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View Full Version : How about new breaths for our wyverns?



Chayot
03-09-2011, 05:30 AM
I would like to see new breaths for our wyverns like maybe:

Enhancing Breath: gives us some sort of protect/shell effect. Sorta like carby can give it with shining ruby.

Elemental Breaths II: just make them a bit stronger.

Healing Breath IV: self explanatory…… I hope >.>

JagerForrester
03-09-2011, 05:33 AM
Yes, it's been 40 levels since wyverns got something personally. Give them love! Personally I'd like Healing IV

Wenceslao
03-09-2011, 05:40 AM
It would be nice to be able to select which breath we want:
Ice Breathe
Flame Breathe
Thunder Breathe
Water Breathe
Earth Breath
Cure Breathe

etc, etc, etc.

Chayot
03-09-2011, 05:44 AM
How about this:
Enfeeble Breath: gives target para slow blind and deals damage sorta like radiant breath.

Wenceslao
03-09-2011, 05:49 AM
Enfeeble breath should be nice, lol

Beowulf
03-09-2011, 06:39 AM
"Remove Poison at level 1, Remove Blind at 20, and Remove Paralysis at 40" - wiki
Seems that SE forgot to add:
Silena at 60
Erase at 80
and RR breath at 99 (Not saying they already forgot this one, but they will... lol)
Seriously though, this was neglected.

EDIT: I almost forgot, Wyvern heals need to be faster, in some regular battles the wyvern's heals simply can't keep up, not that the heals arn't strong enough, they are just too slow. Cast a spell (Barstone with Fast Cast should be fast enough) and wait for your wyvern to cast it's JA. This is so slow that often people are hit 2 more times before the heal is complete. EVERY JOB in the game can heal faster than this, making DRG/mage nearly worthless for heals in party situations.

Additionally, the range on healing Breath needs to be increased to match the range of mage jobs, allowing a DRG to stand back if he is focusing on heals to avoid AoE. I understand it's called "breath" and the range is short because of this, but the animation of it already looks good enough for a non-breath range.

Wenceslao
03-09-2011, 06:44 AM
Yep, DRG job still has a lot of potential to be exploited

Starcade
03-09-2011, 10:32 AM
The one main problem I have with healing breath is the following:

I can cast it in battle, I can cast it outside battle...

But if I cast it in battle and the battle ends, then the wyvern STOPS?

Stromgarde
03-09-2011, 10:41 AM
It's a battle engine problem. The way the wyvern is coded, it stops all pending activity at the point of the death of its current target [when engaged]. All 'pets', to include adventuring fellows, are subject to this AI problem. While it could be possibly be rectified by moving the subroutine for healing breaths et al, it's been what, 8 years? Decidedly unlikely at this point.

Reiterpallasch
03-09-2011, 03:58 PM
I think a cool idea would be to combine this:

Elemental Breaths II: just make them a bit stronger.

With this

Enfeeble Breath: gives target para slow blind and deals damage sorta like radiant breath.

and give ele breath II a chance to apply the matching debuff.

Frost Breath II: Paralyze
Hydro Breath II: Poison
Sand Breath II: Slow
Lightning Breath II: Stun
Gust Breath II: Silence
Flame Breath II: Uh... yeah I dunno about this one.

Zidian
03-09-2011, 08:17 PM
Flame Breath: Burn (HP down)

hiko
03-09-2011, 08:43 PM
or addle,

also i think of some ja like :deep breath= next breath will be conal AoE

Lancil
03-10-2011, 08:29 AM
I love the idea of the breath2 having enfeebling effects. This would prove to make Smiting Breath and Strafe actually useful (I think flame would be closer to plague). Anyways, a Healing IV, Breathga, and erase/all effect would be a nice extra.

Babygyrl
03-10-2011, 08:59 AM
need healing breath IV! and yes being some how able to set which breath they use would be nice.

