Llana_Virren
05-14-2012, 01:42 PM
It would come as no suprise that as a RDM, I've prided myself in being able to enfeeble many a monster, making it that much easier for my party or alliance to dispatch the now debilitated remains of a once-mighty adversary.
Of course, in order to maintain an air of challenge and strategy, we cannot be so careless as to allow players to render any and all monsters harmless through enfeebling magic, be it from a RDM, BLM, or WHM.
However, more often than not, I have found our High, End-Game monsters to have so many resistences immunities and damage reductions (both physical and magical) that there is less challenge and more luck when it comes to these fights.
What I propose is an alteration/modification to our current Skillchain properties... allow certain weaponskills/job abilities to serve as an "initator" and others to act as a "conclusion". Similar to a skillchain, various combinations of these abilities would impose certain conditions on the monster being fought.
For example, what you'd see in a fight:
Player Xxx uses Asuran Fists.
Notorious Moogle takes 1135 damage.
Notorious Moogle begins casting Doomga IV.
Player Yyy uses Shield Bash.
Notorious Moogle takes 213 damage.
Initiate Catalyst: Ruin. (Asuran Fist->Shield Bash)
The Notorious Moogle is no longer stunned.
...
Player Zzz uses Hexa Strike.
Notorious Moogle takes 614 damage.
Catalyst: Ruin! Monster Physical Damage Taken Down effect is temporarily suspended! (Shield Bash->Hexa Strike)
...
...
The Notorious Moogle's Catalyst effect wears off.
By extending this "system" to various effects, players would be able to coordinate multiple abilities and weaponskills not normally associated with a skillchain to unlock potential effects, such as "Physical Damage Taken Down", "Remove Magic Attack Bonus", "Evasion Down", "Amnesia", "Magic Immunities Temporarily Lifted" etc.
This will expand standard combat jobs' abilities in combat, as well as adding to the sense of strategy that has been all but forgotten in modern end-game times.
Of course, in order to maintain an air of challenge and strategy, we cannot be so careless as to allow players to render any and all monsters harmless through enfeebling magic, be it from a RDM, BLM, or WHM.
However, more often than not, I have found our High, End-Game monsters to have so many resistences immunities and damage reductions (both physical and magical) that there is less challenge and more luck when it comes to these fights.
What I propose is an alteration/modification to our current Skillchain properties... allow certain weaponskills/job abilities to serve as an "initator" and others to act as a "conclusion". Similar to a skillchain, various combinations of these abilities would impose certain conditions on the monster being fought.
For example, what you'd see in a fight:
Player Xxx uses Asuran Fists.
Notorious Moogle takes 1135 damage.
Notorious Moogle begins casting Doomga IV.
Player Yyy uses Shield Bash.
Notorious Moogle takes 213 damage.
Initiate Catalyst: Ruin. (Asuran Fist->Shield Bash)
The Notorious Moogle is no longer stunned.
...
Player Zzz uses Hexa Strike.
Notorious Moogle takes 614 damage.
Catalyst: Ruin! Monster Physical Damage Taken Down effect is temporarily suspended! (Shield Bash->Hexa Strike)
...
...
The Notorious Moogle's Catalyst effect wears off.
By extending this "system" to various effects, players would be able to coordinate multiple abilities and weaponskills not normally associated with a skillchain to unlock potential effects, such as "Physical Damage Taken Down", "Remove Magic Attack Bonus", "Evasion Down", "Amnesia", "Magic Immunities Temporarily Lifted" etc.
This will expand standard combat jobs' abilities in combat, as well as adding to the sense of strategy that has been all but forgotten in modern end-game times.