View Full Version : Job Adjustments (Suggestions)
Lyncath
01-31-2015, 05:17 AM
Rather than spread this out across the various job forums I might as well gather these suggestions here.
Corsair
Geomancer's Roll - Increases the attributes of party members within area of effect.
Runeist's Roll - Bestows a TP Bonus upon party members within area of effect.
Why haven't we gotten rolls for these two jobs yet?
Rune Fencer
Ward: Resonance - Increases attributes. Effects vary upon current runes harbored.
Ignis: STR, Attack, Weapon Skill Damage.
Suplor: DEX, Accuracy, Critical Hit Rate.
Tellus: VIT, Defense, Physical Damage Taken-%.
Rune Fencer gains access to the Temper spell at Lv95.
Rune Fencer gains access to Regen V at Lv99 or is unlocked via Gifts.
Geomancer
Indi-Regain / Geo-Regain - Caps at 50/tick with Dunna. 60/tick with Idris.
Spirit Bind - Causes the next Luopan cast to follow its target. The rate at which the Luopan loses HP is accelerated while it is mobile.
Enshelter - Fully restores the HP of your Luopan. Prevents it from receiving damage, and reduces the rate at which it loses HP.
Replaces the joke of a 1-hour that is Widened Compass. Basically rolls Life Cycle, Dematerialize, and Lasting Emanation into one ability.
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Have any you can think of?
Kensagaku
01-31-2015, 08:09 AM
Runeist Roll having a TP bonus sounds odd; if anything, it should be something like a straight MDT versus the MDB we have from Magus's Roll. TP Bonus just doesn't seem to fit the job.
Resonance sounds a bit overpowered, tbh, and while I like the concept (at very least increasing stats, sort of like a PUP's Maneuvers does for their automaton), I think it also goes against the idea of trying to align your runes for elemental resistance against an enemy's spells. As a RUN you're going to be aiming to try and use runes to mitigate elemental damage, which means you can't use the bonuses reliably.
I wouldn't mind getting Temper on RUN, but I think the RDMs would burn you at the stake. God bless your soul.
Regen V is more SCH's territory because they are supposed to be the masters of over-time effects; they get the best Regen tier, potency bonuses via Light Arts JP, and straight up Light Arts bonuses, not to mention gear. Again, I wouldn't complain, but that one tier of Regen isn't earth-breaking.
Indi-Regain / Geo-Regain - I doubt they'd be so eager to give us a 50/tick, much as I would love that. COR gets that high but requires a good roll and/or bonuses. I'd say we'd be more likely to get something like 30/tick (which isn't bad in itself!) with Dunna and 40/tick with Idris.
Spirit Bind - Yes please. The drawback to it is reasonable and it makes it so much easier when you have a mobile party to use Luopans.
Enshelter - I rather like this, and it'd be a good addition to our SP abilities. Something like a 1-minute timer would balance it out, and it'd be useful for keeping your luopan alive on those big fights.
Protey
01-31-2015, 09:15 AM
Rune Fencer gains access to the Temper spell at Lv95.
RDM only, you shall not get!
Zeargi
01-31-2015, 10:07 AM
I'd Exchange Temper if RDM can get Banish 1-3, Holy, Enlight, Dread Spikes, and Endark >:3
Malithar
01-31-2015, 10:26 AM
Geomancer
Indi-Regain / Geo-Regain - Caps at 50/tick with Dunna. 60/tick with Idris.
Spirit Bind - Causes the next Luopan cast to follow its target. The rate at which the Luopan loses HP is accelerated while it is mobile.
Enshelter - Fully restores the HP of your Luopan. Prevents it from receiving damage, and reduces the rate at which it loses HP.
Replaces the joke of a 1-hour that is Widened Compass. Basically rolls Life Cycle, Dematerialize, and Lasting Emanation into one ability.
--------------
Have any you can think of?
