1. Your Player ID: fvhddz
2. Playable Job
3. Suggested active skill
4. Suggested passive skill/ aura
The rest below are all copied from my old posts, with some edits:
List of suggested active skills
Original post here, in case the formatting is bad for you to read
Archer active skill: Piercing shot - All those in my path... Shall be blown away!
Hero shoots in 1 direction, damaging all enemies in the arrow's path. (Damage should range from 150% to 80%)
This will make positioning of the archer VERY important.
Archer active skill: Restock my Quiver/Quiver of Arrows - You should fear an Archer
For <x> turns, archer can attack twice. (number of turns should be at least 2 or 3, because the turn the archer uses the skill is a turn wasted not attacking.)
Now fear the critical! But please note that the skill should not allow the archer to move twice, only attack twice.
Shadow active skill: Shadow skill - Fear the shadows
For <x> turns, subsequent chain attacks gain <y> multiplier. (number of turns should be at least 2 or 3, because the turn the shadow uses the skill is a turn wasted not attacking.)
Increases chain damage. Might be fun to just increase damage after the chain starts, eg, from 100% -> 80% -> 60% -> 40% to 100% -> 110% -> 120% -130%.
Shadow active skill: Assassination target - Target sighted
Deal damage based on <x>% of attack> to target. For 2 turns (this turn inclusive), target will receive additional <y>% of any damage received.
Time to kill bosses easily.
Healer active skill: Light of Life - Always return... to the Light that surrounds us.
Protects 1 hero from death for <x> turns. If hero is slain when Light of Life is active, hero comes back to life at full health, all debuffs removed.
Hehe, first revive skill suggested?
Healer active skill: Avenging Light - All I have left... is LIGHT!
Deals <x>% damage to every enemy for each ally dead.
Possible game changer move, so I'd maybe set it to 15% per ally dead, which makes it 60% at max. Game changing if played well, but unlikely for anyone to achieve instant victory with this most of the time. Deals damaged based on % of enemy's HP. Maybe bosses should be immune to this skill.
Guardian active skill: The Final Pillar - I am the final pillar... I shall not FALL!
Deals 99% damage to self. Taunts all enemies for 5 turns, and hero gains extreme defence and resistance.
Essentially, a final solution sort of thing, where the guardian tanks EVERYTHING for 5 turns, becomes immune to status effects, and all damage received is set to 1. AoEs will still damage other units, so...
Guardian active skill: The Stalwart Guard - No more. NO MORE! None shall fall while I still live!
Hero absorbs all damage received by allies for 2 turns.
Unlike taunting all enemies, where AoE can still affect your allies, this skill is designed to redivert all damage to the guardian for 2 turns. Doesn't add defence or anything, so its much weaker than lucille's invincibility shield, and if the hero dies, the effect is lost early. Still, given a guardian's normal tanking power,
Champion active skill: Blood Cull - I shall become the root of all evil... to protect all that is good!
Instantly slays an enemy and adds their attack to hero's attack for 2 turns.
Bosses should be immune to this. Picking choices wisely will make this skill scary, but leaving it on auto... hehe.
Champion active skill: Striking Spear - Who needs luck... when you have skill?
Jump type skill that powers all enemy parameters by 50% in a + shape for 2 turnsSorry, I stole this from Fate Stay Night's Cú Chulainn... Still, lowering enemy parameters for 2 turns makes it easier to survive, but no guarantees.Mystic active skill: Unmake Reality - You know, reality is such a fragile thing...
Damage all enemies by 50% of the hero's magic, and randomly arranges the board. All units (including enemy, except skill user) are unable to act for 1 turn
This is really depending on luck. Maybe you'll get an easy kill swapping out a backline archer or mystic, or you've just sent your squishiest archer deep into enemy lines... alone! Bosses need to be immune to the 1 turn no action.
Mystic active skill: Grand Magic - I'll show you the true might of Magic!
Damage all enemies by <x>% of the hero's magic, and receives <y>% damage for <z> turns. Party gains <a>% of damage as health (including the y% for the z turns)
This turns the traditional mystic into a pseudo healer, but probably will need some tweaking so that the skill is not too OP or too useless.
