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  1. #11
    Player Rohelius's Avatar
    Join Date
    Jul 2011
    Location
    Bastok
    Posts
    129
    Character
    Vassago
    World
    Phoenix
    Main Class
    DRK Lv 99
    This is a red mage job ability.

    It sounds very broken as different types of haste stacking would allow for too much extra dmg.

    You also didn't mention what types of weapons its limited to because a kraken or ridill DRK would destroy things with this
    And I think the main reason for DRK's broken state is because of SE's past mistakes with the job by that I mean failing to test what a 93.3% haste drk could do and the seigan/dread spikes as well as the main reason SE hates drk the kraken club rapes of their precious HNM's.....
    (2)
    Last edited by Rohelius; 12-14-2011 at 03:40 AM.

  2. #12
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Cljader1 View Post
    I purpose SE to give drk's "Double Cast" JA, It would work like this - when doublecast is on, the drk can select one elemental nuke and one dark magic spell to cast together, the double cast would only allow one elemental nuke and one dark magic spell, and doublecast should be on a 1 minute timer
    You're aware this is a RDM ability, always has been.
    (0)

  3. #13
    Player
    Join Date
    Sep 2011
    Posts
    259
    Well I find that 2min is kinda too short. and in EG stuff where we sometimes can't constantly hit the mob(VW for example) that duration could last for between several stun/zerg procs.

    Also, I did not mean that each en-spell consumes TP, but you get the TP that you would have gained if you had cast the spell for each swing that lands. This is simply to help with out TP gain as well as overall damage. I still find it awesome to have an En-Impact on my Caladbolg(and soon Apocalypse) haha! Rain down those mini comets that give -20 to all of the target's stats!(non-stackable with itself ofc) with heavy dark damage! At the cost of all of your MP xD but then that's where Entropy would thusly become extremely viable to use.
    (0)

  4. #14
    Player
    Join Date
    Sep 2011
    Posts
    259
    Again, try to stay constructive. Could very well make it so that it only affects 2handed weapons. And even if it is a Red Mage ability, we would get much more out of it than they do. Plus this would help give DRKs a reason to use our MP more freely than before. Yes our melee damage would skyrocket with the right spells being used with this ability, but it won't affect WSs of course(cause en-spells just don't ^^). I'm just trying to breathe more life into the job that I have loved since the beginning in a way that will be supplemented with the direction that SE is apparently trying to take DRK. If we can't have outstanding WS zergs likee other melee, why not give us the ability to enhance our melee damage through magic? Which is probably the best way DRK can go(and has had hints of already being like this).

    I'll post more ideas as I think of them, but I really think my 1st post is probably the best thing drk could ever get at this point.
    (0)

  5. #15
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    You're aware this is a RDM ability, always has been.
    They dont have a doublecast but rather the have a JA that allows them to cast a spell instantaneous but I see your point
    (0)

  6. #16
    Player Rampage's Avatar
    Join Date
    Dec 2011
    Posts
    36
    Character
    Rampage
    World
    Cerberus
    Main Class
    DRK Lv 99
    @Rohelius: This is a red mage job ability.

    It sounds very broken as different types of haste stacking would allow for too much extra dmg.
    ______________________________________________________________________________________

    This is very easy to fix make it useable on 2 handed weapons only, make it only work on spells that target enemies. Heck give it to RDM too but make theirs only on enhancing / enfeebling spells, Ours on elemental / dark spells.
    (0)

  7. #17
    Player
    Join Date
    Sep 2011
    Posts
    259
    Sorry I haven't posted anything in my own thread to continue ideas~ I kept forgetting them! ._.

    Anyways!

    1 Idea that I thought of/remembered was something similar to what DRG can do, JAs that are additional attacks, but with their own twists.

    Now by no means do I wish for them to be better than the DRG's Jump ability, but I think having them do some extra damage(similar to a regular swing) and tag the mob with a debuff would be another interesting idea. We have Weapon Bash which is along similar lines(just much lower damage and stuns; hence the much lower damage).

    Yes, DNC also has something similar to this with their Steps, but I'm not talking about eva down, def down, and stuff like that. I'm talking about plague(which DRKs should have gotten instead of SAM, but w/e), Paralysis, Slow or maybe a new DoT along the lines of Laceration(simply another DoT).
    (0)

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