Koj
03-10-2011, 11:18 PM
I absolutely love the idea of an enfeebling breath. Our little guys should be able to have the good old marlboro bad breath added to their list. Maybe we could quest the new breaths instead of just acquiring them upon hitting a certain level^^

noodles355
03-11-2011, 01:38 AM
This is so slow that often people are hit 2 more times before the heal is complete. EVERY JOB in the game can heal faster than this, making DRG/mage nearly worthless for heals in party situations.It's an issue of balance. Yes, other jobs can heal faster than this, however Cure IV costs 88MP. Healing Breath with Wyrm Armet costs 5MP.

Also, if you can't heal yourself fast enough when solo then you need to learn to macro in HP+ gear in your HB macro. Say you have 1300HP normally. Your HP trigger point will be 650TP right? You can macro in HP+ gear alongside your Drachen Armet to increase your 50% threshold. Say you macro in Meridian Ring, BQ Ring and Gigant Mantle. That's +245HP. This pushes your 50% trigger up to 772HP. That means if you're under 772HP when you cast the spell, as long as you macro in those HP gears with your drachen armet, the Healing Breath will still fire. This should offset the damage you take from another attack whilst waiting for the breath to fire.

Beowulf
03-11-2011, 01:56 AM
It's an issue of balance. Yes, other jobs can heal faster than this, however Cure IV costs 88MP. Healing Breath with Wyrm Armet costs 5MP.

Also, if you can't heal yourself fast enough when solo then you need to learn to macro in HP+ gear in your HB macro. Say you have 1300HP normally. Your HP trigger point will be 650TP right? You can macro in HP+ gear alongside your Drachen Armet to increase your 50% threshold. Say you macro in Meridian Ring, BQ Ring and Gigant Mantle. That's +245HP. This pushes your 50% trigger up to 772HP. That means if you're under 772HP when you cast the spell, as long as you macro in those HP gears with your drachen armet, the Healing Breath will still fire. This should offset the damage you take from another attack whilst waiting for the breath to fire.
Of course it's an issue of balance cure 4 costs 88 for mages with a pool of easily 1000+, drg pool is ~200-300, not much room for buffs or mistakes, next it doesn't matter how much you buff your own HP when you are trying to cure pt members, your pt members arn't gonna macro high HP gear when they are close to needing a cure, lmfao. I'm just asking for ~ 1 second faster healing breath, not even asking to be able to select who gets the cure, the wyvern cure is going to the lowest hp/HP member. When an NM does a 1k AoE, it is almost certain that the tank won't be getting the first cure, and even if the tank does, like i said, 2-3 more hits before the cure goes off. because of how slow wyvern heals are it is gimped and haste gear won't solve this.

Lancil
03-11-2011, 06:36 AM
I personally feel the delay of healing breath is fine as is. We get a healing ability that is about a cure 4.5 for about 6 mp. So should we be main healing? No, it has always been best in the solo/duo situations where you want to cut the mage and tank out of the equation. If you or someone else is taking that much dmg that fast then you shouldnt be sub mage.

As for mp, Drgs never should have an issue. We have too many tools to keep our mp above and beyond where it needs to be. Granted there arent many actual refresh pieces but who cares. You could pop a refresh drink. If you have an Ethereal earring then you should never run out of mp. In the off chance you do start to get really low, use a staff for 30 secs. Spirit taker will instantly fill your mp pool back up to full.

Panthera
03-13-2011, 04:40 PM
How about this:
Enfeeble Breath: gives target para slow blind and deals damage sorta like radiant breath.

I was thinking that would be cool, and practical as well for soloing. And as far as radiant breath goes, exactly!

The color change thing would be nice but, after 98 levels and 7 years, it's still the same size? Large size wyvern already! (even though we all no this will never happen).

JagerForrester
03-13-2011, 05:46 PM
I like the idea of tier 2 elemental breaths with status effects. And I still put my vote in for Healing Breath IV just because wyverns' last Healing Breath was LV40. The next tier of Healing Breath has got to be coming in soon.

And did you know 7 Earth Years is over 180 Vana'diel Years? Who knew we could live that long!

