My FFXI Project: Acolyte

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What do you think of Acolyte

I think it's great! I can't wait for SE to release it!
1
50%
It has potential, but you have a lot of work to do
0
No votes
It's alright. Good luck trying to get SE to look it over
1
50%
I don't like it. It seems unbalanced
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You're kidding, right?
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Total votes: 2

angelstar107
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Posts: 117
Joined: Fri Jul 08, 2005 4:04 am
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My FFXI Project: Acolyte

Post by angelstar107 »

Hello everyone! For some time, I've been working on a project based on FFXI. I've been designing a new job that I hope SE will openly review, provided I can rally the support for it. While it isn't done yet, I wanted to post what I have completed here to collect people's opinions. I wish to refine the job as much as possible.

ACO's Attributes, and now it's spell list, can be easily accessed and downloaded through the following links:
Stats: http://spreadsheets.google.com/ccc?key= ... tYlE&hl=en
Spells: http://spreadsheets.google.com/ccc?key= ... tWGc&hl=en

You can also find a handy little calculator for the three healing abilities by downloading this HTML document (Special thanks to Nyaanyaa for making this possible): http://angelstar107.angelfire.com/Chi_H ... lator.html

If, for any reason, the above links do not work, please send me a PM. Angelfire only allows me so much bandwidth (20 MB), and these files quickly reach that point. As such, I may have to send these files out via email for those who want them. They aren't big files. The Calculator is 4kb and the Stat breakdown is 42kb, so it'd be an easy send. Sorry for the inconvenience.

As a little note for the calculator, what people are going to notice when they look at it, and when they look at the equations listed in this document, is that Acolyte's Chi Healing abilities are based on several variables: Max HP, Vit, Mnd, and Chi Skill (Which is more or less a number created based on your level). The only ability that doesn't use all the above factors is Healing Light, which does not factor Max HP. For the curious and/or people concerned that this basis makes these abilities too powerful please read the following chart:

Absorb Chi: 6~7MaxHP = 5VIT = 5MND = 16~17ChiSkill = 1HP cured
Healing Light: 1~2VIT = 1~2MND = 3~4ChiSkill = 1HP cured
Inner Healing: 5~6MaxHP = 2~3VIT = 2~3MND = 7~8ChiSkill = 1HP cured

In short, it takes a lot of max HP to boost these numbers :) figured I'd pre-empt the question!

Please leave some feedback for me ^_^ Thanks!




Acolyte

There are those who are champions of the goddess, and those who follow the light of the goddess, but very few seek to channel the goddess herself. These individuals are the chosen of Altana, known as the Acolytes, a reclusive order of mystics. Acolytes have trained their bodies to be attuned with the force of life, Ki, and act as stalwart guardians on the battlefield, protecting their allies with powerful auras while striking down their foes with swift blows and potent Ki Magic.


Combat


Sword: D
Staff: A+
Club: C
Archery: C
Throwing: C
Evasion: A-
Parrying: A+
Ki: A+

Job Traits


Level 1: Staff Training I
Level 5: Gather Ki
Level 10: Magic Defense Bonus I
Level 15: Evasion Bonus I
Level 19: Staff Training II
Level 25: Counter
Level 35: Magic Defense Bonus II
Level 37: Staff Training III
Level 40: Evasion Bonus II
Level 55: Staff Training IV
Level 60: Magic Defense Bonus III
Level 65: Evasion Bonus III
Level 73: Staff Training V


Staff Training: Reduces the delay of Staff Weapons by 3% Per Level

Gather Ki: Allows an Acolyte to accumulate Ki (See "How to Build Ki" section)


Job Abilities


Channel Spirit: Maximizes the effect of all Ki spells (Impact spells are guaranteed to land and induce their status effect unless the enemy is immune to the element or the effect, Healing spells have twice the effect, and Edge spells deal double damage. In the case of Light Impact, it will dispel two effects instead of one). Duration: 1 Minute, Recast: 2 Hours


Auras: Auras are a unique effect for Acolytes. While active, these will add a bonus to the Acolyte, and a bonus to all nearby party members. The bonus increases as the Acolyte gains levels, but the bonus granted to party members is always equal to half the bonus the Acolyte receives. The duration of an Aura is 2 minutes, and all auras share the recast time of 2 Minutes. Multiple Auras of the same type do not stack. An Acolyte may only have one active Aura at a time; however, if Multiple Acolytes are in a party, each may have a different active Aura and receive the effects of all active Auras.


15 Aura of Might
30 Aura of Elusion
45 Aura of Valor
60 Aura of Light

Aura of Might: +3% Attack. Increases by +3% every 12 levels.

Aura of Valor: Reflects 10% of Damage Taken back upon the attacker. Increases by +5% every 15 levels.

Aura of Elusion: Evasion +10. Increases by +5 every 20 levels.

Aura of Light: Magic Defense Bonus +10. Increases by +10 every 15 levels.


Channeling: Channeling techniques are special empowerments that the Acolyte can use. These techniques can change the ebb of battle by granting grand levels of strength. Channeling techniques all have independent recast timers.

20 Divine Strike
40 Resonance
60 Blessing


Divine Strike: When used, and in front of the enemy, the next attack is a guaranteed critical hit. This ability is similar to Sneak Attack in that it applies MND to the damage rating of the current weapon. This ability factors 60% MND into weapon damage. If Acolyte is set as a support job, this ability does not factor MND. Duration: 1 minute, or until next attack. Recast: 1 Minute

Resonance: When used, this ability takes 15% of targeted party member's enmity. (Collaborator effect). Recast: 30 Seconds

Blessing: Critical Hit Rate +10%. Duration: 1 Minute. Recast: 3 Minutes



Stances: Stances change the primary focus of the Acolyte's talents. Each of these stances grant special changes to the Acolyte's collection of Ki, as well as granting them new skills as the Acolyte grows in level. Stances have independent recast timers. The duration on a Stance is 5 minutes, and each stance has a 1 minute recast.


