, 08 at 6:26am ^re: Create Your Own Dressphere!
Final Dressphere: YRP! Dressphere
Only useable when all the girls share the same garment grid and each of them go through all of the grids
Special Dressphere that uses all the girls.
Aerial so easier to dodge attacks
They're pretty Much the PowerPuff Girls lol
Yuna: Short Pink Top with a horizontal black stripe going through it and Pink Miniskirt with another black horizontal stripe going throught the middle. Lenne's hair with Pink Flowers in it. Has a pink trail with flowers dotting it. Still has the two guns but they have a pink trail when the bullets are shot
Rikku: Short Blue Top with a black horizontal stripe going through it along with a blue miniskirt with another black horizontal stripe going through the middle. Pigtails and she leaves a blue trail with bubbles dotting it when she attacks and defends. Has two claws instead of one from FFX. When they hit, the bubbles do additional damage making 4 hits per attack
Paine: Green Belly button shirt with one green stripe going through it. Green Skirt with a black stripe going through it. Hair slicked back and darker than normal. Has a green trail with chains surrounding it in a DNA motion when attacking and defending. Uses a thin but long sword with chains wrapped around it and hits all enemies.
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Jan 04, 09 at 4:26pm ^re: Create Your Own Dressphere!
Hmm...no one's posted in a while.
Guess I'll break the awkward silence, whether you all read it or not
Characters use lit sticks of incense to draw signs in smoke in order to cast various black and white magic spells.
Sticks of incense in various woods are lit and used to perform different spells of specific elemental alignment. The different types are as follows:
Ash Incense - Wind spells
Birch Incense - Fire spells
Holly Incense - Earth spells
Hazel Incense - Water spells
Rowan Incense - Ice spells
Vine Incense - Thunder spells
Cedar Incense - Holy spells
Ebony Incense - Darkness spells
And the two dressphere-specific alignments:
Sage Incense - Curse spells
Hawthorne Incense - Charm spells
Each character also carries a small athame, or dagger, for use in some Firedancer spells as well as for melee attacks.
Firedancers use different symbols based on the type of spell being cast: Offencive, Defencive, Healing, and Enchant (status effects). The symbols are as follows:
Offencive - Looks somewhat like the zodiac sign for Leo, but with an x enclosed in a circle in the centre of the loop, and a horizontal slash struck through the middle.
Defencive - Similar to the planetary symbol for earth, but with an extra ring around the outside and a diamond shape in the centre of the circle, where the four lines converge.
Healing - A sort of trident enclosed in a downturned triangle. But instead of the traditional curve of the trident prongs, the two side lines emerge straight out from the shaft. Look at the chinese character for water for a basic idea of what this looks like. (This will be upside-down compared to the healing symbol trident)
Enchant - A symbol consisting of two circles, one enclosing the other, with a four-pronged star similar to a japanese shuriken in the centre, with a horizontal and a vertical line through the entire construct.
Characters can use several different mixes of incenses and symbols to cast different spells, as well as overdrives using two or more incense or symbols. This creates a system similar to Rikku's Mix overdrive in FFX, but more versatile and with less randomised results. The battle interface would be displayed as such:
-. Burn Magic
Attack: Character attacks the enemy with a normal melee.
Fusion: Combine two elements into a dual attack that does more damage but costs more MP. Must skip one turn before using Fusion. This attack would appear on the interface only after two different incense had been earned on the sphere grid. Also, this attack can only be used three times in a single battle.
Burn Magic: Use combinations of incense and symbols to cast black or white magic spells. This command brings you to another link menu in which you choose an incense and a symbol to use, which will be outlined later.
Sacrifice: Skips one turn in preparation for the Fusion technique. Simply choosing the normal 'Guard' command will not be a sufficient surrender of a turn for Fusion, in an attempt to keep Fusion from becoming too advantageous. However, once you have used up your quota of Fusions for a battle (as stated above), the Sacrifice action turns into Final Sacrifice, which requires you to surrender three turns (with a defence bonus near equal to that of Guard) in return for a double Fusion attack called Heavenly Fusion which allows you to attack with four elements rather than just two, helpful in boss battles. After Heavenly Fusion, single Fusion may not be used again for the rest of the battle and one battle afterwards.
Items: Use an item from your inventory.
Burn Magic Interface
After selecting Burn Magic from the main combat menu, the interface will change a bit. This should show a basic outline:
Burn Magic--> Wind
From this menu, you will choose an element to perform a spell with. Once you choose an element, you will be sent to another menu where you will choose a type of spell to cast. It should look something like this, with Water as the example choice:
From here you'll choose a type of spell, which will take you to the menu where you will either select to cast the spell, or to cancel and go back to the previous menu. We'll use Offencive as the example here:
There are several different combinations that can be made here, and the others will be outlined below. For simplicity's sake, Water will be the example element for each menu.
