General

Resistance Thief skillset fake

So i saw this thread...
http://www.basilmarket.com/forum/2328968/1#comments_list
And it made think of creating a new skill set for the resistance thief. i can't say how my job idea even relates to thieves...
But I thought the thief resistance should be a [b]medic.[/b] Yes a medic as the resistance thief! <3 [Go ahead and flame me]
Medics use knives/surgical tools as their main weapons. [completely different from daggers...yet similar too ]
Medics are both a supportive and offensive class. Claudine is a doctor when she's in disguise, so she qualifies to be the Medic's job instructor.
Medics gain 5 SP upon job advance to max all their 1st job skills. [So total SP by Lv 30 = 65]
[header]First Job Skills (Medic)[/header]
Adrenaline Rush: In battle, Medics must stay focused for their allies and themselves. Passively increases accuracy, avoid, Speed, Jump, and Passive Dodge.
Level 1: +15 accuracy/avoid. +3 speed/+2 jump. Dodge Chance: 2%
Level 2: +30 accuracy/avoid. +6 speed/+4 jump. Dodge Chance: 4%
Level 3: +45 accuracy/avoid. +9 speed/+6 jump. Dodge Chance: 6%
Level 4: +60 accuracy/avoid. +12 speed/+8 jump. Dodge Chance: 8%
Level 5: +75 accuracy/avoid. +15 speed/+10 jump. Dodge Chance: 10%
Level 6: +90 accuracy/avoid. +18 speed/+12 jump. Dodge Chance: 12%
Level 7: +105 accuracy/avoid. +21 speed/+14 jump. Dodge Chance: 14%
Level 8: +120 accuracy/avoid. +24 speed/+16 jump. Dodge Chance: 16%
Level 9: +135 accuracy/avoid. +27 speed/+18 jump. Dodge Chance: 18%
Level 10: +150 accuracy/avoid. +30 speed/+20 jump. Dodge Chance: 20%

Aerial Boost: Allows medics to jump a second time in mid-air.
Level 1: MP Cost -57. jumps a certain distance
Level 2: MP Cost -54. jumps a certain distance
Level 3: MP Cost -51. jumps a certain distance
Level 4: MP Cost -48. jumps a certain distance
Level 5: MP Cost -45. jumps a certain distance
Level 6: MP Cost -42. jumps a certain distance
Level 7: MP Cost -39. jumps a certain distance
Level 8: MP Cost -36. jumps a certain distance
Level 9: MP Cost -33. jumps a certain distance
Level 10: MP Cost -30. jumps a certain distance
Level 11: MP Cost -27. jumps a certain distance
Level 12: MP Cost -24. jumps a certain distance
Level 13: MP Cost -21. jumps a certain distance
Level 14: MP Cost -18. jumps a certain distance
Level 15: MP Cost -15. jumps a certain distance

Shred: Quickly slash at enemies in front of you twice.
Level 1: MP Cost -12. 82% x 2 damage. Monsters hit: 3
Level 2: MP Cost -12. 84% x 2 damage. Monsters hit: 3
Level 3: MP Cost -12. 86% x 2 damage. Monsters hit: 3
Level 4: MP Cost -12. 88% x 2 damage. Monsters hit: 3
Level 5: MP Cost -12. 90% x 2 damage. Monsters hit: 3
Level 6: MP Cost -15. 92% x 2 damage. Monsters hit: 3
Level 7: MP Cost -15. 94% x 2 damage. Monsters hit: 3
Level 8: MP Cost -15. 96% x 2 damage. Monsters hit: 3
Level 9: MP Cost -15. 98% x 2 damage. Monsters hit: 3
Level 10: MP Cost -15. 100% x 2 damage. Monsters hit: 3
Level 11: MP Cost -18. 102% x 2 damage. Monsters hit: 4
Level 12: MP Cost -18. 104% x 2 damage. Monsters hit: 4
Level 13: MP Cost -18. 106% x 2 damage. Monsters hit: 4
Level 14: MP Cost -18. 108% x 2 damage. Monsters hit: 4
Level 15: MP Cost -18. 110% x 2 damage. Monsters hit: 4
Level 16: MP Cost -21. 112% x 2 damage. Monsters hit: 4
Level 17: MP Cost -21. 114% x 2 damage. Monsters hit: 4
Level 18: MP Cost -21. 116% x 2 damage. Monsters hit: 4
Level 19: MP Cost -21. 118% x 2 damage. Monsters hit: 4
Level 20: MP Cost -21. 120% x 2 damage. Monsters hit: 4

