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Is anyone into final fantasy/kingdom hearts??
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Arcanus
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PostPosted: Wed Sep 07, 2011 4:56 pm    Post subject: Is anyone into final fantasy/kingdom hearts?? Reply with quote

Anyone intrested in final fantasy and kingdom hearts? If so is anyone planing on getting FFXIV?
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Wolf Stride
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PostPosted: Wed Sep 07, 2011 4:59 pm    Post subject: Reply with quote

"We could always go for some sea salt ice cream." - Diz

Final Fantasy is currently bombing hard with the whole FF XIII and FF XIII-2. If an FF XIV comes out, I want to see real strategy and action, not just fancy graphics and characters jumping around all flashy and doing battles on their own.
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Arcanus
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PostPosted: Wed Sep 07, 2011 5:11 pm    Post subject: Reply with quote

They just finished 13-2 and XIV is going to be another online one so I hope to see a lot of you on there Smile and its in developement but KHDDD and KH3 are first on the list...and have you ever had sea salt ice cream, its great!
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Wolf Stride
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PostPosted: Wed Sep 07, 2011 5:27 pm    Post subject: Reply with quote

No, but I'd like some someday.... Sounds damn tasty.

My friend, I used to be an FF library and fanatic. FF XIII has been..... Horrible. Just horrible. I know of FF XIII-2's finish and that Lightning is less 'gung ho' and more heroine now. FF XIII- Versus is actually looking good for now....since they say you have good control over the characters and actualfights themselves. The next FF in line sounds.... Not so promising either. Still, time could change that. KH3D is coming out soon for the 3DS and it continues of KH2 so the story is plot based. Riku and Sora shall constantly be used in this title from what I heard.
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Arcanus
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PostPosted: Wed Sep 07, 2011 6:03 pm    Post subject: Reply with quote

yup, also are supposed to have new clothes too and they said there will be new lands and from the first video i already know one of them its a world based off the hunchback of notre dame, and i have to admit 13 did suck I like the older ones better but i have to say dissida is very good, and my main goal is to get every main series final fantasy game, I so far own all but 2,8,9, and 11 hopefully they'll do good with XIV and rumour has it that there will be another trailer released at the TGS this month, hopefully it will be good **takes a deep breath** Smile
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Rune174
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PostPosted: Wed Sep 07, 2011 6:37 pm    Post subject: Reply with quote

I'm a final fantasy fan for sure, and a bit on the ok for Kingdom Hearts as I finished the first, played through Chain of Memories, and the first part of 2. Final Fantasy is falling far from its roots, opting for graphics and image over character development and gameplay.

Wolf may remember that I'm a major Tactics fan, and part of a project for making the 3rd in the advanced series. Although we are calling it the Epilogue Chronicles.
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Arcanus
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PostPosted: Wed Sep 07, 2011 6:52 pm    Post subject: Reply with quote

Wait wait wait im lost here do you work for square or are you a game developer?
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Rune174
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PostPosted: Wed Sep 07, 2011 6:59 pm    Post subject: Reply with quote

I'm a concept designer. Meaning my ideas work in theory until the people who do the art create the image and the programmers put in the effects. I'm what you call the Class designer.
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Arcanus
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PostPosted: Wed Sep 07, 2011 7:07 pm    Post subject: Reply with quote

So have you worked on other FF games as well because I have to say the tactics series was my favourite im all about the stratagy games and the story line was good too on the last two...I was kinda surprised to see vaan and penello in the 2nd one and i mean my mouth quite literally dropped! >=]
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Rune174
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PostPosted: Wed Sep 07, 2011 7:13 pm    Post subject: Reply with quote

Its a fan project that me and a bunch of guys are making.

Here is a list of things we are doing so far:

1. Adding two more races

The Revgaji and the Aegyl

2. Alternate story dialogue

3. Less childish looking compared to the advanced series.

4. Return of a more efficient 'facing' applications.

5. Adding a 'New Game+' function.

6. Several new classes that add new levels of gameplay.

7. Added two new weapons: Scythes and 2-H katanas called Warblades.
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Arcanus
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PostPosted: Wed Sep 07, 2011 7:18 pm    Post subject: Reply with quote

It sounds good already! I'd love to try it out when it gets that far!
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Rune174
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PostPosted: Wed Sep 07, 2011 7:21 pm    Post subject: Reply with quote

If you want, I can probably show you a list of classes I made thus far.
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Arcanus
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PostPosted: Wed Sep 07, 2011 7:22 pm    Post subject: Reply with quote

Sure!
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Rune174
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PostPosted: Wed Sep 07, 2011 7:27 pm    Post subject: Reply with quote

This is my very first class I created. It is by far my favorite. It is essentially a high risk, high reward character that is just as powerful, yet just as fragile as the Paravir class.