Healing------> Water Healing (Heals some HP while granting minor water resistance for three turns)
The Enchant option is a bit more versatile, as you can choose which type of Enchantment you want to cast. There are three different enchantments you can use: Attack Bonus, Defence Bonus, and Luck. Attack and Defence Bonuses do just that...grant a bonus to your attack or defence rating for the element you choose. And Luck is just as self explanatory: It increases that element's luck. So if you chose Luck of Water, it would increase your luck when using water attacks and when being attacked with water-aligned skills. The menu would look something like this:
Enchant------> Strength of Water
------------------ Shield of Water
------------------ Luck of Water
((Note - Each new level of spell, ie Water, Watera, Waterga, etc. uses an extra stick of incense in the drawing of the symbol, obviously making it thicker. This suggests that the type of incense used (meaning the different elements) may vary in power based on how much smoke they naturally produce. You'd have to watch damage counters on neutrally elemental enemies to discern which is the most powerful on those without elements, and which elemental enemies would fall the fastest to an offencive spell.))
Charms and Curses
Firedancers have two categories specific to their class: Charms and Curses. They're somewhat similar to Enchants, but somewhat more powerful. First, a look at charms.
Charms are intended for use on your own party, and combine all types of buffs for a specific element into one spell: Charm. This includes Attack, Defence, Speed, Luck, etc. Basically every statistic applicable to a character. When combined with a specific element, it increases statistics of that element.
Curses are the same thing, but they are intended for use on the enemy, and decrease all those statistics of the set element.
Curses and Charms can be used only twice per battle, but can be applied to either a single target or the entire party/enemy party. This is useful if you're facing a multi-elemental battle, say a Water Flan and a Fire Element. The menu would look like this, with a Wind Curse as the example:
These can be extremely useful in a tough battle and an elemental-aligned character or enemy. Because of the significant advantage this grants, Curses and Charms are nearly the last skills a Firedancer learns.
Ultima is, when used by a Firedancer, quite literally the most powerful spell in the game. And because of this, its the last spell a Firedancer learns. It even may not be learned before the end of the game, if the class isn't used enough.
Ultima combines all the elements, with the exception of Curse and Charm, into one all-powerful skill. Once learned, it will be added to the Incense menu, where it will connect to the symbols interface. The uses of Ultima when combined with symbols will be outlined below.
Ultima Storm - (Offencive)
When used, this combines every element in the Incense menu into one storm of elemental offence, inflicting every enemy in the battle with outrageous damage. This will automatically kill (probably even overkill) nearly any normal enemy, with the exception of bosses and some elite enemies. Of course on storyline bosses, some health is spared in an attempt to keep from boss fights being too easy
Ultima Guard - (Defencive)
Protects the user from every type of damage in the Incense menu for the remainder of the battle. Somewhat like a NulAll that lasts through every elemental attack in a single battle. Even storyline bosses can't break through an Ultima Guard.
Ultima Life - (Healing)
Fully heals the entire party, and grants protection from one-hit kills, making sure the characters each have at least 200 HP even after the most devastating attacks. In addition to this, the characters are fully healed after every turn without having to reactivate the power, enabling them to attack/buff and heal in the same turn. This auto-heal lasts for five turns, making them nearly invincible for those five turns, unless of course the enemy has more than one attack in a turn, common with elite bosses. But even then, they can only take out one at a time
Ultima Enchant - (Enchant)
Enchants the entire party with every element in the Incense menu, including Charms and Curses of every element, and the enemies with all the elements as well. This boosts every statistic for all elements of the characters, while decreasing the statistics of all enemies in the battle to a further extent than just a normal Enchant. Useful for fighting enemies more powerful than you, as it can sometimes completely turn the tables in a fight. Lasts the entire battle, and on any new enemies that may come into the fight.
((Note - Ultima attacks are somewhat like an overdrive, but bases not on a charge bar. They can be used only once every five battles, and you may not use the same Ultima skill twice in a row. So it'd be best not to waste an Ultima ))
Now, for the overdrives, where the Firedancer gets her name. By combining several sticks of incense, rather than just one per element, the spells will naturally be more powerful. But, in overdrive situations, the character draws the symbols not in the air in front of her, but horizontally over a wide area, parallel to the ground, therefore exponentially increasing a multi-incense spell's power. Because of the increased amount of space and the different motions needed for the signs to be drawn, these workings came to be called dances, later dubbing the users Firedancers. The two overdrives are listed here:
Dragon of Ash
The Dancer gathers a bundle of several Fire Incense and ties them with a red ribbon imbued with the power of fire. She then draws a sign like a dragon over a ten-foot area, the smoke halting where the incense passed, ending with the caster standing in a circle of smoke in the center of the symbol. She then makes a circular motion with her arms, and the smoke ignites, turning into pure fire. She then gestures towards the sky, where the fire rises high and forms into a colossal sphere. The sphere writhes for several seconds, as if something were trying to escape. After a short while, the sphere bursts outward, and a dragon of pure fire emerges, absorbing the blast from the sphere. The dragon soars towards the opponents, mouth agape, closing in on the enemy and biting down. At this point it bursts into ash that chokes the enemy for the next three turns, if they survive, inflicting darkness damage to all enemies.