Healing Water: Restores your HP and your party's HP. Also prevents most Status Effects for 20 seconds. [b]Can't Prevent Seduce. Cooldown: 1 min[/b]
Level 1: MP Cost -45. 22% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 2: MP Cost -45. 24% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 3: MP Cost -45. 26% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 4: MP Cost -45. 28% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 5: MP Cost -45. 30% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 6: MP Cost -50. 32% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 7: MP Cost -50. 34% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 8: MP Cost -50. 36% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 9: MP Cost -50. 38% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 10: MP Cost -50. 40% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 11: MP Cost -55. 42% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 12: MP Cost -55. 44% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 13: MP Cost -55. 46% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 14: MP Cost -55. 48% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 15: MP Cost -55. 50% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 16: MP Cost -60. 52% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 17: MP Cost -60. 54% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 18: MP Cost -60. 56% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 19: MP Cost -60. 58% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute
Level 20: MP Cost -60. 60% of HP is recovered. Prevents status effects for 20 seconds. Cooldown: 1 minute

[header]Second Job Skills (Medic)[/header]
Knife Booster: Same as all the other boosters. Increases knife attacking speed.
Level 1: MP Cost -30, Duration: 12 seconds
Level 2: MP Cost -29, Duration: 24 seconds
Level 3: MP Cost -28, Duration: 36 seconds
Level 4: MP Cost -27, Duration: 48 seconds
Level 5: MP Cost -26, Duration: 60 seconds
Level 6: MP Cost -25, Duration: 72 seconds
Level 7: MP Cost -24, Duration: 84 seconds
Level 8: MP Cost -23, Duration: 96 seconds
Level 9: MP Cost -22, Duration: 108 seconds
Level 10: MP Cost -21, Duration: 120 seconds
Level 11: MP Cost -20, Duration: 132 seconds
Level 12: MP Cost -19, Duration: 144 seconds
Level 13: MP Cost -18, Duration: 156 seconds
Level 14: MP Cost -17, Duration: 168 seconds
Level 15: MP Cost -16, Duration: 180 seconds
Level 16: MP Cost -15, Duration: 192 seconds
Level 17: MP Cost -14, Duration: 204 seconds
Level 18: MP Cost -13, Duration: 216 seconds
Level 19: MP Cost -12, Duration: 228 seconds
Level 20: MP Cost -11, Duration: 240 seconds

Knife Mastery: Passively increases knife mastery. Same as all the other masteries.
Level 1: Knife Mastery 12%, accuracy +3
Level 2: Knife Mastery 14%, accuracy +6
Level 3: Knife Mastery 16%, accuracy +9
Level 4: Knife Mastery 18%, accuracy +12
Level 5: Knife Mastery 20%, accuracy +15
Level 6: Knife Mastery 22%, accuracy +18
Level 7: Knife Mastery 24%, accuracy +21
Level 8: Knife Mastery 26%, accuracy +24
Level 9: Knife Mastery 28%, accuracy +27
Level 10: Knife Mastery 30%, accuracy +30
Level 11: Knife Mastery 32%, accuracy +33
Level 12: Knife Mastery 34%, accuracy +36
Level 13: Knife Mastery 36%, accuracy +39
Level 14: Knife Mastery 38%, accuracy +42
Level 15: Knife Mastery 40%, accuracy +45
Level 16: Knife Mastery 42%, accuracy +48
Level 17: Knife Mastery 44%, accuracy +51
Level 18: Knife Mastery 46%, accuracy +54
Level 19: Knife Mastery 48%, accuracy +57
Level 20: Knife Mastery 50%, accuracy +60

