[RMMZ] DARK MAGE CLASS PASSIVE SKILL IDEAS?

Posts

Pages: 1
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
So in my game I have a class system and one of the classes is a dark mage that specializes in dark elemental spells and debuffs. However, I'm now trying to think of three passive skills to give it to fill out it's moveset since every class gets 3 or 4 passive abilities and 12 arts. (attack, healing, or support special actions that cost AP/MP.) I already came up with one, dark boost, but I can't think of two more specially when there are already so many passive skills already in the game. Just in case someone names an idea I already have for another class, here is the list of all passives in the game:

Freelancer Abilities
JP Up: Raises the amount of JP gained from battle by 25%.
Paragon: Raises the amount of EXP gained from battle by 50%.
Super JP Up: Raises the amount of JP gained from battle by 75%.
Specialist: Raise all stats by 2% for every job mastered.

Vanguard Abilities
Sword Lore: Gain the ability to wield swords.
Duelist's Blow: Gain +25% EVA when below 50% HP.
Vantage: Counter all physical attacks when below 50% HP.
Surpassing Power: Raise the damage cap from 9,999 to 99,999.

Warrior Abilities
Axe Lore: Gain the ability to wield axes.
Strength Up: Gain +10% STR/ATK.
Wrath: Gain +25% CRI when below 50% HP.
Boiling Blood: Raise physical damage output based on how low your HP is.

Basara Abilities
Spear Lore: Gain the ability to wield spears.
Dexterity Up: Gain +10% DEX/LUK.
Darting Blow: Gain +25% SPD/AGI when below 50% HP.
Stand Ground: Survive at 1 HP when dealt a critical blow.

Pyromancer Abilities
Intelligence Up: Raise INT/MAT by 10%.
Fire Boost: Raise the power of fire spells by 25%.
Thunder Boost: Raise the power of thunder spells by 25%.
AP Turbo: Double AP/MP cost but raise the power of all spells by 50%.

Cryomancer Abilities
Staff Lore: Gain the ability to wield staves.
Ice Boost: Raise the power of ice spells by 25%.
Water Boost: Raise the power of water spells by 25%.
AP Thrift: Halve AP/MP cost.

Priest Abilities
M.Armor Lore: Gain the ability to wield magick armor.
Heal Boost: Raise the power of healing spells by 50%.
Regenerate: Restore 5% HP every turn.
Overheal: Gain the ability to heal above maximum HP.

Thief Abilities
Dagger Lore: Gain the ability to wield daggers.
Speed Up: Raise SPD/AGI by 10%.
Mug: Turn your basic attack into mug, stealing an item or Bx from a foe while attacking.
Rob Blind: Stealing will now always succeed.

Geomancer Abilities
AP Up: Raise AP/MP by 10%.
Wind Boost: Raise the power of wind spells by 25%.
Earth Boost: Raise the power of wind spells by 25%.
AP Guard: When you take damage, reduce damage taken by 15% while taking away AP based on damage taken.

Brawler Abilities
Barefisted: Raise STR/ATK and HIT/ACC by 50% when not equipped with a weapon.
Fist Lore: Gain the ability to wield fists.
Health Up: Raise HP by 10%.
Unchained: Raise all stats by 25% when not equipped with anything.

Spiritmaster Abilities
Light Boost: Raise the power of light spells by 25%.
Mystic Blow: Raise INT/MAT and WIS/MDF by 25% when below 50% HP.
Sanctuary: Restore 5% AP/MP every turn.
Reverence: Heal HP based on AP expended.

Ranger Abilities
Bow Lore: Gain the ability to wield bows.
Long Range: Make your basic attack long range, allowing it to hit all targets at once.
Critical Boost: Raise CRI by 10%.
Eagle Eye: Raise HIT by 1000%.

Paladin Abilities
Cover: Have a 50% chance to protect and take damage for allies with 25% HP or less.
Defense Up: Raise DEF by 10%.
Shield Lore: Gain the ability to wield shields.
Divine Protection: Gain immunity to instant death and gravity spells.

Warlock Abilities
Dark Boost: Raise the power of dark spells by 25%.

Dark Knight Abilities
H.Armor Lore: Gain the ability to wield heavy armor.
HP Gamble: Reduce HP by 25% but raise STR/ATK and INT/MAT by 20%.
Death Blow: Gain +25% STR when below 50% HP.
Infernal Pact: Raise the power of dark spells by 200% but take damage equal to 20% of your max HP every turn.