The dancer draws a symbol like a winding serpent on the ground with a bundle of Thunder Incense tied with a ribbon of lightning, with the trail of smoke ending at the point of the symbol, where the caster stands. She sets the bundle of incense on the ground, at her feet. The bundle turns to lightning, and arcs onto the smoke, traveling down the entire symbol until it becomes pure energy. The dancer then pulls an Incense of Curse from her pouch and tosses it into the center of the lightning, where it sparks into a cloud of black smoke. The lightning twists around the smoke, and it all forms into a smoke-and-thunder serpent, which launches itself at the enemy and binds them in a shocking embrace. The snake dissolves, all the thunder sinking into the enemies, and dealing massive thunder damage. If they survive, the lightning will continue to deal lightning damage for three turns afterwards.
And now, what you've all been waiting for.
...If you made it this far, that is.
Yuna wears a long-sleeved shirt made of smooth, nearly translucent fabric, in a very light sunset orange colour. The sleeves flare out quite a bit, but are tied at the wrists with black leather bracelets. The collar cuts down to mid-chest level in a V line, with a stiff back-collar that goes up about two inches from the base of her neck. She wears a scarf nearly exactly like Rikku's in FFX, but with a gradient that goes from dramatic crimson at the bottom to the same light sunset orange at the top. She wears her signature bell necklace and bracelet, of course And a loose-fitting skirt of the same color as the top, but with a hemline at the bottom of the crimson on her scarf. The skirt is slit on the left, sloping down from the top-left slit to the bottom-right, so it looks rather like an Indian sarong, but held up by a belt of dark fabric that reaches from her waist to mid-stomach. The skirt reaches only to mid-calf, allowing for easy movement in 'dancing'. She goes barefoot except for a cloth wrap on her left ankle. She carries a medium-length athame with a straight blade. The handle is black leather, and bears the sign of Tidus on the front of the blade. She has a small targe strapped to her left wrist, like the one Rikku used in Final Fantasy X. The entire outfit emits a feeling of fire.
Rikku wears a bikini top in light sunrise red, hemmed in pale yellow, with light grey fishnet gloves cutoff at the fingers that go to mid-forearm. Peach-coloured cloth is tied off at both wrists, so that they hang down about a foot from her wrists, and flow throughout the dances. She also wears a skirt somewhat like Yuna's, but only goes down to the back of her knees in the same light red as her bikini. The skirt parts more than Yuna's, and under the skirt she wears tan thigh-length tan shorts, not unlike the ones she wears in Final Fantasy X-2. Her hair looks the same as always, but with a scarf of the same red on her bikini and skirt. She wears pale orange boots with white island-like markings on the front and sides, and long, solid, pale red stockings that come up to just below her knees. She carries a very short, plain athame with an ocean-blue handle and a small, silvery hilt. The blade is only about three inches long, and has the same markings running along it as are on her boots, but the markings on the blade are light orange. The whole outfit gives off a feeling of island sun.
Paine's outfit embodies the more destructive, dark, yet beautiful side of fire. She wears a sleeveless, knee length robe-like trench coat in dark grey, with red, runic designs running along the edges. A crimson cloth belt is tied around her robe, securing the coat to her waist. She wears a longsleeved, skintight crimson shirt that reaches to her palms and ties around her forefingers. She has a somewhat loose-fitting black miniskirt that flares out a bit, reaching to mid-thigh. She wears tight black pants with the same red runes running down the sides, and calf-high black boots similar to those in her Warrior outfit, but with a flat sole rather than high heels. Finally, she has a black scarf that hangs somewhat loosely down her front, to about waist level, with a dark red gradient at the bottom. Her athame is longer than normal, almost like a gladius, which she holds backwards. The handle is red and black leather twisted around each other, and the same red runes run down the blade as on her coat and pants. A single red gemstone is fitted into the hilt of the blade.
Aand, that's all folks! I'm sorry it was so amazingly, horrifyingly, disgustingly long, but I had a lot of ideas.
I've never been much for half-way jobs
Anyways, post back with what you think of it, if you have the time.
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Jan 07, 09 at 1:07am ^re: Create Your Own Dressphere!
i skipped and skimmed,but is ultima storm all elements,one selected element(to stop using fire on something absorbing fire or something),or nonelemental or what?also im gonna start playing again see ya!
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Jan 08, 09 at 2:56am ^re: Create Your Own Dressphere!
Its all the elements, with the exception of Curse and Charm. Its like a combination of all of Lulu's Fury overdrives in FFX
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