Vital Scan: Allows you to locate enemy weak points and strike them. Passively increases Critical Rate and Minimum Critical Damage.
Level 1: Critical Rate +3%, Minimum Critical Damage +2%
Level 2: Critical Rate +6%, Minimum Critical Damage +4%
Level 3: Critical Rate +9%, Minimum Critical Damage +6%
Level 4: Critical Rate +12%, Minimum Critical Damage +8%
Level 5: Critical Rate +15%, Minimum Critical Damage +10%
Level 6: Critical Rate +18%, Minimum Critical Damage +12%
Level 7: Critical Rate +21%, Minimum Critical Damage +14%
Level 8: Critical Rate +24%, Minimum Critical Damage +16%
Level 9: Critical Rate +27%, Minimum Critical Damage +18%
Level 10: Critical Rate +30%, Minimum Critical Damage +20%

Restorative Potion: Uses a secret potion to gradually recover your HP and your party's HP over time. [b]Effect can't be dispelled by bosses. Cooldown: 4 minutes[/b]
Level 1: MP Cost -120. Recovers 1% of HP every 3 seconds for 66 seconds. Cooldown: 4 minutes
Level 2: MP Cost -140. Recovers 2% of HP every 3 seconds for 72 seconds. Cooldown: 4 minutes
Level 3: MP Cost -160. Recovers 3% of HP every 3 seconds for 78 seconds. Cooldown: 4 minutes
Level 4: MP Cost -180. Recovers 4% of HP every 3 seconds for 84 seconds. Cooldown: 4 minutes
Level 5: MP Cost -200. Recovers 5% of HP every 3 seconds for 90 seconds. Cooldown: 4 minutes
Level 6: MP Cost -220. Recovers 6% of HP every 3 seconds for 96 seconds. Cooldown: 4 minutes
Level 7: MP Cost -240. Recovers 7% of HP every 3 seconds for 102 seconds. Cooldown: 4 minutes
Level 8: MP Cost -260. Recovers 8% of HP every 3 seconds for 108 seconds. Cooldown: 4 minutes
Level 9: MP Cost -280. Recovers 9% of HP every 3 seconds for 114 seconds. Cooldown: 4 minutes
Level 10: MP Cost -300. Recovers 10% of HP every 3 seconds for 120 seconds. Cooldown: 4 minutes

Slash Barrage: Throw 2 knives that pierces through enemies. Medium ranged attack.
Level 1: MP Cost -20. 132% x 2 Damage. Monsters hit: 6
Level 2: MP Cost -20. 134% x 2 Damage. Monsters hit: 6
Level 3: MP Cost -20. 136% x 2 Damage. Monsters hit: 6
Level 4: MP Cost -20. 138% x 2 Damage. Monsters hit: 6
Level 5: MP Cost -20. 140% x 2 Damage. Monsters hit: 6
Level 6: MP Cost -23. 142% x 2 Damage. Monsters hit: 6
Level 7: MP Cost -23. 144% x 2 Damage. Monsters hit: 6
Level 8: MP Cost -23. 146% x 2 Damage. Monsters hit: 6
Level 9: MP Cost -23. 148% x 2 Damage. Monsters hit: 6
Level 10: MP Cost -23. 150% x 2 Damage. Monsters hit: 6
Level 11: MP Cost -26. 152% x 2 Damage. Monsters hit: 6
Level 12: MP Cost -26. 154% x 2 Damage. Monsters hit: 6
Level 13: MP Cost -26. 156% x 2 Damage. Monsters hit: 6
Level 14: MP Cost -26. 158% x 2 Damage. Monsters hit: 6
Level 15: MP Cost -26. 160% x 2 Damage. Monsters hit: 6
Level 16: MP Cost -29. 162% x 2 Damage. Monsters hit: 6
Level 17: MP Cost -29. 164% x 2 Damage. Monsters hit: 6
Level 18: MP Cost -29. 166% x 2 Damage. Monsters hit: 6
Level 19: MP Cost -29. 168% x 2 Damage. Monsters hit: 6
Level 20: MP Cost -29. 170% x 2 Damage. Monsters hit: 6