Vanguard (Hume)

"Powerful swordsmen whose support is unrivaled... or die trying"

Vanguards are proficient soldiers, ensuring adaptive and clever combat support while possessing formidable frontline capabilities. They have high mobility and attack power, but lack the means to use armor along with their medium HP progression, meaning that even the most experienced Vanguard can be defeated if they work themselves too far behind enemy lines.

Requirements: Master Soldier and Fighter A-Abilities

Weapons: Spears/Broadswords/Axes

Head: None

Body: None

Shields: No

HP= B
MP= E
Evasion= C
Speed= A
Dexterity= B
Attack= S
Defense= E
Magick= E
Resistance= C

Abilities

(Timed Steps)

Step-In: (0:MP) Targets ally within range. Any time target performs an attack action, The Vanguard will step in to perform an additional attack. Range: 4

Emergency Aid: (0:MP) Target ally within range. If the target should be KOed, the Vanguard will sacrifice 2/3 his HP to keep the unit alive by 1HP. Range: 4

Intervention: (0:MP) Target enemy within range. Any time the target performs an action against an ally the Vanguard will be targeted instead. Range: 3

Quick Step: (0:MP) Target ally within range. If targeted ally is placed in the critical HP state, the Vanguard's turn immediately follows. Range: 4

Intimidation: (0:MP) Targets all units within range. The number of tiles moved determines the distance of this ability. All units within that number of tiles cannot perform actions.

Exit Strategy: (0:MP) Targets any unit within range. At any time the unit is damaged due to an ability or attacked, the unit will teleport to a random location on the battlefield.

Haretsu: (30:MP) Technique can only be used when the character is at the HP critical state. Like the Self Destruct of the Bomb, the caster will sacrifice him/herself in a swallowing explosion, dealing damage to all surrounding units.

Kanketsu-Hen (The Final Act): (40:MP) Technique can only be activated when the caster's health is exactly at 1 HP and directly behind the target. Caster will latch onto the victim, sacrificing the unit to release a wave of darkness dealing lethal damage.

Reaction

Bide: Whenever the user is damaged by an attack or ability, place a counter on the user (Max 10). Each counter means that the user can deal 50% more normal attack damage. Attacking once will immediately remove all counters

Deflection: When targeted by another unit's spell, attack, or ability, the unit will take 66% of the damage, and 'deflect' the other 33% of the damage to the nearest random unit. Will only work with targets within 3 spaces of the user. Units of the same distance that are closest will be chosen at random.

Support

Blood Letter: Unit will sacrifice their own HP to perform more powerful attacks.

Transferrence: Unit with this S-Ability will have 50% reduction of all Helmet or Chest armor worn. All accessories will gain a bonus in the following ways:

Boots: +2 movement
Jewels: +1 MP gained per turn
Armguards: +20% more stats
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Arcanus
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PostPosted: Wed Sep 07, 2011 7:35 pm    Post subject: Reply with quote

Thats really good!! it would probably be the class I use the most since most of the time im offense unless in a pinch
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Rune174
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PostPosted: Wed Sep 07, 2011 7:38 pm    Post subject: Reply with quote

I would'nt recommend any more than one or two. They can kill easily enough, but they are just as easily killed.
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PostPosted: Wed Sep 07, 2011 7:40 pm    Post subject: Reply with quote

Kuglist (Hume/Viera)

"A bullet sounds the same in every language, luckily thats all they need."

-Marksmen by trade, a kuglist is capable of using the powdery mist imbued shells of their weapons to blast away at the enemy with deadly efficiency.

(Note: Kuglists use specialized bullets with their weapons. As they gather mist, they can use it to perform various and useful abilities. For guns, they can be used instantly, but cannons must be primed before firing. Cannons also cannot target tiles within 4 spaces of the user)

Brief overall description; As marksmen in use of both types of firearms, this class is capable of using a wide array of abilities suited to the weapon they have equipped. The drawback of using such weapons is that they often subject friend and foe alike to get the job done.