Combat Stance (Game Name: Kobudo)

Level - Effect
5 - Changes Ki Gain formula in favor of Damage Dealt (.75 Value from Dealt Damage, .25 Value from Damage Taken)

25 - Increases Attack during the Duration of the stance (Attack +3% at level 25. Effect increases by 3% every 12 levels). This bonus stacks with all forms of Attack+% (Berserk, Food, Warcry, Etc).

45 - When an attack successfully damages an enemy, there is a 10% Chance to strike again. This additional attack deals damage ¾ normal damage, and grants 1 Ki if the attack connects. This ability can only activate once per round in the event of a multiple attack from a trait or equipment.

65 - When you successfully damage an enemy with the additional attack from the Stance, there is a 10% chance to strike again. Damage from this additional attack deals 2/3 normal damage, but grants 2 Ki if the attack connects.



Defensive Stance (Game Name: Koryu Budo):

Level - Effect
5 - Changes Ki Gain formula in favor of Damage Taken (.75x Value from Damage Taken, .25x Value from Damage Dealt)

25 - Increases Parry chance, and grants a chance to gain 1 Ki on a successful parry (+1% chance to Parry, increases by +1% every 12 levels. 20% chance to gain 1 Ki on a successful parry, increases by +5% every 12 levels)

45 - 20% Chance to retaliate when damaged by a physical attack (Retaliation effect. Activation chance +5% every 15 levels).

65 - When you successfully damage an enemy with the Retaliation Attack, there is a 10% chance to strike again. Damage from this attack deals normal damage and grants 2 Ki if the attack connects.


Spells
You can find the exact details of these spells in the excel file “Acolyte Spells”


Level 5 Absorb Ki
Level 10 Flame Impact
Level 18 Frozen Impact
Level 20 Healing Light
Level 25 Flame Edge
Level 26 Gale Impact
Level 32 Frozen Edge
Level 34 Aqua Impact
Level 35 Wave of Life
Level 39 Gale Edge
Level 42 Gaia Impact
Level 46 Gaia Edge
Level 50 Shocking Impact
Level 50 Inner Healing
Level 53 Shocking Edge
Level 58 Luminous Impact
Level 60 Aqua Edge
Level 64 Eclipse Impact
Level 65 Cleansing Wave
Level 67 Luminous Edge
Level 74 Eclipse Edge



Merits

Group 1 Merits

-Blessing Recast: Reduces the recast of Blessing by 6 seconds per merit

-Combat Auras Effect: Increases the effect of Aura of Might and Aura of Valor by 1% per upgrade

-Shield Auras Effect: Increases the effect of Aura of Elusion and Aura of Light by 2 per upgrade

-Impact Accuracy: Increases the magic accuracy of Impact spells by 2 per upgrade

-Edge Potency: Increases the damage done by Edge spells by 2 per upgrade


Group 2 Merits

-Conserve Ki: Occasionally negates Ki Cost (2% Chance to use no Ki when using Ki Spells){Trait}

-Ki Potency: Increases the potency of Ki spells by 2% per merit {Trait}

-Improved Ki Capacity: Increases your maximum Chi by 1 per upgrade.

-Energy Collection: Instantly grants 1 Ki. (Recast: 5 minutes. Each additional merit increases the Ki gained by 1 [No Foot Rise effect]) {Job Ability}

-Bestow Grace: Your next Edge spell affects all nearby party members, but the Ki cost is doubled (Diffusion Effect. Recast 20 minutes. Each additional merit reduces the recast by 2 minutes, 30 seconds) {Job Ability}

Unique Staff Weapon Skills

Skill 85 – Trinity: Deliver a Three-Fold Attack. Damage varies with TP.

Element: None
Skillchain Property: Reverberation / Scission

Modifiers: STR 20%

TP Modifiers:
100%: 1.0
200%: 1.25
300%: 1.5


Skill 185 – Storm of Fury: Deliver a Three-Fold Attack. Damage varies with TP. Additional Effect: Paralyze

Element: None
Skillchain Property: Liquefaction / Impaction

Modifiers: 30% STR, 30% MND

TP Modifiers:
100%: 1.25
200%: 1.5
300%: 2.0

Useable Equipment Types

Armor
 Leather Armor
 Doublet Sets
 Robe Sets
 Tunic Sets
 Not Seer's Set
 Far Eastern Sets
 Sacred Armor (JSE)
 Capes
 Mantles

Weapons
 Sword
 Sword
 Rapier
 Bilbo

 Staff
 Staff
 Pole
 Battle Staff
 Bo

 Club
 Club
 Mace

 Archery
 Short Bow
 Longbow


 Throwing
 Chakram
 Boomerang
 Darts


Other Equipment

Meditation Beads
Enchantment: Restores Ki
Level 61 ACO
<20/20 0:30[30:00, 0:30]>

Enchantment effect: Gives 2 Ki per use
How to Obtain: ENM 60 Pulling the Strings


Prophet’s Earring
Latent Effect: Magic Defense Bonus +3
Level 60 All Jobs

Latent Activation: ACO as a support job
How to Obtain: Union Coffer


Prophet’s Cape
DEF 5, Latent Effect: Enhances “Staff Training” Effect
Level 60 All Jobs

Latent Effect Activation: ACO as a support job
Latent Effect: Staff Training +1%
How to Obtain: Union Coffer


Fundamentals of Acolyte

Acolyte is a very different kind of class that is designed around the concept of recycling damage into power. Whenever an Acolyte deals or takes damage, they accumulate points towards gaining Ki. Ki is the source of power for an Acolyte, and acts as a source of from which they can use Ki Magic. Unlike mage jobs, such as WHM or BLM, Acolytes do not use MP. Instead, their Ki Magic utilizes Ki in the same way as other forms of magic utilize MP.