Physical Training: Permanently increases DEX and LUK
Level 1: +3 DEX/LUK
Level 2: +6 DEX/LUK
Level 3: +9 DEX/LUK
Level 4: +12 DEX/LUK
Level 5: +15 DEX/LUK
Level 6: +18 DEX/LUK
Level 7: +21 DEX/LUK
Level 8: +24 DEX/LUK
Level 9: +27 DEX/LUK
Level 10: +30 DEX/LUK

Deadly Impact: Quickly stabs one enemy 5 times with your knife.
Level 1: MP Cost -15. 62% x 5 Damage.
Level 2: MP Cost -15. 64% x 5 Damage.
Level 3: MP Cost -15. 66% x 5 Damage.
Level 4: MP Cost -15. 68% x 5 Damage.
Level 5: MP Cost -15. 70% x 5 Damage.
Level 6: MP Cost -18. 72% x 5 Damage.
Level 7: MP Cost -18. 74% x 5 Damage.
Level 8: MP Cost -18. 76% x 5 Damage.
Level 9: MP Cost -18. 78% x 5 Damage.
Level 10: MP Cost -18. 80% x 5 Damage.
Level 11: MP Cost -21. 82% x 5 Damage.
Level 12: MP Cost -21. 84% x 5 Damage.
Level 13: MP Cost -21. 86% x 5 Damage.
Level 14: MP Cost -21. 88% x 5 Damage.
Level 15: MP Cost -21. 90% x 5 Damage.
Level 16: MP Cost -24. 92% x 5 Damage.
Level 17: MP Cost -24. 94% x 5 Damage.
Level 18: MP Cost -24. 96% x 5 Damage.
Level 19: MP Cost -24. 98% x 5 Damage.
Level 20: MP Cost -24. 100% x 5 Damage.

Smoke Trap: Uses a smoke-bomb to create a fog. Enemies that are inside the fog have their Attack, Magic Attack, Defense, and Magic Defense decreased by 10%. Party members inside the fog gain an attack and magic attack boost. [b]Cooldown: 1 minute.[/b]
Level 1: Enemy weakened by 10% for 6 seconds, +2 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 2: Enemy weakened by 10% for 7 seconds, +4 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 3: Enemy weakened by 10% for 8 seconds, +6 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 4: Enemy weakened by 10% for 9 seconds, +8 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 5: Enemy weakened by 10% for 10 seconds, +10 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 6: Enemy weakened by 10% for 11 seconds, +12 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 7: Enemy weakened by 10% for 12 seconds, +14 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 8: Enemy weakened by 10% for 13 seconds, +16 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 9: Enemy weakened by 10% for 14 seconds, +18 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 10: Enemy weakened by 10% for 15 seconds, +20 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 11: Enemy weakened by 10% for 16 seconds, +22 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 12: Enemy weakened by 10% for 17 seconds, +24 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 13: Enemy weakened by 10% for 18 seconds, +26 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 14: Enemy weakened by 10% for 19 seconds, +28 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
Level 15: Enemy weakened by 10% for 20 seconds, +30 ATT/M.ATT when inside the fog. Cooldown: 1 minute.
[header]Third Job Skills (Medic)[/header]
Drag Tool: Throw a knife that's attached to a rope outward horizontally and pulls it back, damaging and dragging enemies caught by the rope.
Stuns enemies. [b]Cooldown: 5 seconds. Stun effect does not work on bosses.[/b]
Level 1: MP Cost -20. 355% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 2: MP Cost -20. 360% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 3: MP Cost -20. 365% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 4: MP Cost -20. 370% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 5: MP Cost -20. 375% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 6: MP Cost -25. 380% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 7: MP Cost -25. 385% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 8: MP Cost -25. 390% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 9: MP Cost -25. 395% Damage. Drags up to 6 monsters toward you. Stuns for 2 seconds at a 100% rate.
Level 10: MP Cost -25. 400% Damage. Drags up to 6 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 11: MP Cost -30. 405% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 12: MP Cost -30. 410% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 13: MP Cost -30. 415% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 14: MP Cost -30. 420% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 15: MP Cost -30. 425% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 16: MP Cost -35. 430% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 17: MP Cost -35. 435% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 18: MP Cost -35. 440% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 19: MP Cost -35. 445% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.
Level 20: MP Cost -35. 450% Damage. Drags up to 8 monsters toward you. Stuns for 3 seconds at a 100% rate.

