I agree. I was disappointed to see WHM get Addle.
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I agree. I was disappointed to see WHM get Addle.
How about "Float" giving high physical Evasion? but is wiped out with physical Aoe~ Ex. Battle Dance, Whirl claw, etc~
Edit:: High Evasion but lowers Accuracy perhaps? O.o
Unaisis, it should be wiped out by magical AoE as well then.
I think giving RDM a job Ability like "Unbridled Learning" or What have you, That allows you to Cast Demi, would be nice. Link it to our new 10 Minute "Chainspell" Ability.
But I think Demi should work more like it did in Past FF, with a new FFXI Twist. On Normal, Non-Notorious Monsters, I think it should remove 25-50% Of the Enemies HP, Depending on Resist. This isn't a lot when you consider i can do more than that on my THF, any time, and this Demi would be linked to a 10 Minute timer.
on HNMs, I think removing the top 2-3% Would be nice, But maybe give it a Strong Gravity + Bio Effect as well, So it can be used under 97% and still be nice. The Gravity/Bio could be a unique Status Effect o you can still Dia it, It could simply be "Demi" - Lowers Enemies Movementspeed and Deals Darkness Damage over time (This is the Status Effect, Not the Spell). Gravity would be -25% and -40 Evasion, DoT would be 40 HP/tic for 3 minutes.
This would make it a little more useful both Early on and In later areas of the fight, While not being too broken, With it being linked to a 10 minute Timer.
Sounds nice, But the Doom would have to Kill them No matter what, Since this would just make them Unbelievably-stupid-good in any Zerg situation, to the point any other jobs would be meaningless. (Yes, Tripling a Darks Damage and WS Damage would make every single other job in the game worthless in comparison). Even if it only last 10-15 Seconds, IN a zerg situation, Especially with Tripled Damage, Nothing... Nothing would survive that long.Quote:
An ability for DRK called Pressure that doubles or triples your damage but puts a Doom type effect on you that will cause you to die if you do not kill the creature you used it on quickly enough.
But, I like the premise of this idea, I really do. Would need some tweaking :)
*Ahem*Quote:
An ability where a THF can set a trap (similar to the Qiqirin bombs) and if a mob passes over it, they would be impaired in some way, would also be a helpful addition.
http://forum.square-enix.com/ffxi/th...raps-and-Bombs.
Thats all i got ^^
cant find it atm but their was a post about reaching the limit of spells that could be handled.
If so heres a solution for ya. Take some away from blu. God knows they have a few hundred extras...
Spell effects. Dia and Bio share one slot, so it doesn't matter how many spells you add that inflict those effects. But when new spell effects are added, it can exceed the maximum number of visible buff icons, so they need to change the GUI to add another row, and whatever else is needed.
drk needs new original magic, a spell like carnage which slowly drains Hp for a slow tp regen. Or a spell that absorbs the mob's attack speed. Rehashed tier 3 elemental nukes make no since on drk its embarrassing.