Ki is tracked in two ways. The first way is an on screen icon, similar in fashion to that of Finishing Moves. This, however, only shows the amount of current Ki. When accessing the spell list for Acolyte, highlighting any spell will show the current Ki that an Acolyte has, as well as a score value indicating how many points have been gained toward the next point of Ki and the amount needed to obtain the next Ki.

The amount of points needed to gain Ki is based on a formula {[Acolyte Level x 3.68] x 1.15}. What this formula basically does is keep the difficulty of gaining Ki the same across all levels, taking into account the progressive challenges that enemies pose as the character grows in level.

Ki is a unique type of beneficial status effect. As such, it’s important to know the conditions under which Ki is lost when it isn’t used. Ki cannot be dispelled by any means, nor can it be cancelled. Ki is also not lost when a character is KOed; However, Ki is lost when a player changes zones, gains the effect of level sync, logs out, or is tractored.

What is Acolyte?

Acolyte was an idea that came about to fill a unique roll in parties. The original design was to be a new style of tanking, utilizing the job’s immense parry potential. However, knowing that players would actively try to find ways to adapt the job into different roles, it was clear that the job could function both as a Tank and as a Damage Dealer.

Unlike Paladin, Acolytes are not heavily armored, so they won’t be able to handle progressively heavy blows. Acolyte exceeds the Evasion Potential of Ninja, but lacks the safeguard of granted by Ninjitsu. However, it easily surpasses the abilities of both of these tanking jobs by use of a combination of Parry and Evasion to minimize the damage that they take. When these elements are used in conjunction with their Impact spells, they drastically improve their chances of survival by granting them an edge of their opponent.

Ideally, the tanking support job of choice would be Warrior. The added benefit of a free hate tool, such as Provoke, is a major advantage for them, as it helps to maintain a high level of hate. When used in conjunction with their hate-stealing ability “Resonance”, it’s very clear that they can hold hate better than most jobs.

As a Damage Dealer, there are potentially a large number of support jobs that could bolster an Acolyte’s power. At lower levels, Warrior would be the job of choice. Due to the unique nature of Acolyte’s abilities, the bonuses granted from Samurai would only further improve upon the Acolyte’s own innate talents. Other options include the use of Ranger to build on an Acolyte’s archery skills, Ninja for the ninjitsu access, Dragoon for the Jump Techniques, and Dark Knight for its offensive bonuses.

How to build Ki

Building Ki is a process that follows a few steps.

At level 5, the player gains the ability to start accumulating Ki. When no stance is active, 50% of the damage the player deals and takes will be added together. Damage from any source, either magical or physical, will count towards building Ki. When a certain value is reached, the player gains 1 Ki. The value that must be reached is determined by the equation: {[Acolyte Level x 3.68] x 1.15}. The Maximum amount of Ki a player can have at one time is equal to their level divided by 5, although this limit may be increased if the Group 2 Merit “Improved Ki Capacity” is utilized.

When a player uses the Stances, the values change. Using the combat stance, Kobudo, causes the balance to shift in favor of dealing damage, meaning that 75% of the damage the player deals will be added toward building Ki, but only 25% of the damage they take to be added toward building Ki. When using the defensive stance, Koryu Budo, the balance shifts in favor of taking damage, causing 75% of the damage a player takes to be added toward building Ki, but only 25% of the damage they deal to be added toward building Ki.

As the Acolyte progresses in level, the stances adapt and allow for a new form of building Ki to become available as well.

The Kobudo Stance gains a Double Attack-like feature at level 45, granting the Acolyte the opportunity to attack again if they successfully hit the enemy with a melee attack. While this additional attack deals less damage, it automatically gives the Acolyte 1 Ki if the attack successfully deals damages their foe. At level 65, there is a chance that this additional attack will cause the Acolyte attack for a third time. This 3rd attack deals less damage than the second, but gives the Acolyte 2 Ki if they deal damage their foe.

The Koryu Budo Stance gives an Acolyte two different additional ways to build Ki. The first way to get extra Ki occurs at level 25. When an Acolyte successfully parries an attack, there is a chance that they will gain 1 Ki. As an Acolyte progresses in level, their chance of parrying and their chance of gaining that Ki from a successful Parry improve. At level 45, the Acolyte gains a chance to Retaliate an attack. Once an Acolyte reaches 65, this Retaliation generates another way for an Acolyte to build Ki. If a player Retaliates, there is a chance they will attack again immediately afterward. If this additional attack damages a foe, it gives 2 Ki to the Acolyte.

The final way for Acolytes to build Ki is by the use of their Group 2 Merit Ability "Energy Collection." This skill works similarly to No Foot Rise, instantly granting 1 Ki for each upgrade. This skill can generate up to 5 Ki per use.

In all, there are 6 different ways to build Ki. It is up to the player to decide when to utilize these skills to increase their success in the game.

How to unlock Acolyte

Quest name: To Harbor the Light

Quest Description: After a fateful meeting with the lone Acolyte, Arawn, you have been asked to find the places where "Light and Darkness collide". What could such a strange place harbor?

Quest Details:

Starting NPC: Arawn (Meriphitaud Mountains, K-11)

Talk to the Strange Glyph at K-11 to trigger a cutscene. After the Cutscene, you'll receive the temporary key item "Rift Detector". Whenever you zone, the Rift Detector will sense rifts of light and dark and point you in the proper direction.

Travel to the crags of Mea, Holla, and Dem, and enter into the hall of transference. The Rifts that were mentioned by Arawn are the Memory Flux, found on the second floor of each Promyvion. After talking to a Memory Flux, you will receive cutscene and a key item named "Balance of…" for that Promyvion.

If a player has not proceeded far enough with the Chains of Promathia storyline to access Promyvion, the Rift Detector will allow a player access to the three Promvyion areas used in this quest. Once this quest is complete, this access is lost. Using the Rift Detector in this fashion will not allow players to proceed to the respective Spires to do Empty Notorious Monsters or to assist with any of the fights related to the Chains of Promathia Storyline.