Carnage: Combines several knives, scissors, scalpels, and a chainsaw into one rapid-spinning tool and slice enemies in front of you.
Extremely fast and bloody. Hits 4 times. Close ranged.
Level 1: MP Cost -25, 111% x 4 Damage. Monsters hit: 6
Level 2: MP Cost -25, 112% x 4 Damage. Monsters hit: 6
Level 3: MP Cost -25, 113% x 4 Damage. Monsters hit: 6
Level 4: MP Cost -25, 114% x 4 Damage. Monsters hit: 6
Level 5: MP Cost -25, 115% x 4 Damage. Monsters hit: 6
Level 6: MP Cost -27, 116% x 4 Damage. Monsters hit: 6
Level 7: MP Cost -27, 117% x 4 Damage. Monsters hit: 6
Level 8: MP Cost -27, 118% x 4 Damage. Monsters hit: 6
Level 9: MP Cost -27, 119% x 4 Damage. Monsters hit: 6
Level 10: MP Cost -27, 120% x 4 Damage. Monsters hit: 6
Level 11: MP Cost -29, 121% x 4 Damage. Monsters hit: 7
Level 12: MP Cost -29, 122% x 4 Damage. Monsters hit: 7
Level 13: MP Cost -29, 123% x 4 Damage. Monsters hit: 7
Level 14: MP Cost -29, 124% x 4 Damage. Monsters hit: 7
Level 15: MP Cost -29, 125% x 4 Damage. Monsters hit: 7
Level 16: MP Cost -31, 126% x 4 Damage. Monsters hit: 7
Level 17: MP Cost -31, 127% x 4 Damage. Monsters hit: 7
Level 18: MP Cost -31, 128% x 4 Damage. Monsters hit: 7
Level 19: MP Cost -31, 129% x 4 Damage. Monsters hit: 7
Level 20: MP Cost -31, 130% x 4 Damage. Monsters hit: 7
Level 21: MP Cost -33, 131% x 4 Damage. Monsters hit: 8
Level 22: MP Cost -33, 132% x 4 Damage. Monsters hit: 8
Level 23: MP Cost -33, 133% x 4 Damage. Monsters hit: 8
Level 24: MP Cost -33, 134% x 4 Damage. Monsters hit: 8
Level 25: MP Cost -33, 135% x 4 Damage. Monsters hit: 8
Level 26: MP Cost -35, 136% x 4 Damage. Monsters hit: 8
Level 27: MP Cost -35, 137% x 4 Damage. Monsters hit: 8
Level 28: MP Cost -35, 138% x 4 Damage. Monsters hit: 8
Level 29: MP Cost -35, 139% x 4 Damage. Monsters hit: 8
Level 30: MP Cost -35, 140% x 4 Damage. Monsters hit: 8

Survival: After accumulating combat experience from your previous levels. Your survivability in battle increases.
Passively increases your Max HP, Elemental/Status Resistance. [b]Medics have a similar HP growth to Shadowers. So their HP is not very high.[/b]
Level 1: +4% Max HP. +4% Elemental/Status Resistance.
Level 2: +8% Max HP. +8% Elemental/Status Resistance.
Level 3: +12% Max HP. +12% Elemental/Status Resistance.
Level 4: +16% Max HP. +16% Elemental/Status Resistance.
Level 5: +20% Max HP. +20% Elemental/Status Resistance.
Level 6: +24% Max HP. +24% Elemental/Status Resistance.
Level 7: +28% Max HP. +28% Elemental/Status Resistance.
Level 8: +32% Max HP. +32% Elemental/Status Resistance.
Level 9: +36% Max HP. +36% Elemental/Status Resistance.
Level 10: +40% Max HP. +40% Elemental/Status Resistance.

