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  1. #1
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Vold View Post
    I don't think any freebie WSs should ever out perform ultimate weapon WSs or even be in the same league as them.
    Hexa Strike says hi.

    Quote Originally Posted by Dfoley View Post
    white mage - adds a buff that inc duration of heals recieved to party members, duration varries with tp
    Duration of heals received? Anyways, even if I knew what that meant, ultimately White Mage has two kinds of weapon skills - damage and utility. And utility is almost exclusively restoring MP. If a White Mage is meleeing, they usually want to do damage, or get MP so they can survive and keep doing damage.

    There are only two things I want for new Club WS.

    1. AOE Club WS (Scouring Bubbles anyone? I'd quest it) for everyone.
    2. Something better then Hexa Strike (and Hexa Strike is very good, so good luck SE) that is WHM only.

    On Staff, we could use a WS that boosts magic affinity and magic attack bonus for themselves and pets.

    I'm sure I could dig up some previous threads, but ultimately, this is my main suggestion.
    (2)

  2. #2
    Player Dfoley's Avatar
    Join Date
    Mar 2011
    Posts
    427
    Character
    Raijitsu
    World
    Ragnarok
    Main Class
    PUP Lv 99
    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
    (0)

  3. #3
    Player Crocker's Avatar
    Join Date
    Mar 2011
    Posts
    79
    Character
    Crocker
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    As a BST with a 90 Farsha the best WS is still Rampage and that's just wrong. 95 Using a WS I got when I was level 55.

    If they added aftermath to new Weapon skills no matter what weapon is equipped I think that could be fun. Even though Cloudsplitter damage sucks the aftermath with 300TP makes up for it.

    Could even make the aftermath Sphere with same duration as empy weapons. Weapon skills don't have to do high dmg to be useful.
    SAM - WS = Regain
    WHM - WS = Regen
    RDM - WS = Refresh
    WAR - WS = Double attack +5%
    THF - WS = Haste
    PLD - WS = Enmity Down
    Ect...
    (0)
    Last edited by Crocker; 11-22-2011 at 06:25 AM.

  4. #4
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    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).
    (0)

  5. #5
    Player Economizer's Avatar
    Join Date
    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.

  6. #6
    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
    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)

  7. #7
    Player Sonshou's Avatar
    Join Date
    Mar 2011
    Posts
    72
    Character
    Sonshou
    World
    Quetzalcoatl
    Main Class
    DRG Lv 98
    Weapon SKills that usable subject to condition

    Warrior (Great Axe) - Frenzy Rage
    condition: Both Berserk and Warcry are active
    Deliver an eight hits critical attack with very low accuracy. Accuracy varies with TP

    Monk (Hand to Hand) - Joint Breaking Technique
    condition: Under the effect of Perfect Counter
    Cripple enemy on a counter attack. Duration of effect varies with TP
    (Remark - Joint Breaking Technique will not active immediately. it will active on a counter blow, and does not have TP return)

    Black Mage (Staff) - Mana Prison
    condition: Under the effect of ManaWall
    Trap enemy with Mana, render them unable to perform any actions. Duration varies with TP
    (Remarks - Mana Prison can be performed with less than 100TP, however TP must be greater than 0. Performing Mana Prison will consume mp together with TP. Mana Prison deals 0 damage and has 0 TP return)

    White Mage (Club) - Pass it On
    condition: Having beneficial status effect on.
    Give up your own beneficial status effects and pass it on to party members nearby. Chance of refreshing duration varies with TP.

    Red Mage (Sword) - Eye for an Eye
    condition: Having determinal status effects.
    Transfer the determinal status effects to enemy. Success rate varies with TP.

    Thief (dagger) - Ravaging Treasure Hunt
    Condition - Hide is active
    Deliver a critical hit that raise the treasure hunter effect on targeted enemy. chance or raising treasure hunter effect varies with TP
    (Remark - have chance to raise treasure hunter effect two times in this attack. One comes from delivering attack, the other comes from performing this weaponskill.)