With all three balances in your possession, return to the Strange Glyph for a cutscene with Awarn. After the cutscene, you will receive the Initiate's Bo, and be able to become an Acolyte.

Initiate's Bo
Dmg 12, Delay 400
Level 1 ACO

Artifact Equipment


AF Weapon:

Wanderer’s Bo {Rare/Ex}
Dmg 30, Delay 400, Mnd +3
Level 40 ACO


How to obtain: Quest "The Way"


Quest Description:
The Ordained Order of Acolytes has deemed you ready for the next level of training.
You have been asked to locate the gilded vessel deep within the Ruhotz Silvermines.

Quest Details:

Starting NPC: Arawn (Meriphataud Mountains, K-11)

Talk to the Strange Glyph at K-11 to trigger a cutscene. After the cutscene, you are asked to find the recluse hermit for details about the secret entrance to Ruhotz Silvermines. Travel to Rabao to speak to Skeea, then talk to Kedhareshvar to learn about legacy of a strange Galka named Lone Shadow. Travel to Korroloka Tunnel and check the four Giant Clams. The last one you check with trigger a Cutscene, and you will obtain the key item Crystal Ankh.

The next part of the quest must be done solo. If you are in a party, they will unable to accompany you into the dungeon. You must be on Acolyte to get the cutscene. There is no level cap.

Travel to Meriphataud Mountains (S), and head for K-4. Approach the metal door. This will trigger a Cutscene and will warp you into Ruhotz Silvermines.

You will have 15 minutes to find the Gilded Vessel. It's location is randomly generated, and the enemies are hidden in the ground, much like antlions. They will aggro anyone, regardless of level. They don't hit hard, and have low HP. Their movement speed is slightly less (90%) that of a character. However, once you have aggroed one enemy, all enemies at the same map position as you will surface and aggro as well. You will be unable to talk to the Vessel if you have enmity from any enemy. The Vessel is located randomly on the map you start on.

Once you find the Vessel, talk to it to get a Cutscene. At the end of the cutscene, you receive the Wanderer’s Bo, and appear at the Strange Glyph in present day Meriphataud Mountains.



AF Feet:

Shinto Sandals {Rare/Ex}
Def 13, HP +14, Agi +3, Dark +10, Evasion +5
Level 52 ACO


How to obtain: Quest "The Scarlet Order"

Quest Description:
The Ordained Order of Acolytes has learned of a possible Coup D'état within the order.
Learn the identity of this subversive, and report back to The Order.

Quest Details:

Talk to the Strange Glyph to receive a cutscene. After the cutscene, you will be asked to track down an individual who is believed to be an Acolyte who was exiled long ago. You will be directed to gather information.

Speak with Chapi Galepilai in Ru'lude Gardens for a cutscene. She will inform you about a strange individual that sought an audience with the Archduke, but was denied. They soon left aboard an Airship to San d'Oria.

Head to the Chateau d'Oraguille and speak with Ferdechoind for a cutscene. He will informed you that a lady, dressed in strange garments of Red and Gold asked for an audience with King, but she was turned away. She spoke of an impending war, and was seeking assistance, but was cast out of San d'Oria for speaking of such a thing. She was last seen riding south on Chocobo.

Head to the Metalworks in Bastok Markets, and speak with Cid for a Cutscene. He will inform you that he was also approached by a strange lady, who spoke of war. She attempted to persuade him to arrange for Bastok to assist her people in their impending battle, but he turned down the offer. She said that if the nations were going to be so unwilling to assist, she'd be better offer recruiting assistance from a stronger force. She was last scene headed north on foot.

Head to Beaucedine Glacier and examine the Fresh Footprint at I-10 for a cutscene. After the cutscene, examine the Fresh Footprint again to spawn a NM named "Ancient Ruszor". He has about 2200 HP, and while he hits hard, he isn't very accurate. After the fight, examine the Fresh Footprint again for a cutscene.

Return to the Strange Glyph for one last cutscene. After the cutscene, you will receive Shinto Sandals.

The quest, "Flames of War" becomes active immediately after the cutscene.


AF Legs:

Shinto Shalwar {Rare/Ex}
Def 31, HP +12 , Chr +5, Light +10, Enhances "Resonance" Effect
Level 54 ACO

*Enhance effect increases the enmity stolen from targeted party member by 5%

How to obtain: Quest "Flames of War"

Quest Description:
The Scarlet Order has declared war and begun a cascading march to Meriphataud Mountains. It is up to you to halt the war before it grows beyond control.

Quest Details:

You have been tasked to find out all you can about the incoming armies of the Scarlet Order. The Ordained Order's scouts have reported that they have been seen in the vicinity of Sauromugue Champaign and The Eldieme Necropolis.

Head to Sauromugue Champaign and kill enemies until you get "Aged Message Scroll" Rare/Ex item. Afterwards, head to Eldieme Necropolis and kill Ka until you get "Old Message Scroll" Rare/Ex Item.

Return to the Strange Glyph for a cutscene. To read the text, you'll need to unlock the text upon the scrolls. Head to Garlaige Citadel and kill Fallen Soldiers until you get "Ebony Ink" Rare/Ex Item. Using a Water Crystal, Synthesize the Ebony Ink, Aged Message Scroll, and Old Message Scroll together. This synthesis cannot fail, and will not grant skill ups. You will obtain the "Scarlet Orders" Rare/Ex item.

Head to Vomp Hill in South Gustaburg, and trade the "Scarlet Orders" to the ??? located at the top of the hill for a Cutscene. After the Cutscene, Mammet Alpha and Mammet Delta will spawn.

Both Mammets change between their four stances, but unlike the CoP fights, Yellow Liquid will not lock their forms. They have 2500 HP each. Their accuracy is decent, and hit for a good amount of damage.