Resistance: Resist damage dealt to your body by increasing your willpower. Enemies have a harder time to knock you down.
Level 1: MP Cost -31. -1% damage from all attacks. Stance Effect: 2%. Duration: 126 seconds
Level 2: MP Cost -32. -2% damage from all attacks. Stance Effect: 4%. Duration: 132 seconds
Level 3: MP Cost -33. -3% damage from all attacks. Stance Effect: 6%. Duration: 138 seconds
Level 4: MP Cost -34. -4% damage from all attacks. Stance Effect: 8%. Duration: 144 seconds
Level 5: MP Cost -35. -5% damage from all attacks. Stance Effect: 10%. Duration: 150 seconds
Level 6: MP Cost -36. -6% damage from all attacks. Stance Effect: 12%. Duration: 156 seconds
Level 7: MP Cost -37. -7% damage from all attacks. Stance Effect: 14%. Duration: 162 seconds
Level 8: MP Cost -38. -8% damage from all attacks. Stance Effect: 16%. Duration: 168 seconds
Level 9: MP Cost -39. -9% damage from all attacks. Stance Effect: 18%. Duration: 174 seconds
Level 10: MP Cost -40. -10% damage from all attacks. Stance Effect: 20%. Duration: 180 seconds
Level 11: MP Cost -41. -11% damage from all attacks. Stance Effect: 22%. Duration: 186 seconds
Level 12: MP Cost -42. -12% damage from all attacks. Stance Effect: 24%. Duration: 192 seconds
Level 13: MP Cost -43. -13% damage from all attacks. Stance Effect: 26%. Duration: 198 seconds
Level 14: MP Cost -44. -14% damage from all attacks. Stance Effect: 28%. Duration: 204 seconds
Level 15: MP Cost -45. -15% damage from all attacks. Stance Effect: 30%. Duration: 210 seconds
Level 16: MP Cost -46. -16% damage from all attacks. Stance Effect: 32%. Duration: 216 seconds
Level 17: MP Cost -47. -17% damage from all attacks. Stance Effect: 34%. Duration: 222 seconds
Level 18: MP Cost -48. -18% damage from all attacks. Stance Effect: 36%. Duration: 228 seconds
Level 19: MP Cost -49. -19% damage from all attacks. Stance Effect: 38%. Duration: 234 seconds
Level 20: MP Cost -50. -20% damage from all attacks. Stance Effect: 40%. Duration: 240 seconds

Second Chance: Resets the cooldown time of all your skills except this one. Only targets self. [b]Cooldown: Dependent on Lv of skill[/b]
Level 1: MP Cost -500. Resets cooldown time of all skills. Cooldown: 9 minutes.
Level 2: MP Cost -450. Resets cooldown time of all skills. Cooldown: 8 minutes.
Level 3: MP Cost -400. Resets cooldown time of all skills. Cooldown: 7 minutes.
Level 4: MP Cost -350. Resets cooldown time of all skills. Cooldown: 6 minutes.
Level 5: MP Cost -300. Resets cooldown time of all skills. Cooldown: 5 minutes.

Vital Menace: Improves your ability to see beyond the weak points of enemies. Passively increases offense.
Level 1: Damage increased +1%. Critical Rate +2%
Level 2: Damage increased +2%. Critical Rate +2%
Level 3: Damage increased +3%. Critical Rate +2%
Level 4: Damage increased +4%. Critical Rate +4%
Level 5: Damage increased +5%. Critical Rate +4%
Level 6: Damage increased +6%. Critical Rate +4%
Level 7: Damage increased +7%. Critical Rate +6%
Level 8: Damage increased +8%. Critical Rate +6%
Level 9: Damage increased +9%. Critical Rate +6%
Level 10: Damage increased +10%. Critical Rate 8%
Level 11: Damage increased +11%. Critical Rate +8%
Level 12: Damage increased +12%. Critical Rate +8%
Level 13: Damage increased +13%. Critical Rate +10%
Level 14: Damage increased +14%. Critical Rate +10%
Level 15: Damage increased +15%. Critical Rate +10%

