NOTE: Platinum skills are basically quest skills. Skills for classes that are only obtainable by doing the quest related to it.
Rune Knight
Runic Armor (Passive)
Increases the offensive capability of Rune Knights by gaining Atk based on total Def from armor.
Calculation: (Armor Def/5) = Atk
Alternate:
Charge Attack (Upgraded)
Charge Attack is a quest skill that causes you to rush the targeted monster/player, dealing more damage depending on how far away you are from it. The farther the target, the longer the cast time. As Rune Knight, using Charge Attack will apply a Runic Devastation onto the target.
Runic Devastation (Debuff)
Any Rune Knights attacking this unit will deal 25% more damage. This damage boost only occurs once, regardless of which Rune Knight that activated the damage boost, and removes the debuff. This debuff lasts 15s, 3s if in WoE maps.
Royal Guard
Anger Management (Passive)
Increases the maximum amount of rage counters by 5.
Instigation (Active) - Suggested by ALSJ
Applies aggro-shift of all monsters nearby the caster in a 7x7 area. This aggro-shift lasts for 5s and increases the casters Def and MDef by 10 per monster aggro-shifted. Forces single-unit focused mobs to shift targets for the duration before turning back to the initially targeted monster. Def and MDef are hard defense bonuses. Does not affect players or player-related mobs (Homun, Merc).
Alternate:
Shrink (Upgraded)
Adds a chance to knock back opponents when you successfully block an attack with Guard. Shrink lasts for 5 minutes, and you can deactivate the skill at any time by using it again. The success rate to blocking an attack depends on the level of autoguard you have, and only works when you have a shield equipped. As Royal Guard, Shrink does not knock back the opponent but stuns them.
Warlock
Essence Flux (Passive)
Tetra Vortex now consumes all 5 Elemental Balls and deals 8 hits instead of 4. Reduces Elemental Ball SP duration cost by half and increases Elemental Ball's duration by 2x.
Alternative:
Sight Blaster (Upgraded)
For two minutes, you will be surrounded by the fires of Sight. While Sight Blaster is active, any enemy that steps in a 3x3 area around you will be thrown back and take a 100% MATK fire hit. In WoE, there is no knockback. Once the skill has hit a target, Sight Blaster ends. Hits multiple targets if they are all in range of skill when activated. As Warlock, Sight Blaster lasts for 3 hits instead of 1.
Sorcerer
Spiritual Absorption (Active)
SP Cost: 100
Var. Cast Time: 0.0s
Fix. Cast Time: 0.0s
Aftercast Delay: 1.0s
Absorbs the currently called spirit. While absorbed, the spirit grants all it's bonuses for the mode it was in prior to absorption and the duration of this effect is the remaining duration of the summon. While a spirit is absorbed, another spirit of the exact element can be called again. The absorbed spirit cannot have it's mode changed. If a spirit of a different element is called, this skill and it's effects deactivate, removing all bonuses from absorption.
Alternative:
Elemental Change (Upgraded)
Permanently changes the element of the target monster. Of the 4 elements Fire, Water, Earth, and Wind, your sage may only learn to change to one of of them. When the skill is cast, it will use one Elemental Converter of the element you've chosen. The chance of success is based on your level of that elemental endow, as well as your DEX, INT, and Job level. As a Sorceror, Elemental Change will gain 4 levels and the element that the monster is changed into is designated by the level cast.
Guillotine Cross
Advanced Cross Impact (Passive)
Reduces Cross Impact's overall Motion Delay by half. Increases damage dealt by 10%.
Alternative:
Sonic Acceleration (Upgraded)
Increases the hit and attack power of the skill Sonic Blow. Gives Sonic Blow +50 Hit, and increases the damage by 10% for all skill levels. As Guillotine Cross, Sonic Acceleration increases damage of Sonic Blow by 2x if used after Cross Impact. This damage modifier is applied after the standard 10% increase from the normal value. Also, increases cast range of Sonic Blow to 3 cells.
Shadow Chaser
Locking Blades (Active)
SP Cost: 50
Cast Range: Self
Var. Cast Time: 0.0s
Fix. Cast Time: 1.0s
Aftercast Delay: 0.1s
Duration: 30s
If an opponent melee attacks the caster during the duration, they will be unable to attack or move for 5s. This skill lasts for either the entire duration or until the lock down occurs. It also works on melee-based skills.
Alternative:
Close Confine (Upgraded)
Holds a foe interlocked with the caster without either side being able to move, but still being able to attack or use skills and items. Casting it beyond the range of 2 cells results in skill failure. When using this skill, player gains +10 Flee. As Shadow Chaser, Close Confine doubles the activation rate of all chance-based non-Strip non-Masquerade skills when cast on the Confined unit (includes passive chance-based skills). Strip and Masquerade skills gain a +10% activation chance when cast on the Confined unit.
Ranger
Seeker Bolt (Active)
SP Cost: 50
Var. Cast Time: 0.0s
Fix. Cast Time: 0.0s
Aftercast Delay: 1.0s
Cooldown: 5s
Fires 20 arrows, hitting all on-screen enemies for 100% Atk per arrow after a short delay (1.0s). Minimum of 1 enemy hit up to maximum of 20 enemies possible. Each enemy can only be hit up to 5 times and arrows strike in timed delays(0.5s) (meant for calculation and randomization pattern purposes. First delay is for the maximum arrow used on that one shot, second is randomization of the remaining arrows onto the attacked targets and third, forth and fifth follows the same design as second.).
