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View Full Version : Job Ability Suggestion: Overclock



Teiei
01-09-2013, 04:09 PM
JA name: Overclock
Effect: Triples the duration of maneuvers and increases burden accumulation.
Duration: 2 Hours
Recast: 1-5 Minutes

Overclock is a stance type ability that allows Puppetmaster's the choice of easily changing between different maneuvers (as is the case currently) or choosing a set of maneuvers to maintain for a longer period of time. Using the stance will necessitate careful management of maneuvers due to the increased burden, but also free the puppetmaster to focus on meleeing without worrying about maneuvers wearing off too quickly.

Plus we might actually have a use of Cooldown with something like this around.
Please rate up or whatever so the devs see this suggestion. ;)

Concerned4FFxi
01-09-2013, 04:23 PM
great idea, even if se just doubled the time maneuvers stay up without a ja would be great.

edit: Especially for 75 content, as buffing the pet isnt as important vs. trade off for for sheer dps like orginal salvage theres much running and the buffs dont last long enough to keep 2-3 up

Rafien
01-09-2013, 11:34 PM
After reading this, actually what I'd rather see is the ability to pull up 3 of the same maneuver instantly and have it like a 5 minute recast.

Zhronne
01-16-2013, 02:06 AM
Would be an awesome ability and would have a meaning. If you want to spam the same maneuver or double maneuver you'd be running a serious risk with this, but if you only want to use different maneuvers, then this would be awesome.
Altough I'm a bit afraid this could be a bit too powerful if used with Overdrive? Altough overdrive sucks, so making it better is only long due! :P

Maybe they should make it that instead of increasing the burden, it just doesn't allow you to use more than 1 of the same kind of maneuver?
Either way, fantastic idea! Hope some dev gets to read this :D

Annalise
01-17-2013, 12:29 AM
Would be an awesome ability and would have a meaning. If you want to spam the same maneuver or double maneuver you'd be running a serious risk with this, but if you only want to use different maneuvers, then this would be awesome.
Altough I'm a bit afraid this could be a bit too powerful if used with Overdrive? Altough overdrive sucks, so making it better is only long due! :P

Maybe they should make it that instead of increasing the burden, it just doesn't allow you to use more than 1 of the same kind of maneuver?
Either way, fantastic idea! Hope some dev gets to read this :D

I don't really think it would be too powerful with overdrive, as it is the 1 Hour ability (feels weird not calling it two hour). That would be just one minute of applying 3 minute buffs that won't overload you. Hardly broken, I feel.

What this job ability does do, however, is bring more use to the heat sink and the condenser. If you can get by without the water maneuver, you'd be better off from an optimization stance... but they can help you get up three maneuvers without overload.

Zhronne
01-17-2013, 03:37 AM
Yeah well said!

Horadrim
03-23-2013, 03:06 AM
After reading this, actually what I'd rather see is the ability to pull up 3 of the same maneuver instantly and have it like a 5 minute recast.

Pet Command: Sustain (Level 50)
- Commands Pet to maintain current orders indefinitely, but drains automaton durability (HP) in the process. Attachments that remove maneuvers as a cost increase burden for their reapplication as necessary. Job Ability has 10 second cooldown unless overload occurs, resulting in a 5 minute cool down.
--- 1 Maneuver: 1HP/tic
--- 2 Maneuver: 2HP/tic
--- 3 Maneuver: 3HP/TIC
--- 2 of same maneuver: Bonus 1HP/tic ( Fire/Fire/Wind = 4hp/tic)
--- 3 of same maneuver: Bonus 2HP/tic ( Fire/Fire/Fire = 5hp/tic)

Additional Effect to Maintenance: While Sustain is active, use of Maintenance temporarily suspends pet durability loss:
-- Oil: 30 seconds (prompts as it is wearing off)
-- Oil +1: 1 minutes (prompts as it is wearing off)
-- Oil +2: 3 minutes (prompts as it is wearing off)
-- Oil +3: 5 minutes (prompts as it is wearing off)

xiozen
03-23-2013, 09:21 PM
Pet Command: Sustain (Level 50)
- Commands Pet to maintain current orders indefinitely, but drains automaton durability (HP) in the process. Attachments that remove maneuvers as a cost increase burden for their reapplication as necessary. Job Ability has 10 second cooldown unless overload occurs, resulting in a 5 minute cool down.
--- 1 Maneuver: 1HP/tic
--- 2 Maneuver: 2HP/tic
--- 3 Maneuver: 3HP/TIC
--- 2 of same maneuver: Bonus 1HP/tic ( Fire/Fire/Wind = 4hp/tic)
--- 3 of same maneuver: Bonus 2HP/tic ( Fire/Fire/Fire = 5hp/tic)

Additional Effect to Maintenance: While Sustain is active, use of Maintenance temporarily suspends pet durability loss:
-- Oil: 30 seconds (prompts as it is wearing off)
-- Oil +1: 1 minutes (prompts as it is wearing off)
-- Oil +2: 3 minutes (prompts as it is wearing off)
-- Oil +3: 5 minutes (prompts as it is wearing off)

The Automaton is fragile as it is... why would we want to kill our automatons off quicker than they already die... this just sounds like we'll be doing the enemy a favor... as written and conceived, not a very well thought out idea. =/

Horadrim
03-26-2013, 04:29 AM
The Automaton is fragile as it is... why would we want to kill our automatons off quicker than they already die... this just sounds like we'll be doing the enemy a favor... as written and conceived, not a very well thought out idea. =/

The mages aren't really much more fragile than a regular mage is, and they shouldn't be getting hit if you're using them in that manner.

Considering I have Valoredge tank for me all the time these days, I can't really say I agree.

In other news, having 3 Maneuvers up indefinitely is not something that should come cheap -- not with how potent some of the combinations of attachments can be -- and once you add in and consider the maintenance element, its not really that bad.