Brutal Impact: Stronger version of Deadly Impact. Stabs an enemy 7 times quickly. Close ranged
[b]Damage may seem overpowered, but Medics don't have shadow partner compared to Shadowers, DBs, and Night Lords.[/b]
Level 1: MP -26, 102% damage x 7.
Level 2: MP -26, 104% damage x 7.
Level 3: MP -26, 106% damage x 7.
Level 4: MP -26, 108% damage x 7.
Level 5: MP -26, 110% damage x 7.
Level 6: MP -29, 112% damage x 7.
Level 7: MP -29, 114% damage x 7.
Level 8: MP -29, 116% damage x 7.
Level 9: MP -29, 118% damage x 7.
Level 10: MP -29, 120% damage x 7.
Level 11: MP -32, 122% damage x 7.
Level 12: MP -32, 124% damage x 7.
Level 13: MP -32, 126% damage x 7.
Level 14: MP -32, 128% damage x 7.
Level 15: MP -32, 130% damage x 7.
Level 16: MP -35, 132% damage x 7.
Level 17: MP -35, 134% damage x 7.
Level 18: MP -35, 136% damage x 7.
Level 19: MP -35, 138% damage x 7.
Level 20: MP -35, 140% damage x 7.

Bio Bomb: Throw a poisonous-explosive potion at enemies. Has a chance to cause poison status.
Level 1: MP Cost -26. 230% damage. Chance of Poison: 52%. Poison damage over time: 72% damage. Duration of Poison: 16 seconds. Monsters hit: 6
Level 2: MP Cost -27. 235% damage. Chance of Poison: 54%. Poison damage over time: 76% damage. Duration of Poison: 17 seconds. Monsters hit: 6
Level 3: MP Cost -28. 240% damage. Chance of Poison: 56%. Poison damage over time: 80% damage. Duration of Poison: 18 seconds. Monsters hit: 6
Level 4: MP Cost -29. 245% damage. Chance of Poison: 58%. Poison damage over time: 84% damage. Duration of Poison: 19 seconds. Monsters hit: 6
Level 5: MP Cost -30. 250% damage. Chance of Poison: 60%. Poison damage over time: 88% damage. Duration of Poison: 20 seconds. Monsters hit: 6
Level 6: MP Cost -31. 255% damage. Chance of Poison: 62%. Poison damage over time: 92% damage. Duration of Poison: 21 seconds. Monsters hit: 6
Level 7: MP Cost -32. 260% damage. Chance of Poison: 64%. Poison damage over time: 96% damage. Duration of Poison: 22 seconds. Monsters hit: 6
Level 8: MP Cost -33. 265% damage. Chance of Poison: 66%. Poison damage over time: 100% damage. Duration of Poison: 23 seconds. Monsters hit: 6
Level 9: MP Cost -34. 270% damage. Chance of Poison: 68%. Poison damage over time: 104% damage. Duration of Poison: 24 seconds. Monsters hit: 6
Level 10: MP Cost -35. 275% damage. Chance of Poison: 70%. Poison damage over time: 108% damage. Duration of Poison: 25 seconds. Monsters hit: 6
Level 11: MP Cost -36. 280% damage. Chance of Poison: 72%. Poison damage over time: 112% damage. Duration of Poison: 26 seconds. Monsters hit: 6
Level 12: MP Cost -37. 285% damage. Chance of Poison: 74%. Poison damage over time: 116% damage. Duration of Poison: 27 seconds. Monsters hit: 6
Level 13: MP Cost -38. 290% damage. Chance of Poison: 76%. Poison damage over time: 120% damage. Duration of Poison: 28 seconds. Monsters hit: 6
Level 14: MP Cost -39. 295% damage. Chance of Poison: 78%. Poison damage over time: 124% damage. Duration of Poison: 29 seconds. Monsters hit: 6
Level 15: MP Cost -40. 305% damage. Chance of Poison: 80%. Poison damage over time: 128% damage. Duration of Poison: 30 seconds. Monsters hit: 6
Level 16: MP Cost -40. 310% damage. Chance of Poison: 82%. Poison damage over time: 132% damage. Duration of Poison: 31 seconds. Monsters hit: 6
Level 17: MP Cost -40. 315% damage. Chance of Poison: 84%. Poison damage over time: 136% damage. Duration of Poison: 32 seconds. Monsters hit: 6
Level 18: MP Cost -40. 320% damage. Chance of Poison: 86%. Poison damage over time: 140% damage. Duration of Poison: 33 seconds. Monsters hit: 6
Level 19: MP Cost -40. 325% damage. Chance of Poison: 88%. Poison damage over time: 144% damage. Duration of Poison: 34 seconds. Monsters hit: 6
Level 20: MP Cost -40. 330% damage. Chance of Poison: 90%. Poison damage over time: 148% damage. Duration of Poison: 35 seconds. Monsters hit: 6