List of suggested auras
Original post here
Playable Job: Archer Class, Healer Class
Aura suggestion 1: Turn Theft
When units in aura are afflicted with any status (poison, heal over time, etc), Hero gains additional turn. Units in aura loses turn.
This aura is good for a strong offensive unit, but in return, this unit should have a skill with a LONG cooldown.
Playable Job: Healer Class - Priest Path
Aura suggestion 2: Hippocratic Oath
When allies in aura are afflicted with any negative status (poison, etc), Hero gains additional turn.
Very useful for healers.
Playable Job: Archer Class - Sharpshooter specific, Champion Class - Dragoon specific
Aura suggestion 3: Strong Heart
When there are no units in aura, Hero gains bonus <stat>.
Interesting build as this kind of forces the unit to essentially be alone. Very useful to place on archers, but also fun to put on hero classes like dragoons.
Playable Job: All Classes.
Aura suggestion 4: Negative zone
Decreases the <stat> of units in aura.
This combos well with all melee units. Even ranged units can put this to work when facing melee units.
Playable Job: All Classes
Aura suggestion 5: Kingly Aura
Boost the skill damage of hero and each ally in aura by <x> for each ally in aura.
Unlike stats buffing, units only need to come together when necessary.
Original post here, in case the formatting is bad for you to read
Playable Job: Depending on which stat gain, but good for all classes
Aura suggestion 1: Master mage Wisdom
For every skill used in battle, hero and units in aura gain <x> stat
This aura is good for a boss fights, long matches, and most importantly, arena!
Playable Job: Depending on which stat gain, but good for all classes
Aura suggestion 2: Inspiring Leader
For every unit alive, hero and ally in aura gains <x> stats.
This aura makes the team start out strong, but the more losses there are, the weaker the team. So arena fights and events will need a lot of planning on team survival! After all, having 5 guardians to make use of the aura is fine and all, but you'll likely not be able to sustain once even member starts dying!
Playable Job: Good for all melee classes
Aura suggestion 3: Valiant Leader
For every ally in aura, hero gains 1 bonus attack.
Meaning, 1 ally in aura, hero attacks twice, 3 heroes in aura, hero attacks 4 times! Effectively another shadow! But please limit this aura to melee units, thanks!
Playable Job: Maybe Valiant specific?
Aura suggestion 4: Master tactician
For every enemy in battle, hero and allies in aura gain <x> stat
I came up with this aura due to the Halloween event. The fact that Winry gains bonus stats means that she will likely be used... BUT, due to the increased usefulness of Shadows (multi-kill), Mystics (multi target with deadly aoe) and Champions (wave wipers), teams seem to be build more around units other than Winry. If we have units with this kind of aura, he/she will be very very useful, and players will likely be more willing to pull for them, especially during horde events.
Playable Job: Champion Class - Dragoon specific, Guardian Class - Crusader Path
Aura suggestion 5: Aura cloning
Hero clones the aura of all units within the aura. (50% penalty)
This aura is basically an extender of sorts, allowing aura combination. For example, 3 units, A, B, C, and hero. A has aura increasing crit 10%, B has aura increasing attack 10%, C has 10% life drain aura. Surrounding the hero with all 3 of them will give all of them 15% crit, 15% attack, 15% life drain. The effectiveness of this aura drops drastically when more and more people fall out of the aura zone, so might be fun to have it linked to dragoons with the maneuver capability, or even just healers, who get swapped out by ninjas often.
Playable Job: Valiant specific
Aura suggestion 6: Valiant Force! (I've got 2 suggestions for this)
(v1) If the player team is made up of 5 different types of units, hero and all allies in aura gain <x> stat, and all attacks will have <y> chance of causing awe. (Awe reduces enemy attacks and defence by a certain percentage)
(v2) If the player team is made up of 6 different types of units, hero and all allies in aura gain <x> stat, and all attacks will have <y> chance of causing awe. (Awe reduces enemy attacks and defence by a certain percentage)
v1 just takes into consideration all the units in the field. v2 takes into consideration even the ally chosen by the player.
Both version will require that the player field at least 5 of all the class, Guardian, Champion, Shadow, Archer, Mystic and Healer.
Also, in celebration of my 100th post!!!