Imagine Regain will be gained from Gifts at some point, though this batch will be -Ra IIIs I think, they were mentioned in a JP Dev report after the conclusion of SoA's missions. Regain is really the only other effect I think would be useful for Geo, most others would be a wash compared to what we have already. Even Regain will mostly be a pre-fight buff.
Could see the use in Spirit Bind in roaming parties, but really, Full Circling and recasting isn't that big of a deal for things other than trash. I wouldn't say no to it, but it'd only further laziness IMO.
Not a fan of that SP2 really. I'd rather see an SP2 that focuses more on our nuking capabilities. Say, a major 1~ min buff to Cardinal Chant. It'd serve multiple purposes, an SP that increases your own damage output by increasing MAB/MCrit/Magic Burst damage (FWIW, silly that 3 of the 4 directions focus on nuke damage), as well as giving a large increase to MAcc if you position yourself for that. Would certainly be useful in some content compared to our current SP2 or Enshelter. I see Enshelter as a temp increase in survivability to something that's easily replaceable which isn't really worthy of an SP2 IMO.
Maybe a bit wish listy, but I'd like to see old school combined Geo bubbles. They each provide their relative elemental debuff on an enemy while providing a Geomancy buff to players and Geomancy debuff to mobs. Say Indi/Geo Gust, gives Choke, Haste, and -def. Indi/Geo Sandstorm, Rasp, +def, -acc. Indi/Geo Inferno, Burn, +att, -MAB. Not that they'd be overly useful as they'd have to further balance these effects so they're not the instant go to compared to the single buff/debuff spells, but it'd be a nice throw back that may see some use.
Martel
01-31-2015, 10:41 AM
The issue I see with spirit bind, is this. Say you cast frailty on a mob in a roaming CP party. Mob dies. Luopan sits there like an idiot.
But.. you can't cast luopan debuffs on players. Of course, you could indi frailty and have a buff luopan follow someone. But what if you were doing frailty/torpor?
Now, if they let you assign debuff luopan to follow players, cool. But following a mob isn't very helpful when single mobs either die near instantly, or don't move much.
This isn't to say I don't like the idea. I do like it. I've had the same thought myself. I just hope that if they ever implement it, that do it in a way that's fully functional.
Malithar
01-31-2015, 10:46 AM
But.. you can't cast luopan debuffs on players. Of course, you could indi frailty and have a buff luopan follow someone. But what if you were doing frailty/torpor?
By far my biggest complaint with Luopans. Wish they'd set their targeting like Cure spells and let you target a Geo- spell on any target regardless if it's a buff or debuff.
Protey
02-01-2015, 01:08 AM
I'd Exchange Temper if RDM can get Banish 1-3, Holy, Enlight, Dread Spikes, and Endark >:3
I think I might be able to agree with this... but I'd want barlight and bardark as well.
Do I think it'll happen? snowballs chance in hell.
Tinytimtaru
02-01-2015, 02:41 AM
Rune Fencer – Needs some help to make it an endgame tank still:
Even with an Ergon weapon, still take way too much damage and blow through shadows way too fast to reliably tank any serious content (VD+).
Change Battuta to a full-time Job Trait (at the very least adjust the timers so we can keep this effect up longer in combat)
Cures (I - IV) – Vivacious Pulse does not cut it in any real content.
Corsair:
GEO-Roll – Resistance to status effects (like Amnesia in Incursion!) would be great.
RUN-Roll – Gotta be Magic Defense or Magic Evasion.
Decoy Shot! Or some form of enmity reduction for COR would really help.
Zeargi
02-01-2015, 10:10 AM
I think I might be able to agree with this... but I'd want barlight and bardark as well.
Do I think it'll happen? snowballs chance in hell.
Forgot about those, I choose D.) All of the Above!
Urteil
02-01-2015, 10:57 AM
If you think RUN can't tank. (without a mythic)
You suck at this game and go play another one.
Tinytimtaru
02-01-2015, 11:52 PM
Show me the screenshots of you super tanking the AAs in Divine Might II on (D-VD) while your alliance pulls them off you and I'll change my mind and say RUN can tank as well as a PLD. With an Ergon or without, either will do.