Anucris
03-14-2011, 02:42 PM
several good ideas. im just gonna speak my fav's here. Elemental breath II is just a gimme. it often hits weaker than an attack...upgrade is necessary. same goes for smiting. DB was not really a good way to fix this. along with HB4 and EBII restoring and smiting breaths should be altered accordingly.

the enfeeble breath is a great idea. its a weak point to drg solo, and it hurts when the mob enfeebles u. so the added dispelling abilities at higher lvls r great along with an enfeeble breath all our own to help with battle. but i say throw another bone and add petrify/poison/silence to the already mentioned para/blind/slow because many NM's are immune to several of these.

Granny
03-22-2011, 08:34 AM
I really like the idea of enfeebling breaths we can pick from and the enfeeblments being the same teir and potency of the highest ninjutsu spells, and instead of elemental breathsII just upgrade the damage of the breaths to scale to wyvern level, which they probably already do but just increase the damage alittle.

Secondly and BY FAR the MOST IMPORTANT.... HEALING BREATH IV, this is needed so bad for drg, at this point which all everyone else has said I wont go into detail, but support what the whole community is saying we need, the next teir of healing breath... it's been 30 lvls after all.

Ophannus
03-22-2011, 10:47 AM
My HB III heals for 500's without atmas or wyvern XP bonus. That's 550ish every 60 seconds for free without MP. We don't need HB IV as HB III will get stronger with Wyvern level 91-99 including any gear that enhances wyvern breaths or HP we may get later on. Tier 2 elemental breaths don't have to deal 500+ damage but maybe 200-300 without much wyvern HP gear and make their damage based on Wyvern MAX Hp instead of current HP like Tier 1 elemental breaths. My Wyvern breaths cap at 200+ but rarely hit that much because my wyvern is almost always dying or low on HP.

Martel
03-22-2011, 11:11 AM
On healing breath delay. Making healing breath trigger instantly would have its downsides too. Wyvern hp+ gear takes time to kick in. anywhere from 2~6 seconds depending on lag. Make it instant and we'll lose quite a lot of HB potency. Only gear that'd still work would be the Armet and lancer torque. Oh.. actually, for the /mage version we'd lose Wyrm armet too, if we wanted the 50% threshold. That would suck. Considering the 1 min timer on the JA, and the 50% HP requirement on the spell triggered version, I don't think I want breaths to be instant at the cost of that much potency.

Granny
03-23-2011, 01:07 AM
Ophannus is forgetting dragoon was given healing breath to be able to solo like dancer and cure themselves, 500 healing breaths dont cut it anymore like they did lvl 60-75, hint hint we are 90 now, our 500 healing breaths have to be spamed just to keep ourselves barely alive and that hardly even cuts it alot of times unless its ep-em mob, we were around long before dnc yet they can cure themselves for over double we can, and don't have a wyvern they have to try to keep alive with their own hp at a long delay. How can we keep our wyvern alive with our own hp, when our health is based upon our wyvern healing us, when our wyvern isn't cutting it with a lvl 60 healing job ability? lol show some dnc love to drg, and maybe give us a fan dance job ability, or some type of guard or counter job trait or something, with healing breath IV, we really need it bad.

Valefor4life
03-23-2011, 10:13 AM
Dragoon was never meant to be main healing in a party situation. That's why you have whms for. As a back to up healer dragoon is very good at that. If you're fighting NM that does 1k AoE and have people dumb enough stand in range that seems to be a party setup problem and not a dragoon problem.

Sonshou
03-23-2011, 12:23 PM
I'd think, augmenting wyvern breath would be cool.

eg. Flame Breath - add Burn effect
Frost Breath - add Frost effect
Sand Breath - add Rasp effect
Hydro Breath - add Drown effect
Gust Breath - add Choke effect
Lightning Breath - add Shock effect
Healing Breath - add regen effect
Remove Breath - add aliment resistant.

Martel
03-23-2011, 12:49 PM
Please god, no DoTs. Not that we re-sleep all that many mobs these days, once we start fighting. But still, no need to remove it as an option every time a DRG WS's.

I kinda like the thought of a Post HB, regen. And a Divine Caress-esque effect on remove breaths would be pretty cool.

