so far im trying to narrow down who gets what for my classes.
Healer (reduce damage, restore health, clear status)
Defense up
Magic Defense up
Revive/Full Revive
Cure Status/Poison/Slow
Heal Hp
Heal Hp/Mp
DPS/Damage (do damage and increase damage dealt)
Attack Defense down
Magic Defense down
Speed Down
Attack Up
Magic Up
Disarm (on select classes)
Utility (crowd control plus beneficial group effects)
Cure Stop
Slow
Fast
Skill Up
Encounter Down
Encounter Up
Sure Run
Heal Mp
Heal Hp (lesser)
Mp Damage
Tank (draw attacks plus reduce damage from monsters)
Attack Down
Skill Down
Magic Down
Speed Up
Hp/Mp Damage (on select classes)
so for Speed Up/Down and Fast/Slow abilities im guessing from what i can tell it Raises or Lowers targets Agility? and Fast/Slow is equivalent to Final Fantasy Haste/Slow and is solely used for action speed?
with a 16 skill limit i have to split the skills up and make what defines my classtypes
i want to sprinkle each type with some utility and synergy in a full group/smaller group/solo play
i will have pure classes, and a few hybrids with higher cost and lack of aoe ability that cross over from the pure skills
any suggestions to make the setup smoother feel free to drop feedback
you can have a balanced group or make your own combination which will still be effective. allowing major choices.
tank/tank/dps/healer
tank/dps/dps/utility
tank/utility/healer/dps
dps/utility/healer/dps
just some setup combinations, and each type will have a big selection to choose from
Healer (reduce damage, restore health, clear status)
Defense up
Magic Defense up
Revive/Full Revive
Cure Status/Poison/Slow
Heal Hp
Heal Hp/Mp
DPS/Damage (do damage and increase damage dealt)
Attack Defense down
Magic Defense down
Speed Down
Attack Up
Magic Up
Disarm (on select classes)
Utility (crowd control plus beneficial group effects)
Cure Stop
Slow
Fast
Skill Up
Encounter Down
Encounter Up
Sure Run
Heal Mp
Heal Hp (lesser)
Mp Damage
Tank (draw attacks plus reduce damage from monsters)
Attack Down
Skill Down
Magic Down
Speed Up
Hp/Mp Damage (on select classes)
so for Speed Up/Down and Fast/Slow abilities im guessing from what i can tell it Raises or Lowers targets Agility? and Fast/Slow is equivalent to Final Fantasy Haste/Slow and is solely used for action speed?
with a 16 skill limit i have to split the skills up and make what defines my classtypes
i want to sprinkle each type with some utility and synergy in a full group/smaller group/solo play
i will have pure classes, and a few hybrids with higher cost and lack of aoe ability that cross over from the pure skills
any suggestions to make the setup smoother feel free to drop feedback
you can have a balanced group or make your own combination which will still be effective. allowing major choices.
tank/tank/dps/healer
tank/dps/dps/utility
tank/utility/healer/dps
dps/utility/healer/dps
just some setup combinations, and each type will have a big selection to choose from