Reverse Potion: Use a secret potion to possibly convert the harmful effects of enemy attacks into a recovery effect.
Affects whole party. 100% of damage is absorbed and used for healing. [b]Cannot be dispelled by bosses. Cooldown: 3 minutes[/b]
Level 1: MP Cost -360. Chance of damage being converted into HP: 2% Duration: 6 seconds.
Level 2: MP Cost -370. Chance of damage being converted into HP: 4% Duration: 7 seconds.
Level 3: MP Cost -380. Chance of damage being converted into HP: 6% Duration: 8 seconds.
Level 4: MP Cost -390. Chance of damage being converted into HP: 8% Duration: 9 seconds.
Level 5: MP Cost -400. Chance of damage being converted into HP: 10% Duration: 10 seconds.
Level 6: MP Cost -410. Chance of damage being converted into HP: 12% Duration: 11 seconds.
Level 7: MP Cost -420. Chance of damage being converted into HP: 14% Duration: 12 seconds.
Level 8: MP Cost -430. Chance of damage being converted into HP: 16% Duration: 13 seconds.
Level 9: MP Cost -440. Chance of damage being converted into HP: 18% Duration: 14 seconds.
Level 10: MP Cost -450. Chance of damage being converted into HP: 20% Duration: 15 seconds.
Level 11: MP Cost -460. Chance of damage being converted into HP: 22% Duration: 16 seconds.
Level 12: MP Cost -470. Chance of damage being converted into HP: 24% Duration: 17 seconds.
Level 13: MP Cost -480. Chance of damage being converted into HP: 26% Duration: 18 seconds.
Level 14: MP Cost -490. Chance of damage being converted into HP: 28% Duration: 19 seconds.
Level 15: MP Cost -500. Chance of damage being converted into HP: 30% Duration: 20 seconds.
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This is my idea Feel free to call it overpowered/not related to thieves at all.
I kinda wanted to blend in Claudine's Doctor occupation into this job...that's why I added too much support skills...
and like absolutely no melee skill Looking for improvements there.
3rd job has more offensive skills

January 22, 2012

6 Comments • Newest first

onigiri123

Nexon hire this guy
I like the skill names, better that double stab etc

Reply January 22, 2012
missingpinky

[quote=ltzJon]instead of knife mastery it should be scalpel mastery as medics use scalpels not knifes but hay dude nice work looks like u put *reasonable effort in it* unlike that stupid bard idea haha [/quote]

Omg thats what it was! I was thinking about it but I kept thinking of a spatula lol. I didn't know what it was called.

Reply January 22, 2012
LoveOutLoud

ohcrap i didnt read the ending O: nvm my previous comment ;D

Reply January 22, 2012 - edited
missingpinky

[quote=Laguniroth]Your reasoning actually makes *sense*.. And it does look like you tried pretty hard to not make it OP/clash with similar jobs -cough- bishop -cough-.. But with that said, I dont like it.[/quote]

That's all right. Honestly I am leaning toward the Resistance thief being a Sub-Bishop/Thief. They will never be able to replace bishops as all of their healing skills/buffs have a cooldown time compared to bishops.

Reply January 22, 2012 - edited
Laguniroth

Your reasoning actually makes *sense*.. And it does look like you tried pretty hard to not make it OP/clash with similar jobs -cough- bishop -cough-.. But with that said, I dont like it.

Reply January 22, 2012 - edited
NightCodex

haven't read anything but the intro about MEDIC .. and I had to say. you thought about this.. JOb instructor = doctor ... medic throws knifes and those injection thingies .. cool .. +1 like

Reply January 22, 2012 - edited