Ophannus
03-24-2011, 09:21 AM
Ophannus is forgetting dragoon was given healing breath to be able to solo like dancer and cure themselves, 500 healing breaths dont cut it anymore like they did lvl 60-75, hint hint we are 90 now, our 500 healing breaths have to be spamed just to keep ourselves barely alive and that hardly even cuts it alot of times unless its ep-em mob, we were around long before dnc yet they can cure themselves for over double we can, and don't have a wyvern they have to try to keep alive with their own hp at a long delay. How can we keep our wyvern alive with our own hp, when our health is based upon our wyvern healing us, when our wyvern isn't cutting it with a lvl 60 healing job ability? lol show some dnc love to drg, and maybe give us a fan dance job ability, or some type of guard or counter job trait or something, with healing breath IV, we really need it bad.

1) Waltzes cost copious amounts of TP. I think Waltz4/5 cost like 70-80% TP. Healing Breath costs us no MP every 60 seconds or as little as 5 MP and 0 enmity.

2) 500 HP is pretty awesome. You may not think so because of how much HP we get from cruor buffs, but outside Abyssea, we only have 1300-1500 HP. So healing 1/3 of our HP for free every 60 seconds or below 50% with /Mage is pretty damn spiffy.

3) If we had HB IV that healed 700-800, DRG would be the most overpowered job in the game because we would be vastly unkillable as long as our wyvern is alive. Healing ourselves for 70-80% of our HP for 5 mp or for free every 60 seconds is ridiculous for a melee job. DRG is a damage dealer not a healer/support. We can support heal with sub or with restoring breath. Healing Breath III will get stronger from wyvern HP increasing from 91-99 including any future 'Enhances Wyvern Breath" gear or "Wyvern HP+" gear we will probably get for those levels. 500 base is very generous considering MNKs can only heal 300-400 every 3 minutes.


Tier 2 Elemental Breaths could instead add a stat down effect rather than a DoT. Although since the breath used is relative to the enemy's weakness it would only be a novelty rather than something useful since some would be more useful than others, like if "Tundra Breath" gave Evasion Down it'd be nice but you would rarely see it used on a mob that's Ice Based since wyverns typically use Flame Breath on Ice based mobs. Since the breaths can't be controlled, there's no point in adding an additional effect because we can't choose which effect is useful for the situation.

ThaiChi
03-24-2011, 10:09 AM
Flame Breath II should be plague.

Sanura_Magnus
03-24-2011, 11:44 AM
and give ele breath II a chance to apply the matching debuff.

Frost Breath II: Paralyze
Hydro Breath II: Poison
Sand Breath II: Slow
Lightning Breath II: Stun
Gust Breath II: Silence
Flame Breath II: Uh... yeah I dunno about this one.

Flame would be burrrn, du~h.

Anucris
03-24-2011, 11:48 AM
dont know why your so against an HBIV ophannus (drg would benefit from it). why make us good all the way up to 75 then watch us get smacked around in abyssea because our HB only cures 1-2 hits worth of HP? and is it not really annoying to sub in two sets of gear to do a HB? wish they would just make HB at 50% without the stupid Armet.. that would be progress. but yeah 700-800 hp is only 50% health not 70-80 and that still only gives us 2-4 hits before we have to HB again which is about what it used to be. I think a drg should be able to sustain a couple hits before having to use HB again. and the free HP every 60 seconds has no weight in this argument because its just a random heal.. (only useful maybe once or twice in a fight). we want to be able to solo again is all. lately my best soloing is when I zerg as much damage as I can without worrying about HP. But dragoon is more of a finesse/stylish job than other DD's and I feel like we're losing that. I just know my HB hasnt been very reliable for me to go /mage in abyssea. especially considering the slew of status effects dealt with only by shadows (this is where remove breath upgrades are a must!) and the amount of damage taken per hit

BTW anyone have a great solo atma set they want to share? (if i had stronghold im pretty sure that might be on the list)

and Martel you finally got through to me on the empyrean body armor bonus so I deleted the thread. Ill start using food again and see how it goes. Good to see pple explain themselves without just being angry or rude :) I guess I never really gave it a fair run.

Anucris
03-24-2011, 11:50 AM
and by the time HB goes off I've been hit again and back in red 1 hit after the cure.