After defeating both the Mammets, examine the ??? again for a cutscene, then return to the Strange Glyph for a cutscene. After the cutscene, you'll receive Shinto Shalwar, and the quest "Darkness Calling" will be automatically started.



AF Hands:

Shinto Bracers {Rare/Ex}
Def 15, HP +10, Dex +3, Int +3, Enhances "Staff Training" Effect
Level 56 ACO

*Enhances effect reduces delay of Staff Weapons by 3%

How to obtain: Quest "Darkness Calling"

Quest Description:
You have received a summons from the leader of the Scarlet Order, Shikir. She has important information in regards to the war between the two Acolyte Orders.

Quest Details:

Go to the top of Vomp Hill and check the ??? for a Cutscene. After the Cutscene, you'll be asked to locate an ancient relic known as the Relic of Truth. Go to E-7 in Meriphitaud Mountains (To get here, you'll have to use the rear path from D-7) and check the Staff Fragments for a Cutscene with Arawn.

Arawn will tell you where to find the Relic of Truth, but cautions you to proceed careful, and find three charms to protect you. All three charms are Key Items, and are not necessary to fight the Relic, but each will lower one of his parameters

Yagudo Jade Charm: Dropped by Yagudos in West Sarutabaruta [S]
Quadav Onyx Charm: Dropped by Quadav in North Gustaburg [S]
Orc Ruby Charm: Dropped by Orcs in East Ronfaure [S]

With all three charms in your possession, head to Beaucedine Glacier and go to the entrance of Fei'yin. Near the entrance, you'll find a Freshly Dug Hole. Check it to spawn an NM Doll named Relic Guardian.

Relic Guardian becomes weaker for each charm in the possession of the player that popped him. The Breakdown is as follows:

Yagudo Jade Charm: If not in the player’s possession, Relic Guardian’s attack speed is improved by 75%.
Quadav Onyx Charm: If not in the player’s possession, Relic Guardian takes 75% less damage taken from all sources.
Orc Ruby Charm: If not in the player’s possession, Relic Guardian has a 75% Chance to negate any negative status effects.

Relic Guardian is a Samurai/Monk type Doll that double attacks every round, and builds TP quickly. He will use TP moves whenever possible. When his HP drops to 0%, he is not defeated and uses Meltdown. The only way to prevent this is stun or running out of range. This Meltdown deals approx. 1200 to all players within the area of effect. If stunned, he will simply fall over, defeated.

Killing the Relic Guardian causes him to drop the Relic of Truth, a Rare/Ex.

Return to E-7 in Meriphitaud Mountains and check the Staff Fragments for a Cutscene with Arawn. He’ll tell you that the Relic of Truth is actually a key, and is said to unlock the doorway to the Divine Realm, where ultimate power rests. He also tells you that with that relic, you have the ability to turn the tide of the war.

After the Cutscene, head to Vomp Hill and trade the Relic of Truth to the ??? for a Cutscene. Shikir will thank you for your efforts, and you will be asked to hand over the Relic.

Regardless of what you choose, The Ordained Soldiers will break in and a battle will ensue. As the Ordained Soldiers slaughter the Knights, Shikir will flee. A Scarlet Knight rushs toward the character and quickly explains that there isn’t much time, but the Relic of Truth was actually a test, as it happens to be a fake planted there by Shikir in an attempt to lure you to their side of the war effort. The real relic is known as the Icon of Faith, and he asks that you find it and end the war. After making his plea, he is struck down by an Ordained Soldier, and you are asked to return to the Order.

Return to the Strange Glyph in Meriphitaud Mountains for a cutscene with the Ordained Order, where they will reward your information collection with the Shinto Bracers. Afterwards you will be sent on your way.

Outside, you are approached by Arawn, who explains that the misinformation was to prepare you for the truth. He explains that the Icon of Faith is a divine instrument that is not found, but made. He tells you that if you want to know more, then the Church of San d’Oria may hold the answers you seek.

After the cutscene, the quest “Icon of Faith” is automatically started.


AF Body:

Shinto Wrap {Rare/Ex}
Def 42, HP +20, Str +3, Accuracy +3, Parry Skill +5, Edge Damage +3
Level 58 ACO

How to obtain: Quest "Icon of Faith"

Quest Description: Having learned that you are the target of the ongoing war, a wounded Scarlet Knight asks that you find the "Icon of Faith", a relic believed to contain a means to quell the fighting.

Quest Details:

Head for Northern San d'Oria and talk to Arnau in the Church for a CS. Arnau will tell you the story of the Icon of Faith, and how the only one ever made was made, and used, by the Goddess Altana in a story passed down by the church. He asks you to seek out Pagisalis. Head down to the basement to find him, then talk to him for a CS. During the cutscene, the character will be sucked into a bizarre vision, which knocks them out. After the events of the dream, you will awaken on the floor of the basement, surrounded by several clerics of the church. They believe you are being possessed by an evil spirit, and call for an exorcism, but you refuse and leave the church.

Head to the Staff Fragments and speak to Arawn. He will tell you that the haunting you are feeling is due to a demon who is trying to use your body as a weapon. The only way to save yourself is to create the Icon of Faith. When you inquire as to how, he tells you to tread the trial once again.

Head to K-4 in Meriphataud Mountains (S) once again, and speak with the iron gate to enter into Ruhotz Silvermines. This time, you are allowed to bring in a party with you. The trial is much like the trial for the AF Weapon, only the enemies are stronger. You must find the Gilded Vessel within 30 minutes, and it is no longer on the first map you spawn on. You may need to descend a level or two to find the vessel.