    Paladin (Shield) - Jingling Shield
    condition: While equiping a shield
    Bash enemy with shield, terrorizing the enemy. Chance of terror varies with TP

    Dark Knight (Scythe) - Mark of Death
    condition: Souleater is active
    Deliver a critical attack, leaving a mark that slowly transfer HP from enemy to the dark knight. Transfer rate varies with TP
    (Remark - maximum HP transfered depends on HP lose from souleater.)

    Beastmaster (Axe) - Feralkin
    condition: Pet summoned from Call beast is present, Ready ability is ready.
    Launge a sudden attack together with familiar. Chance of critical varies with TP.
    (Remark - consume TP of both Beastmaster and the familiar)

    Ranger (Archery) - Sound of the Bow
    condition: When no ammo is equiped, Ranger is targeted by enemy.
    Terrorize enemy by pulling the string of the bow. Chance of terror varies with TP.

    Bard (Dagger) - Solo Symphony
    condition: having 2 beneficial song effects up.
    Enhance the power of existing song effets and share them with party members nearby. Power increased varies with TP.

    Ninja (Katana) - Bunshin
    condition: Copy Image effect is active
    Materializing the shadow image, delvier a multiple hit attack. Accuracy varies with TP
    (Remarks - number of attack varies with number of shadow images. eg. with 4 images, Bunshin will delivery a 5 hit attacks. Bunshin will consume the Copy image effect.)

    Samurai - (Great Katana) - Tachi: Kagami
    conditon: Seigan and Third eye is active
    Copy the opponent's attack and return it to the opponent. Chance of critical varies with TP.
    (remark - does not active immediately after use. Active after anticipated enemy's attack. if enemy using a special attack and anticipated by third eye, the special attack is returned. Both seigan and Third Eye is consumed after use.)

    Dragoon (Polearm) - Diving Thrust
    condition: Under the effect of Super Jump
    Diving from sky, deliver a critical attack. Accuracy varies with TP

    Summoner (Staff) - Astral Hurrican
    condition: Have avatar summoned
    Focus all power of avatar on the weapon, deliver a magical blow. Damage varies with TP.
    (Remark - after the use of Astral Hurrican, Avatar will disappear. Damage varies with avatar's current HP percentage)

    Blue Mage (Sword) - Inner Haste
    condition: Blue magic has been recently reset
    Allow blue magic to be ready in an instant. Success rate varies with TP

    Corsair (Marksmanship) - Frenzy Trigger
    conditon : Two or more quickdraw charge avaliable
    Consume all quickdraw charges deliver a multiple hit attack. Chance of critical varies with TP
    (Remarks - number of hits varies with Quickdraw charge)

    Puppetmaster (Hand to Hand) - Synchronized Attack
    condition: Automaton is present, both Puppetmaster and automaton has 100% or above TP
    Deliver a multi hit attack that synchronized with automaton. Accuracy varies with TP
    (Remark - If Puppetmaster has similiar TP level with Automatic there is chance to deliver critical hits. Synchrnized Attack consume TP of both Puppetmaster and Automaton.)

    Dancer (Dagger) - Storm the yard.
    condition - Target must suffer from level5 daze induce by steps.
    Convert the daze effect of target into critical damage. Success rate varies with TP.

    Scholar (Staff) - Might of words
    condition: 2 or more Strategem is avaliable
    Increase accuracy, attack, defence, critical hit rate and critical hit damage of party members near by. Duration varies with TP.
    (Remark - each strategem charge gives 1 beneficial effect to party members near by. eg. 2 stragtegem charge gives accuracy boost and attack boost, 3 stragtegem gives also defence etc.)
    (2)

  8. #8
    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)

  9. #9
    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)

  10. #10
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Dfoley View Post
    Mp/hp drain sure.... the tp drain would only work if it gave it to your party and not you.
    1) Drain TP
    2) Use TP.
    3)Profit.
    (0)

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