Ophannus
03-25-2011, 01:57 AM
Because this is Final Fantasy not Abyssea Fantasy. The Abyssea storyline ended with heroes, so it's a moot point that your 500 HBIII doesn't look like it heals much when you have 3000 HP. Giving us a 700-800 breath for 5 MP makes us really, really powerful. 2-4 hits before we HB again? Oh no, anything but that! HB requires so much MP and has such a long recast time and draws so much wyvern enmity! Get serious. Our HB's aren't instant but neither are Cure spells and they can't be interrupted and they can be spammed back to back unlike Waltzes which have like 10s+ recast times. The way HB works now is perfect:

Healing Breaths
+ Draws 0 enmity
+ Relatively fast activating compared to Cure spells.
+ No recast time
+ Cost 0-5 MP
+ Heals 550 HP with good gear and even more with XP bonus.
+ Once activated, can't be interrupted.
- Requires the wyvern to be alive.
- Doesn't work if the wyvern is Amnesia'd.
- Requires both AF1 and AF2/Saurus helm at minimum to be effective at higher levels.

Cure Spells
+ Cures a lot of HP
+ Has comparitevly long range.
+ Can be targetted
- Longish cast times and longish recast times
- Can be interrupted
- Costs MP

Waltzes
+ Instantaneous
+ Targettable
+ Efficient
- Requires 70-80% TP for higher tiers.
- Universal recast timers


So there you go. Amongst all curative abilities Wyvern Breaths are moderately strong but have way less limitations. Curing Waltz 4 requires 80% TP and heals 900 HP and has a 23 second recast. I can do 2x healing breaths in under 10 seconds for 1000 HP and 5-10 MP. Cure VI heals about 800-900ish HP but costs 227 MP and a 15 second recast, I can do 3 HB III's in under 15 seconds for 1500 HP. Healing Breaths are efficient for a melee job that has no native MP. So what if we have to cast HBIII every few attacks? They're cheap and relatively fast!! If whatever you're fighting is hitting you for 200-250 per hit requiring you to HB every other hit, you shouldn't be soloing it or you're not using the right food/gear/sub combination. If you're soloing something that hard use a PDT set including -12% Lance and /BLU for cocoon. For Atmas use VV/RR and Sanguine Scythe or instead of SS use Dragon Rider for Wyvern HP+50% to boost healing potency significantly, use DRG AF3 Body+2 and eat Carbonera for Wyvern HP+175

Kykusho
04-02-2011, 10:15 PM
I think a cool idea would be to combine this:


With this


and give ele breath II a chance to apply the matching debuff.

Frost Breath II: Paralyze
Hydro Breath II: Poison
Sand Breath II: Slow
Lightning Breath II: Stun
Gust Breath II: Silence
Flame Breath II: Uh... yeah I dunno about this one.

This wouldn't be a bad ideal.

Reiterpallasch
04-26-2011, 10:41 AM
I had thought of burn effect for breath II originally but the main problem there is that it's a DoT effect and would therefore render anything the wyvern used it on unsleepable. This would be a similar problem with having a DoT on the other breaths.

As far as HB IV goes, I've been DRG main for years, soloed anything and everything I could and even I think it could be made to be a bit too powerful. They'd need to adjust I/II/III across the board rather than just add a newer more powerful breath. As it stands now, DRG can solo just fine inside and out of abyssea. I really don't find myself spamming spells to proc any more than I used to, and that's even with stuff hitting harder. Near 3k HP in my TP gear (http://www.ffxiah.com/item-sets/209099) (6/6 merit abyssites, get them!) before atmas and restoring breath make solo pretty easy.

If anyone is really having that much trouble with non-NM mobs, they need to reevaluate their gear/atma/abyssites/macros/whatever and try again.

Mirage
04-26-2011, 11:26 AM
Here's an idea. If you're worried about healing breaths becoming too potent to only cost 5-8 mp, how about an "enhances healing breath based on MP used" item? Then you could macro that in, and use a spell that costs more MP and get a stronger cure.

Exactly how much a boost you'd get per MP would of course need to be balanced, but that's a job for SE. I was thinking perhaps if you used a spell that cost 30-40 MP, you could get a healing breath that was perhaps 50-60% stronger. It would be far from as mp efficient as the normal healing breath, but in return you'd avoid dying when you really needed something more potent.