Talk to the Gilded Vessel for a CS. After the cutscene, you will be warped into a battlefield with the NM Ancient Venomlord, a Vampyr. He's a Dark Knight, has approximately 13,000 HP, and uses only Wings of Gehenna and Bloodrake. Throughout the battle, he will speak, indicating what he's about to do.
"Holder of Light, I rend thee down!" – Bloodrake
"There is no absolution. There is only demise." – Wings of Gehenna
"I reject thee!" – Random Tier III Elemental Spell
"In the end, there is no purity" – Stun
"You entered my hell, and now I will take your souls!" – Blood Weapon (Used at 20% HP)
"I can taste your fear." – Random Absorb Spell
"Your pain feeds me" – Drain or Aspir
After the battle, you'll be treated to a CS wherein the Ancient Venomlord is revealed to be Arawn's Father, who fell to darkness while searKing for the Icon of Faith to forever banish the demon that haunts all Acolytes. He explains that the order of Acolytes, in it's founding, vowed to drain away the darkness that taints the world and establish a world where light can grow. In that, Acolytes often become overwhelmed by the darkness, and falling into it, becoming powerful demons, twisted fomor, or other demonic beasts such as Tauri. He informs you that the demon is no longer trying to take over your soul, since you are the Icon of Faith, but you must tread carefully, since the Icon cannot protect your soul from the darkness of the world.
Before his spirit fades away forever, he asks that you pass along a single message to his son: "I'm sorry.". As he fades away, a glimmering sparkle rests where he stood, which the player collects (Shinto Wrap). You are then warped out of the mines and back to Meriphitaud Mountains (S)
Outside, you meet Arawn, and pass along his father's message. He tells you that he's always known about the fate of his father, and forgave him long ago. He then asks what you intend to do now that you have the Icon of Faith. When you tell him that you plan "To do what must be done" he stands aside, and asks if you think it will be worth it before vanishing from sight.
After the cutscene, the quest "Light and Darkness" automatically begins.

AF Head:

Shinto Coil {Rare/Ex}
Def 21, HP +14, Vit +3, Mnd +3, Ki Skill +15, Wind Resist +10
Level 60 ACO

How to obtain: Quest "Light and Darkness" (Started automatically upon completion of "Icon of Faith")

Quest Description:
What is truth? The Scarlet Order and the Ordained Order continue their battle, and you must choose where you stand.

Quest Details:


AF Set Information

Def +122
HP +70
Str +3
Dex +3
Agi +3
Vit +3
Mnd +3
Int +3
Chr +5
Evasion +5
Accuracy +3
Parry Skill +5
Dark Resist +10
Light Resist +10
Wind Rsist +10
Ki Skill +15
Enhances "Staff Training" effect
Enhances "Resonance" Effect
Edge Damage +3



Limit Break 5:

Quest name: The Untold Story

Quest Description: The light within holds a darkness all its own. To obtain true purity, you must cleanse yourself of the taint that clouds your core.

Battlefield: Chamber of Oracles

Quest Details:



Relic Armor


Head:

Taoist Coil {Rare/Ex}
Def 22, HP +16, Str +3, Attack +10, Haste +3%
Level 73 ACO

How to obtain: Dynamis - Bastok


Body:

Taoist Wrap {Rare/Ex}
Def 44, HP+20, Dex +4, Accuracy +10, Conserve Ki +5
Level 75 ACO

*Increases the chance of Conserve Ki activation by 5%

How to obtain: Dynamis - Xarcabard


Hands:

Taoist Bracers {Rare/Ex}
Def 17, HP +12, Accuracy +3, Parry Skill +10, Enhances "Divine Strike" Effect
Level 74 ACO

*Enhance effect adds 10% more damage to “Divine Strike”

How to obtain: Dynamis - Beaucedine


Legs:

Taoist Shalwar {Rare/Ex}
Def 30, HP +28, Agi +4, Evasion +10, Enhances "Aura of Valor" Effect
Level 72 ACO

*Increases the damage reflected from Aura of Valor by 3%

How to obtain: Dynamis - Windurst


Feet:

Taoist Sandles {Rare/Ex}
Def 16, HP +14, Int +3, Mnd +3, Adds "Regen" Effect
Level 71 ACO

*Regen is 1 HP/Tic

How to obtain: Dynamis - Jeuno



Accessory:

Taoist Sash {Rare/Ex}

Def 4, Vit +5, Mnd +5, Accuracy +5, Evasion +5
Level 70 ACO

How to obtain: Dynamis – Valkrum / Dynamis - Buburimu


Relic Set Information

Def +133
HP +90
STR +3
DEX +4
VIT +5
AGI +4
INT +3
MND +8
Attack +10
Accuracy +18
Evasion +15
Parry Skill +10
Conserve Ki +5
Haste +3%
Adds "Regen" Effect
Enhances "Divine Strike" effect
Enhances "Aura of Valor" effect



Artifact Armor +1

Shinto Sandals +1 {Rare/Ex}
Def 15, HP +14, Agi +6, Evasion +8, Magic Defense Bonus +2
Level 74 ACO

How to obtain:

Trade the following to Sagheera:

Shinto Shalwar
Altana Thread
Mythril Mesh
Tiger Leather
20 Ancient Beastcoins



Shinto Shalwar +1 {Rare/Ex}
Def 33, HP +12, Chr +5, Enmity +2,
Enhances "Resonance" Effect
Level 74 ACO

How to obtain:

Trade the following to Sagheera:

Shinto Shalwar
Altana Thread
Mythril Mesh
Manticore Leather
25 Ancient Beastcoins



Shinto Bracers +1 {Rare/Ex}
Def 18, HP +10, Dex +6, Int +6,
“Staff Training” +5
Level 74 ACO

*Reduces the delay of Staff Weapons by 5%

How to obtain:

Trade the following to Sagheera:

Shinto Shalwar
Altana Thread
Mythril Mesh
Manticore Leather
20 Ancient Beastcoins



Shinto Wrap +1 {Rare/Ex}
Def 48, HP +20, Str +6,
Accuracy +8, Parry Skill +8
Edge Damage +5
Level 74 ACO

How to obtain:

Trade the following to Sagheera:

