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  1. #21
    Player Economizer's Avatar
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    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Dfoley View Post
    Lol i ment;
    Increases the affect of incoming cures. Duration of the buff depends on tp

    Aka +5/10/15% more cure for all party members in range, lasts 30/60/90 seconds at 100/200/300 tp
    Interesting, but the problem with this sort of thing is that when curing you might as well sit in the back with a Staff - the only way I can see situations where a White Mage is main healing and meleeing is either if Mystic Boon was more powerful, or some weird combo of this idea and the next idea I have a reply to in this comment.

    Another way you could go for healing though would be to take the MP saving effect from the pants as an aftermath effect for a Club WS. Considering how powerful the effect is I don't think we'll ever see it on another piece of gear, so this may be the only way we'll see more of it.

    Can't believe I missed this somehow:

    Quote Originally Posted by Rezeak View Post
    WHM should gain a Job trait that converts hp cured -> tp
    Divine Acumen! Paladins, White Mages, and Red Mages should get it.

    Maybe even make it sub usable from White Mage and Paladin to give a more reason to use those as subs, especially if Red Mage gets left out of the loop again on job abilities...

    It would probably work by MP spend like the others (and would probably work with Divine Magic nukes too). In a very unlikely setting, it could work by cure amount (if it was by cure amount, I'd imagine that White Mage would get lower tiers and Paladin would get higher tiers, but ultimately it wouldn't be very high at all, considering). Either way I have a feeling that White Mage's version of it might be boosted by Afflatus Misery, because then it might be useful outside of Esuna again.

    These thoughts are all very rough and unpolished since I haven't really given much thought to a curing acumen ability.

    Quote Originally Posted by Leonlionheart View Post
    These are all aftermath effects. Doubtful they'd be on normal WS's, though it wouldn't necessarily be a bad thing.

    I'd like more utility WS's. Sword with an Aspir type WS would be amazing. Bow with a Dispel type WS. Gun with a Sudden Lunge potency stun type WS. Staff with an enmity reduction type WS. Club with an AoE heal (potent~500~650~800 depending on TP) that also deals damage/greatly increases enmity(PLD with Club is kind of a pipe dream of mine).

    These types of WS's, where, depending on your situation, you don't need maximum DPS but rather something more useful. Specially for jobs that can get TP in 2 hits (hi2u misers+discipline).
    Yeah, aftermath effects.

    Aspir and dispel effects are very powerful so I'm not sure we'll see much of them but who knows. That said, on a dispel WS, I'd imagine the effect wouldn't be very potent considering how often you can stun it - you might be better off with a crossbow bolt that has a chance of it (and THF everywhere might like it more, I dunno). A Staff WS that reduces enmity would be a very nice touch though.

    On AOE healing with a Club, it is more in line with what I wish the Emp Club did - currently the Emp Club gives a WS that seems more fitting for a PLD anyways (well, on a PLD I'd also expect it to have a massive enmity spike too). I don't think you'll see all the effects you suggested in one WS on Club though. On Clubs for Paladin in general, have you seen the Moepapa Mace, it is probably the best bet for PLD Clubbing currently short of getting the Emp Club itself.

    Edit: Actually, Paladin could get an exclusive Shield WS that works regardless of the weapon in the main hand on getting like 400 skill in Shield. It would bash the enemy with the shield much like shield bash, but with more damage, and use the main hand weapon's damage rating along with the defense rating of the shield (I believe most cap out at 40) for great effect, and could have an additional effect of stun. Think of it like Shield Bash 2.0. This would make club Paladins very viable.
    (0)
    Last edited by Economizer; 11-22-2011 at 08:10 AM.

  2. #22
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Give DRK a WS that does magical damage and drains hp/mp/tp at the same time.
    (0)

  3. #23
    Player Dfoley's Avatar
    Join Date
    Mar 2011
    Posts
    427
    Character
    Raijitsu
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Quote Originally Posted by Urteil View Post
    Give DRK a WS that does magical damage and drains hp/mp/tp at the same time.
    Mp/hp drain sure.... the tp drain would only work if it gave it to your party and not you.
    (0)

  4. #24
    Player Leonlionheart's Avatar
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    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Economizer View Post
    Yeah, aftermath effects.
    The thing is, no WS has aftermath effects without it's designed weapon (Relics specific aftermath, Emp's ODD, Mythic's att/mab/acc/macc/petatt/petacc/oa2~3).
    (0)

  5. #25
    Player Alhanelem's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    11,112
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    BLM and SCH especially would still always lose TP when they changed their staff, and if they didn't change their staff they'd be gimping themselves and that's absurd.