Requirements:

Master Soldier

Master Archer

Weapons: Guns/Cannons

Head: Helmets

Body: Shirt

Shields: No

HP= B
MP= C
Evasion= C
Speed= C
Dexterity=S
Attack= C
Defense= A
Magick= C
Resistance= B

Abilities

Bombardment

Steady Shot (Guns only): (15:MP) Using Mist encased shells, the user will fire a shot that will pierce any unit in its path. (All spaces along a single path)

Spread Shot(Guns only): (25:MP) Buckshot rounds are fired, damaging all units in its path. The closer the enemy, the more damage dealt. (3 spaces in a triangular pattern from where the unit is facing)

High Ground(Guns only): (15:MP) A unit hit with this attack will recieve damage based on the difference of height. (8 spaces)

Burst Fire (Guns Only): (30: MP) The unit will empty his clip of six rounds at the opponent with 50% less damage and at 35% hit rate. (4 spaces)

Prime: (10:MP) Gets a cannon ability ready to fire

Howitzer (Cannon Only): (12:MP) A controlled shot in a single space, this shot has the greatest accuracy and causes no area damage. (8 spaces)

Pot Shot (Cannon Only): (20:MP) A more unpredictable shooting method, the attack has an area damage, but will hit in the general area that the user points it. (8 space distance. 2 Space AOE)

Artillery (Cannon Only): (25:MP) Using specialized handling and prescision, this powerful blast will will cause even more devastation among those unfortunate to be in the blast radius. (8 space distance, 3 space AOE)

Raze(Cannon Only): (30:MP) A single shot that will raze the battlefield, damaging both parties. (All spaces)

Reaction

Quick Draw: Any target that deals damage for anymore than a single unit away will be fired upon with the currently equipped firearm.

Support: None
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Arcanus
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PostPosted: Wed Sep 07, 2011 7:45 pm    Post subject: Reply with quote

Long range I like it! to me they're the most useful characters in a game like that!
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Rune174
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PostPosted: Wed Sep 07, 2011 7:48 pm    Post subject: Reply with quote

Indeed, you actually have to merge a hume/soldier or the fencer/viera's re-equip ability so you can switch between the weapons, as the ability set is split between guns and cannons.
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Rune174
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PostPosted: Wed Sep 07, 2011 7:52 pm    Post subject: Reply with quote

Rift Reaper (Viera)

"Armed with a powerful polearm, these beautiful dancers of death are often time the last thing their enemies see""

Brief overall description; i Rift Reapers use their elegence and agility to cut a swathe of destruction in their wake. Their abilities use Mist to inflict a series of elemental damage, often exploiting another's weakness to cause massive damage. Perfect against local wildlife or enemies relying on elemental armor.

Requirements:

3x Fencer
3x Elementalist

Weapons: Introducing new weapon type: Scythe

Head: Caps

Body: Leather

Shields: No

Geosickle

Incindia Slash: (10 MP) Fire technique that sends a rush of flames at their opponents. 3 tiles towards the unit's facing

Glacial Uprising: (10 MP) Ice technique freezing the water under the ground, producing stagmites of ice to puncture the ground at their opponents.

Tonitrius Strike: (10 MP) Thunder technique that targets a single space, striking the target 2 consectutive times.

Terra Breaker: (10 MP) Shards of rock protrude from the ground, causing damage surrounding the user. All 8 spaces surrounding the unit.

Ventus Accelerator: (10 MP) User moves so fast, that they disappear and reappear in an instant. Causes wind damage to opponent. 2 spaces from target.

Aqua Execution: (10 MP) uses water in the air to drown their opponents on dry land, dealing water damage. Does more damage to units standing in water. 3 units from user in a single panel.

Tenebrae Invoker: (10 MP) Darkness rains from the shadows around the user, causing darkness damage to the target. Area damage 3 panels from user.

Sanctum Swing: (10: MP) A holy strike against the wicked and unholy, dealing holy damage. May also banish the undead. Single target.
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Arcanus
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PostPosted: Wed Sep 07, 2011 7:59 pm    Post subject: Reply with quote

I like the sound of it, it sounds like something you really shouldnt mess with this game sounds good and I only know the classes!!
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Rune174
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PostPosted: Wed Sep 07, 2011 8:01 pm    Post subject: Reply with quote

Well, I should say other people made classes. I'm just showing you mine so far. I love my character. Too bad he dies in such a tragic fashion.
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PostPosted: Wed Sep 07, 2011 8:03 pm    Post subject: Reply with quote

(This is the power class of the series. Believe me this class was scrapped and remade about 3 times before it came to this.

Aura Knight(Power Class)

"The power one wields while in possession of an auracite is a two edged sword. The power to overwhelm, and to be overwhelmed by its power."