Alternative:
Phantasmic Arrow (Upgraded)
Enables the caster to shoot a magic arrow without requiring actual arrows. Inflicts 150% damage and pushes the enemy 3 cells backward after impact. As Ranger, Phantasmic Arrow deals 2x more damage and has a 25% chance to cause Warg Bite LVL 1 if it is learned.
Bard/Dancer
Loving Aura (Active)
SP Cost: 100
Var. Cast Time: 0.0s
Fix. Cast Time: 0.5s
Aftercast Delay: 1.0s
Cooldown: 20.0s
Duration: 5.0s
Creates a 11x11 AoE effect around the caster that de-aggros all aggro mobs for 10s. Any naturally aggressive monsters will also be affected. If these mobs are attacked, they will regain aggro and will attack, regardless of whether they remained in the AoE or gone out and came back into the AoE. Does not work on undead and Boss monsters as well as players.
Alternative:
Charming Wink (Upgraded)
Wink at a specific target, charming them for 10 seconds. If used on a monster, they become non-aggressive for the duration, and has a success rate of 70%. The skill will fail on high level monsters and boss monsters. If used on a player, it will have a low chance to cause the Chaos status ailment. As 3rd Job Class, success rate increases to 100% to normal monsters and the skill will have a 70% chance to succeed on high level monsters and boss monsters. Boss monsters have the duration reduced to one-fifth(2s) however.
Mechanic
Smith Advanced Armor (Active)
Able to create armor unique to this skill only. While these armors are easier to make, they are not as good as set armors or high level armors. Note that unlike normal smithing, this skill requires a carnium anvil and a carnium hammer. Also, these armors cannot be elementalised, unlike smithing weapons.
List:
Alternate:
Dubious Salesmanship (Upgraded)
Reduce the Zeny cost of Mammonite by 10%. As Mechanic, enables a unique skill called FAW Zeny Shooter.
FAW Zeny Shooter (Active)
Creates a long-range FAW that fires Zeny at a rate of 1000 per shot. Deals 600% Atk that pierces enemy armor. Only 1 Zeny-Shooting FAW can be active at a time and placing it is not considered as one of the two placeable FAWs (FAW set limit). Lasts 30s.
Geneticist
Aid Advanced Potion (Active)
Allows Geneticists to toss Geneticist-created potions. Each rank of Special Pharmacy enables new potions to be tossed, equivalent to the enabled list in the skill.
Alternative:
Bioethics (Upgraded)
A skill that is fundamental in enabling the creation of Homunculi. As Geneticist, Job stat bonuses are shared with the Homunculus. This does not reduce the amount of bonus that the Geneticist gain from Job Level by any way and the Homunculus receives the same amount. Additionally, gains the Homunculus Remodeling.
Homunculus Remodeling (Active)
Able to polymorph the Homunculus. Requires the Homunculus to be out and at max affection. Upon casting, the Homunculus's stat points are collated and randomized. The randomization takes each stat points above the base value and randomly boosts one of the 6 stats. No stat can have more stat points than 150. Reduces the Homunculus' affection by 1 level upon casting.
Arch Bishop
Protection of the Gods (Active)
Var. Cast Time: 0.0s
Fix. Cast Time: 0.0s
After-cast Delay: 2.0s
SP Cost: 0
Cooldown: 120s
Prays to the gods for protection, gaining a 2.0s invulnerability in exchange for not being able to do anything.
Alternative:
Redemptio (Upgraded)
Sacrifice yourself in order to revive all party members near you. The skill will affect any party member within a 15 * 15 area around you, and they will all be revived with 50% HP. When successful, this skill reduces your HP and SP to 1, and you lose 1% of your Base EXP. For each person you revive with the skill however, the penalty is reduced by 0.2% exp. With 5 or more people, you do not suffer any EXP penalty. If you do not have enough EXP to cast this skill, it will fail. As an Arch Bishop, casting Redemptio will revive all party members with 100% HP and applies Blessing, Increase AGI and Assumptio onto them at the maximum learned level.
Sura
Fury's Might (Active)
Can only be cast while Fury is active and within 10s of casting Fury. For 120s, Fury's crit rate is doubled and skills (including Raging Trifecta Blow) will be able to crit, with the exception of Gates of Hell. Is not constituted as Fury, thus Guillotine Fist is not able to be cast. Does not stack with normal Fury, casting Fury after this spell replaces this spell with the normal Fury.
Alternative:
Excruciating Palm (Upgraded)
Hits an opponent with a focused blast of energy, which stuns nearby foes and causes them to be knocked back. The target of this attack takes 300% damage. Any enemies adjacent to the target get knocked back 5 cells and have a 70% chance to stun for 2 seconds. The target itself does not get knocked back or stunned. This skill is usable in PvP and WoE, but targets will not be knocked back on maps which knock back is not permitted. As a Sura, Excruciating Palm can be cast as an opening to a combo. Doing so will incur a 20s additional cooldown time for each combo spell cast.
(IE1: EP>RQB>RT>GF>CCC)
(IE2: EP>DC>FE>GoH)
Thanks for reading the suggestions. While I settle on my other suggestion that haven't been completed yet, what are your thoughts and comments? Also, gonna clean up some skills (Mech and Gen's first suggested Plat skills, no skill sp cost etc.)
Edited by matrixEXO, 11 February 2013 - 06:41 PM.