Shinto Shalwar
Altana Thread
Mythril Mesh
Silver Brocade
40 Ancient Beastcoins



Shinto Coil +1 {Rare/Ex}
Def 24, HP +14, Vit +6, Mnd +6
Ki Skill +15, Ki Potency +5%
Level 74 ACO

*Increases the effectiveness of all Ki spells by 5%

How to obtain:

Trade the following to Sagheera:

Shinto Shalwar
Altana Thread
Mythril Mesh
Manticore Leather
25 Ancient Beastcoins




Limbus drops

Temenos: Altana Thread (This thread is said to be spun from hair of the Goddess Altana)

Apollyon: Mythril Mesh (Mythril that has been weaved together in strong, thin fibers that is highly sought after for reinforcing armor)


Artifact Armor +1 Set Information

Def +138
HP +70
Str +6
Dex +6
Agi +6
Vit +6
Mnd +6
Int +6
Chr +5
Accuracy +8
Evasion +8
Parry Skill +8
Magic Defense Bonus +2
Enmity +2
Manifestation +5
Ki Skill +15
Ki Potency +5%
“Staff Training” +5
Enhances "Resonance" Effect



Relic Armor +1


Head:

Taoist Coil +1 {Rare/Ex}
Def 23, HP +16, Str +4, Attack +12, Haste +3% Conserve Ki +1
Level 75 ACO

Trade the following to Sagheera:

Taoist Coil
Taoist Coil -1
Ovinnik Leather
T. Whiteshell x26



Body:

Taoist Wrap +1 {Rare/Ex}
Def 45, HP+20, Dex +5, Accuracy +12, Conserve Ki +6
Level 75 ACO

Trade the following to Sagheera:

Taoist Coil
Taoist Coil -1
Silver Brocade
T. Whiteshell x26




Hands:

Taoist Bracers +1 {Rare/Ex}
Def 17, HP +12, Accuracy +4, Parry Skill +12,
Enhances "Divine Strike" Effect, Conserve Ki +1
Level 75 ACO

*Enhance effect adds 10% more MND to “Divine Strike”

Trade the following to Sagheera:

Taoist Coil
Taoist Coil -1
Ovinnik Leather
T. Whiteshell x26



Legs:

Taoist Shalwar +1
{Rare/Ex}
Def 31, HP +28, Agi +5, Evasion +12,
Enhances "Aura of Valor" Effect, Conserve Ki +1
Level 75 ACO

*Increases the damage reflected from Aura of Valor by 3%

Trade the following to Sagheera:

Taoist Coil
Taoist Coil -1
Ovinnik Leather
T. Whiteshell x26



Feet:

Taoist Sandals +1 {Rare/Ex}
Def 17, HP +14, Int +4, Mnd +4,
Adds "Regen" Effect,
Conserve Ki +1
Level 75 ACO

*Regen is 1 HP/Tic

Trade the following to Sagheera:

Taoist Coil
Taoist Coil -1
Ovinnik Leather
T. Whiteshell x26



Relic Armor +1 Set Information


Def +133
HP +90
Str +4
Dex +5
Agi +5
Mnd +4
Int +4
Attack +12
Accuracy +16
Evasion +12
Parry Skill +12
Haste +3%
Enhances "Divine Strike" Effect
Enhances "Aura of Valor" Effect
Adds "Regen" Effect
Conserve Ki +10



Mythic Weapon

Nyzul Weapon:
Oracle's Cane {Rare/Ex}
Dmg 55, Delay 412


Mythic Weapon:
Amenonuhoko {Rare/Ex}
Dmg 74, Delay 412,
Enmity +10, Critical Hit Rate +5%
Augments "Aura" Effects
"Crescent Light"
Aftermath: Increases Eva./Acc.,
Occasionally attacks twice

*Auras grant full bonuses to party members

DPS: 10.78

Mythic Weapon skill: Crescent Light
Delivers a 3-fold attack that ignores defense. Chance of critical varies with TP. Amenonuhoko: Aftermath effect varies with TP

Modifiers for Crescent Light: Str: 15% Mnd: 15%
Skillchain Properties: Fragmentation / Scission

Damage Modifiers:

100%: 2.0
200%: 2.0
300%: 2.0

*This Weapon Skill ignores 20% of the enemy’s defense
*The chance for critical applies for each hit, and is as follows
100%: +20%
200%: +35%
300%: +50%
Last edited by angelstar107 on Wed Dec 23, 2009 4:21 pm, edited 8 times in total.
Mnk 75, Drg 75, Sam 75, Blu 74, War 50, Thf 41, Dnc 58, Nin 37, Whm 42, Rdm 46, Pup 41, Rng 63, Bst 19, Pld 4, Drk 26, Smn 3, Sch 7


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Post by Shirai »

First:

Wow a lot of thought has gone into this. o.O
Abilities, traits, formulas, it's all there.
I will have to look at some of the details when I am home later before giving it a final judgment.
(At work right now.)

Secondly: The link to the Excell document is not working.
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Post by angelstar107 »

Sorry about the links, Shirai. It would seem that angelfire cancels the links once I hit my really crappy bandwidth allowance. I really wish geocities didn't shutdown ;_; at least they gave me some good bandwidth to host things.

I put an extra note in my original post about it. If you want it, I can email it to you. It's not a big file.
Mnk 75, Drg 75, Sam 75, Blu 74, War 50, Thf 41, Dnc 58, Nin 37, Whm 42, Rdm 46, Pup 41, Rng 63, Bst 19, Pld 4, Drk 26, Smn 3, Sch 7


[23:41] Starlight: Markov, why are bikini's getting smaller and smaller?
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Post by Shirai »

That is fine,

I'll read it from here first and as we seem to be playing on the same server I can always relay questions and thoughts ingame if needed.
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Post by angelstar107 »

For now, it's easier to reach me via forum or IM. You're welcome to add me (everyone is).