Saintblade Abilities
Inner Truth: Gain the ability to use all weapons and armor free from restriction.
BP Boost: Gain +4 BP at the beginning of every battle.
BP Haste: Gain +1 BP regen.
Chainspell: Use all spells twice for no additional cost.

Ravager Abilities
Attunement: When an attack hits an enemy weakness, raise damage by 30%.
Unrelenting Blow: Lower HIT by 20% but raise CRI by 50%.
Physical Prowess: Gain +10% STR/ATK and DEF.
Doombringer: Instantly kill all foes at the beginning of every battle if they are 10 or more levels lower that than the party's average level.

Empress Abilities
Weapon Master: Gain the ability to wield all weapons.
Beast Boost: Raise your highest stat by 1 stage every time you KO an enemy.
Blue Aura: Raise the power of blue magick by 25%.
Royal Pride: Raise STR/ATK and INT/MAG based on how many kills you have gained.

Evoker Abilities
Live to Serve: Heal 50% of of the HP healed yourself when using a healing spell.
Chaos Energy: Raise the power of spells by 1%-24% and reduce the damage taken from spells by 1% to 5%.
Summon Boost: Raise the power of summons by 25%.
Master Summoner: Summon Sensayu the Zodiac King when using a limit break.

Hexblade Abilities
Reverse HP: All arts that cost AP now cost HP and vise versa.
Dispersion: Damage is now spread across all party members when attacked.
Status Block: Become immune to all non-fatal statuses.
Quickening: Gain a second action when below 50% HP.

Any ideas on what a good set of passive abilities for a dark mage type class could be outside of the ones already listed? Thanks.
I have a dark mage in my own game that I had to develop some creative skills with when I introduced an Overdrive system. I gave the mage an ability called Chaos that temporarily gives an ally guaranteed critical hits. When used enough it levels up to Calamity, which gives ALL allies guaranteed critical hits. It lasts for a certain number of turns depending on how many enemies are on the field at the time of activation (it's an ATB system though, that might not work for more turn based games).

That's an Overdrive skill though, so you can only use it occasionally. Maybe adding restrictions to prevent it being overpowered could be useful. Something like immobilizing the user while the ally is affected maybe?

Just my thoughts. Hope it helps.
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
I'm not talking about skills to be used in battle, I'm talking about passive skills that you can equip like equipment that gives various constant buffs and bonuses. Like "Strength Up" giving you +10% ATK or "Sword Lore" giving you the ability to equip swords. I gave countless examples already of such. And for your "overdrive" idea, I already have a system like that. A limit break system that once a character maxes out their TP (renamed to LP or limit points) they can use a special skill called a limit break. Limit breaks change based on which "focus" is equipped, and certain characters can only equip certain focuses, no character sharing the same focus. (focus is an additional equipment slot I added) I already have enough mechanics as is, I don't need an overdrive system when I already have limit breaks.
Most of your classes seem to have a passive that raises stats, so maybe just a passive to raise INT? And since it's a dark mage, maybe something to heal HP or MP when he kills an enemy? And if he's a mage, he should have staff lore as well. I think it is okay to repeat some passives between classes.
KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
No! No passives should repeat. Characters can freely switch between classes at will and can equip any passive from any of the one's they've already learned no matter the class. Passives aren't permanent per class, they're equipped and placed into limited slots. You start off with only 4 slots at Lv.1 but every 20 levels you get an additional one. So for level 20 you'll have 5, at Lv40 you'll have 6, at Lv60 you'll have 7, and at Lv80 you'll have a full 8. Skills can cost 1, 2, or even 3 slots, and every class can equip any passive as long as it was already learned by the character. Therefore, it's pointless to add repeating skills since by the time you get Warlock you'll probably have a lot of those passives already and there would be no need to level it up. Plus, lore skills are useless on the class you learn them from since those classes can already equip those weapons. They're mainly for other classes to be able to equip weapons they wouldn't normally able to equip, like if you have Vanguard has your main class and Pyromancer as your sub you would want to have staves available to take advance of pyromancer's spells. (In my game you can switch weapons on the fly)

Anyways, I think I already have a couple more ideas for passives for the warlock class. Here they are so far.

Warlock
Dark Boost: Raise the power of the dark element by 25%.
M.Evasion Up: Raise MEV by 10%.
Alchemic Aura: Raise the power of items by 50%.
Death Touch: Have the chance to inflict instant death with your basic attack.

It's not perfect, but it works. Maybe someone can think of something better that isn't impossible to do in MV/MZ without coding?
Pages: 1