Or if you'd like, send me the pics of you super tanking Gramk-Droog and his adds on a pull at level 135+ Incursion.
I'm betting you'll do fine, right up until Battuta runs out... then...
Malithar
02-02-2015, 11:01 AM
Show me the screenshots of you super tanking the AAs in Divine Might II on (D-VD) while your alliance pulls them off you and I'll change my mind and say RUN can tank as well as a PLD. With an Ergon or without, either will do.
The nifty thing about super tanking is hate is not a concern, only survivability. Run would be just fine for this if they had proper support.
Or if you'd like, send me the pics of you super tanking Gramk-Droog and his adds on a pull at level 135+ Incursion
Pld can't super tank any of this either, so what's your point? Mobs in Incursion put everyone in the zone on their enmity list, making all actions by anyone generate hate on each mob. Not 135+ cause that's honestly a waste, but I've been a part of 130 Rng party runs that used a Run as the decoy target. No difference what so ever in the run.
Sapphires
02-02-2015, 01:35 PM
But.. you can't cast luopan debuffs on players.
I would guess they probably don't allow this because geo-spell luopans are stronger and being able to lay one down on a player would let you further trivialize any content where you can do supertanking mechanics (e.g. cast geo-wilt on a pld supertanking multiple AAs in DM II)
Martel
02-02-2015, 02:09 PM
I would guess they probably don't allow this because geo-spell luopans are stronger and being able to lay one down on a player would let you further trivialize any content where you can do supertanking mechanics (e.g. cast geo-wilt on a pld supertanking multiple AAs in DM II)Hmmm? Indi and geo have identical potency unless you use blaze of glory or something. And you could still just plop geo-barrier on the PLD.
PLD/BLU, Cocoon, GEO-Barrier... Just how much def would that be? lol. Oh, and then after that you could still toss entrusted indi-wilt on the PLD. It'd be gimp potency, but still.
I very much doubt your thought has anything to do with the reasons behind the allowed targeting for GEO spells. More likely they were just following ye olde standard spell target rules. Debuffs target mobs, Buffs target players. And really, it's only indi spells that are an exception anyway. Since they're always self/player targeted.
Catmato
02-02-2015, 09:43 PM
cast geo-wilt on a pld supertanking multiple AAs in DM IISounds like a recipe for a dead GEO.
Grekumah
04-14-2015, 02:21 AM
You will be happy to hear that we’ll be introducing new Phantom Rolls for geomancer and rune fencer in the May version update. :D
Sapphire
04-14-2015, 03:09 AM
You will be happy to hear that we’ll be introducing new Phantom Rolls for geomancer and rune fencer in the May version update. :D
Wonderful! Now the jobemotes!!!!!!! :D
Rosalie
04-14-2015, 11:58 AM
You will be happy to hear that we’ll be introducing new Phantom Rolls for geomancer and rune fencer in the May version update. :D
About damn time! I was posting about those before the jobs even came out!
Gekuz
04-16-2015, 12:43 AM
I would like to know: SMN got new Avatars, BST new Animals... Can we have a NEW automaton for PUP? A real DD automaton something like a SAM frame? would be nice as a last gift before the major versions update cease
Mooserocka
04-17-2015, 12:06 AM
Will corsair finnaly get 3 rolls also to even them out with other support
machini
04-17-2015, 03:07 AM
Removal of the JA lock/autoattack interruption for steps and flourishes on DNC (perhaps just main-job DNC), would be appreciated, as in end game content, when you approach the attack speed cap, you must choose between simply autoattacking, or actually using your job's abilities, the latter of which will often seriously impact your damage output badly enough for people to not want to take DNC anywhere.
It worked wonders for PUP, it'd be nice for DNC.
dasva
04-17-2015, 03:16 AM
Should just get rid of all forced static delays from things like jas, ws, casting, and ranged attacks. They each have their own problems that become hugely more apparent as the speed of whatever it is you are doing increases making the forced delay eat up bigger and bigger chunks percentage wise