AIM: Eirsa Blade
Yahoo!: StarSaintMark
MSN: JennaRooRat@hotmail.com

I use YIM the most. Once I am home and able to access FFXI, I can log in :3 but that won't be for several hours yet.
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[23:41] Starlight: Markov, why are bikini's getting smaller and smaller?
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Post by Alya Mizar (Tsybil) »

Wow.... :shock: That's a LOT of work you put in there.

Want to maybe try a tank for your next project?
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Post by angelstar107 »

Uhm... ACO is a tank o.o it's more of a tank than NIN is, anyway <.<
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Post by Kistala »

redacted.
===========

As for my thoughts on Acolyte, they've been made in the WeSH forum and various Skype chats (both text and voice).
Last edited by Kistala on Wed Dec 09, 2009 6:11 pm, edited 1 time in total.
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Post by Shirai »

Easy there.
That response was uncalled for.
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Post by Kistala »

Shirai wrote:Easy there.
That response was uncalled for.
So was Tsybil's?

I see Tsybil's post here as extremely rude.

angelstar107 wrote:...
Acolyte was an idea that came about to fill a unique roll in parties. The original design was to be a new style of tanking, utilizing the job’s immense parry potential. However, knowing that players would actively try to find ways to adapt the job into different rolls, it was clear that the job could function both as a Tank and as a Damage Dealer.
...
Tsybil wrote:Want to maybe try a tank for your next project?
It's like a slap in the face. Considering this, I feel my prior post was not out of line.


Edit: However, at angelstar's request I will tone it down. I'm really not here to pick a fight....
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Post by Shirai »

Considering it is a lot of text to process it is very possible Tsybil read over that part.

Admitedly I too skipped on to the formulas first before reading all of it.

There's no need to go into attack mode or feel offended over a misunderstanding.
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Post by angelstar107 »

Sorry for all the text v_v I was trying to make sure I covered everything... *tucks her ears a bit* I also like to explain things...

I hope you enjoyed what you read, at least
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Post by Alya Mizar (Tsybil) »

Yes, TLDR, skimmed over lightly.

And the further I got into all that work of yours the lighter the skipping became. By the time I got to AF my eyes were glazed and I was promising myself I would read it all sometime soon.

And from what I saw it seemed to be a healer using a mechanic not unlike Chakra in single player FFs.

Sorry, didn't mean to offend.

P.S. I have been saying for YEARS that NINs are fail tanks due to their lack of good hate holding tools. I can probably hold hate better as RDM/BLM than most NINs can. Not that I want to or anything though.
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Post by angelstar107 »

No worries, Tsybil. Just give it a read when you got the time. I know it's a lot to take in, but I really need player feedback.
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Post by angelstar107 »

Hey everyone!

I finally got the updated posted here. I also changed the links so that GoogleDocs is now hosting the stats and their new spell list.

Further, I reorganized most of the content so that it's Wiki format. Enjoy. Hopefully more of you will read this now lol.
Mnk 75, Drg 75, Sam 75, Blu 74, War 50, Thf 41, Dnc 58, Nin 37, Whm 42, Rdm 46, Pup 41, Rng 63, Bst 19, Pld 4, Drk 26, Smn 3, Sch 7


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Post by Karou Ariyen »

It's a great idea but that's your problem. SE hates great ideas /sigh.
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Post by Kistala »

After a bajillion revisions, angelstar shipped a final version of Acolyte out...


and then the level cap increase was announced and brains were exploded, pants were changed, and faces blown. So who knows what this means for the fate of Acolyte.
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Post by kitsune1412 »

I love your ideas! ^^ It would be really fun to play.

Honestly, I see Acolyte as something like a specialized Monk: one who focuses on staff skills and chi than hand-to-hand skills and combos. I have thought for a long time that any Final Fantasy MMO should try to develop a specialized multi-path system of development. After all, class change has been a part of the FF universe since the very beginning, and the idea was well developed in the Tactics series of games. Ragnarok Online does this well, and World of Warcraft does as well to a much lesser extent, but I think FF could be the perfect setting for this. I think it would work even better than the sub-job system. I am working on developing my own MMO job class system based on this, actually. (Though I am no good at math and wouldn't touch statistical details the way you did...I was very impressed!)

This might be a way they intend to go in 14 after all. Our character's stat development is being left in the hands of the individual, which would allow those with the same job to train themselves for different paths. Taking your Acolyte as an example. Characters could start out as a Pugilist and develop their stats to suit which path they want to pursue later. Instead of unlocking completely new jobs as we do in 11, the Pugilist would be able to specialize once an appropriate level has been reached. One path, maybe called Monk, would be the more physical side, while Acolyte would be the more spiritual path. Of course, the true martial artist will want to eventually master both! :)

This would work well for so many of the classes...Warrior into Paladin and Dark Knight, Thief into Samurai and Ninja, Red Mage in to White Mage and Black Mage, Ranger into Beastmaster and Corsair, Bard into Dancer and Puppetmaster, et cetera and so forth. I would really love to see something like this happening in 14, and I would love to see some of your Acolyte ideas make it in as well!

Now, only one question remains...when will they give us Chocobo Knights?!?
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Re: My FFXI Project: Acolyte

Post by xaresity »

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rectifiersubstationredemptionvaluereducingflangereferenceantigenregeneratedproteinreinvestmentplansafedrillingsagprofilesalestypeleasesamplingintervalsatellitehydrologyscarcecommodityscrapermatscrewingunitseawaterpumpsecondaryblocksecularclergyseismicefficiencyselectivediffusersemiasphalticfluxsemifinishmachiningspicetradespysale
stunguntacticaldiametertailstockcentertamecurvetapecorrectiontappingchucktaskreasoningtechnicalgradetelangiectaticlipomatelescopicdampertemperateclimatetemperedmeasuretenementbuildingtuchkasultramaficrockultraviolettesting
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