    Unless they do it that you keep TP as long as you change to the same weapon type then mages will never gain enough TP.
    You don't always need to change staves that often depending on what you're fighting. if Monster X takes 25% more damage from Ice, you can bet you're going to keep that ice-based staff on. But Occult Acumen needs to be stronger so that fewer casts are needed- then occasional weapon switching wouldn't be much of a problem.

    Or better yet, SE can just come out with an all-around staff that's just slightly below elemental-specific ones (you know they're never going to make an all-in-one staff with power equal to a full set of element-specific ones) to the point where from an efficiency level, it would be worth it to use.
    (1)

  6. #26
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Leonlionheart View Post
    The thing is, no WS has aftermath effects without it's designed weapon (Relics specific aftermath, Emp's ODD, Mythic's att/mab/acc/macc/petatt/petacc/oa2~3).
    I was agreeing with you about WS having no aftermath without a matched weapon. Still, they could be interesting, provided it isn't too bad.

    Shoot, in addition to adding new WS, SE could add new aftermath effects to older WS when the user has very high skill. But the likelihood, like you said.
    (0)

  7. #27
    Player Concerned4FFxi's Avatar
    Join Date
    May 2011
    Location
    borg
    Posts
    605
    Character
    Amaday
    World
    Bismarck
    Main Class
    WHM Lv 99
    These new ws should be an upgraded version of the quested ws available at 71+, and should require the previous ws to unlocked to flag the new quest to get the new ws for that particular job(s) that are related to that ws. Since the 71+ ws required breaking a latent, and the new face of ff is easy button-ish, have the new ws just require the old 71+ ws comlpeted and to get the new ki for the quest from the same npc quest giver and instead of breaking a new weapon you just have to go back to the old ??? wsnm and this time with the new ki in hand clicking the ??? spawns an updated wsnm (can even be the old one just higher level). Beating the higher level wsnm unlocks the new ws, which can be used to replace the old ws in abyssea to proc, but not be a required proc itself.

    The reason I suggest this is because I do believe this last ws should be better than the 71+ quested ones, but also if its going to be better it also shouldnt make the old wsnm quests pushed out of the way and important only in abyssea to proc, that's absurd.

    Quote Originally Posted by Rezeak View Post
    Nothing should be weaker than what we had at 75 and should be near the level of empyrean weaponskills and in some cases exceed them (scythe,great katana and polearm)
    No. I don't approve of an easy button ws being anywhere on the same level as to be compaired to an empyrean/mythic/relic ws in any sense, that's just a slap in the face to everyone who did their super weapons, even if empyrean are the easiest to make they still require loads of time invested if low manned or alot of manpower to create if ls made.
    (0)
    Last edited by Concerned4FFxi; 11-22-2011 at 01:22 PM.

  8. #28
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Quote Originally Posted by Alhanelem View Post
    You don't always need to change staves that often depending on what you're fighting. if Monster X takes 25% more damage from Ice, you can bet you're going to keep that ice-based staff on. But Occult Acumen needs to be stronger so that fewer casts are needed- then occasional weapon switching wouldn't be much of a problem.

    Or better yet, SE can just come out with an all-around staff that's just slightly below elemental-specific ones (you know they're never going to make an all-in-one staff with power equal to a full set of element-specific ones) to the point where from an efficiency level, it would be worth it to use.
    Do you not use a decent idle set
    (3)

  9. #29
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Economizer View Post
    I was agreeing with you about WS having no aftermath without a matched weapon. Still, they could be interesting, provided it isn't too bad.

    Shoot, in addition to adding new WS, SE could add new aftermath effects to older WS when the user has very high skill. But the likelihood, like you said.
    It would be nice to be able to use TP for some situation other than damage. Specially if all you're doing is proccing.

    When my TP gets to 100, the itch to let it out is overwhelming >:D
    (0)

  10. #30
    Player Concerned4FFxi's Avatar
    Join Date
    May 2011
    Location
    borg
    Posts
    605
    Character
    Amaday
    World
    Bismarck
    Main Class
    WHM Lv 99
    Quote Originally Posted by Alhanelem View Post
    Or better yet, SE can just come out with an all-around staff that's just slightly below elemental-specific ones (you know they're never going to make an all-in-one staff with power equal to a full set of element-specific ones) to the point where from an efficiency level, it would be worth it to use.
    The blm mythic seems to be what you are speaking of, but it is broke too, and not in an impressive way either. 99 version should get some form of magic affinity to go with the mab it has.
    (0)

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