Brief overall description;

Aura Knights have the highest potential to become something few dare to achieve. They are both those who seek power, and seek to master it. Few become such people, and thus, are sought out over the land. Only one person may become an Aura Knight at any given time in the clan. Should the auracite be removed from that character's possession, they lose all abilities learned while using it. When the character is placed in the possession of the auracite, they revert to level 1 and lose all abilities learned from other jobs.

Requirements: (None)

Weapons: All

Head: All

Body: All

Shields: Yes

HP= E
MP= E
Evasion= E
Speed= E
Dexterity=E
Attack= E
Defense= E
Magick= E
Resistance= E

When an Aura Knight Reaches these levels, they can drain targets at equal or higher level to upgrade their stats.

Level 10- D
Level 30- C
Level 50- B
Level 70- A
Level 90- S

Abilities
(Auracite)

Anima Drain: Using their anima, an Aura Knight drains a weakened foe of their strongest traits. Success will raise the highest attribute rank of the character based on the foe that was drained. Success will also earn the character a new ability if the drained foe is at a certain level. Success will always be at less than 10%.

(Lvl: 5) Summoning: Espers summoned by an Aura Knight. Only 3 espers can be on the field at one time. (These include the beings summoned by a Summoner
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Arcanus
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PostPosted: Wed Sep 07, 2011 8:19 pm    Post subject: Reply with quote

see in a good game if a character dies it makes the storyline better which is why ff X is my favourite one, and wow i never saw a class with that much power before!
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Rune174
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PostPosted: Wed Sep 07, 2011 8:21 pm    Post subject: Reply with quote

Well, the base concept came from the Onion knight. at first it is terrible due to its low stat increase. With the Anima drain against sentient beings, it increases its stats. I put a level limit so people can't try to put it all to the S level before it even gets through the first level.
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Arcanus
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PostPosted: Wed Sep 07, 2011 8:34 pm    Post subject: Reply with quote

yeah I see what you mean it would ruin the whole game and there would be no challenge!
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PostPosted: Wed Sep 07, 2011 8:39 pm    Post subject: Reply with quote

In the actual game, a single Aura Knight (I called it the Auramancer but they decided to change names on me) takes up 3 slots on the field.
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Arcanus
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PostPosted: Wed Sep 07, 2011 8:50 pm    Post subject: Reply with quote

Thats a very good control method so then they can't completely own the matches right away and would force them to level up their other characters
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Artyom Derison
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PostPosted: Wed Sep 07, 2011 9:09 pm    Post subject: Reply with quote

This isn't my type of game but none the less sounds cool
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PostPosted: Wed Sep 07, 2011 9:46 pm    Post subject: Reply with quote

I am still altering this class somewhat. Mainly with their abilities. This is the opposite of the rift reaper. Instead of opting to use elemental abilities, it uses mainly nonelemental techniques, and can even sacrifice elemental properties of armor and weapons into ATK.

Turnstile Guardian (?)

"Bodyguards of the Highest Caliber, a Turnstile Guardian is known to present the largest threat to the average highwayman. Oftentimes known from going on the offensive if the situation allows."

T. Guardians are a versatile class that can switch between an offensive and defensive stance mode, allowing them to take charge of a variety of situations. In defensive mode, they cast a series of healing and support spells, while in offensive mode, uses abilities to lay waste to those on the battlefield.


Requirements:

4x Soldier
4x Paladin
4x Fighter
4x Priest

Weapons: Warblades (New 2H katana based weapon)

Head: none

Body: Light armor

Shields: No

Abilities:

Switchblade

Offensive Stance: (0:MP) Weapon stats remain the same, allowing access to combat abilities.

First Strike: (0:MP) Unit gains the First Strike status. When attacked, the unit get the first hit before the enemy can act.

Pendulum Swing: (0:MP) Unit will swing its blade in a massive Arc, damaging all targets in its path.

Defensive Stance: (0:MP) The weapon's ATK are converted to DEF and RES points, garnering the ability to use support spells.

Consult: (0:MP) Unit will rally all allies within range, bracing them for an upcoming attack. Allies affected are put into 'Defend' status until their participating turn.

Warning: (0:MP) Unit will make its allies aware of an impending magickal attack. All allies effected will gain RES stats till their participating turn.

Reaction

Guard: When an ally within its range is targeted by by an opponent that deals damage, the user will take the Damage instead. 4 panel range.

Support

Syntheth: If the equipped weapon has an elemental attribute, it is removed and is given an ATK bonus. If it has no elemental attribute, it sacrifices ATK and deals random elemental damage during combat. T. Guardian Bonus: If in defense mode, elemental removal instead gains DEF.
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