Apocalypse
04-29-2011, 08:56 AM
As for HB healing speed.. /rdm may solve the problem but then again ur facing something stronger or hard mob like abyssea and soon to be new endgame zone, im all for HBIV and beef wyvern defense for longevity, ive seen few mob smacked my pet in few hits and down xD

Laciante
04-29-2011, 03:46 PM
for the DoT problem, I understand the possible problem if mobs need to be slept, but breaths aren't AoE, and if you're setting off a breath, you're probably engaged, and therefore have the wyvern smacking the mob every 3 (or w/e) seconds, so I don't see where the breath DoT would be any more of a problem.

Though, I think the slow, paralyze, etc. type debuffs could be a little more interesting.

Mirage
04-29-2011, 04:20 PM
yeah, elemental breaths causing (or having a chance to cause) relevant debuffs would be cooler. Maybe make the chance of debuffs happening increase when you use deep breathing?

As for fire debuff, attack down?

noodles355
05-03-2011, 09:08 PM
Just use Addle for fire debuff. It fits in with the pattern.

To be honest Healing Breath is fine out of abyssea. It's only weaker (reletively) inside because of merit abyssites giving us 2.5-3k HP. The problem would basically be fixed if pets got Cruor buffs aswell as atma.

Coldbrand
05-05-2011, 05:08 AM
Honestly I'd like dispelling breath.

Ophannus
05-05-2011, 10:34 PM
We don't need Healing Breath IV.

http://img193.imageshack.us/img193/4884/ffxi20110505012151.png
http://img6.imageshack.us/img6/9254/ffxi20110505012215.png

1128 without Deep Breathing and 0 Wyvern TP.
1700+ with Deep Breathing and 0 Wyvern TP.

Cure VI and Cure VII for 0-5 MP.

Laciante
05-09-2011, 03:22 PM
Yeah, the way Healing Breaths scale to HP, we don't really need the calculation boosted.
but new Remove Breaths (like Remove Silence or Amnesia) at 60 and 80 would be nice

Lancil
05-15-2011, 03:41 PM
SE already gave us Restoring/Smiting Breath, so what about an all new pet command like "Enhancing breath". It could buff us with JA haste or maybe enhance def/atk.

Emilja
05-22-2011, 06:12 PM
I love the Healing Breath amazing =)

Dragoon9
06-10-2011, 08:26 AM
ok, Healing Breath IV isn't a bad idea, put it on its own recast timer with a higher wait time, make it used for emergencies. i love my DRG job and its been neglected as all the other jobs are now surpassing us. its time we get a boost in one form or another to put us in league with the other jobs.

noodles355
06-11-2011, 06:37 AM
Should just add Healing Breaath IV at Lv95, make it heal around 350HP before gear (AF2 hat etc). Hardly broken concidering we get HB3 at Lv40.

Also the should have added Remove Breath "Silence" at 60 and "Remove Breath (Erase)" at 80. There's really no reason why they didn't.
But it's not important because SE doesnt read job-specific forums. Prove me wrong SE.よて下さい

archerj
06-11-2011, 10:37 PM
healing IV works for me but also have more control of when you have use of it

Silkavenger
06-14-2011, 04:04 PM
I'm in favor of healing breath 4 that would give us a few hundred more base healing.

I'm in favor of elemental breath tier 2 that would give us a higher damage celing and floor.

I'm in favor of silena and erase breath after WS.

In comparing wyvern cures to other jobs:
I'm in favor of increasing the range of heal breath.
I'm in favor of increasing the speed of execution.

One major point in favor of implementing more powerful, faster heal breaths: DRG cures are the mist intteruptable of all other jobs simply because of subjob level magic skill. An easy prey or lower mob can easily intterupt a DRG casting. It's sad to see a DRG go down to a group of 5 easy prey mobs simply because he couldn't get dia off.

In an ideal situation current healing breaths and abilities are fine. Not all situations are ideal. Links ang aggro happen. A boost to healing breath's natural power and speed would give the best geared DRG a touch of leeway to deal with those less than ideal, one on one situations.