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  1. #11
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    I want a real Summoner staff WS. Dealing damage that is transferred to your pet as healed HP or something would be nice. Or just a long stun move so that if your pet dies you can WS and then resummon. Something that deals damage and actually works together with your pet.
    (1)

    Quote Originally Posted by Camate View Post
    We are currently looking into enhancing elemental spirits.
    Miracles do happen!

  2. #12
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    @ hiko

    you are rationalizing that you should only ever need 1 WS? i actually don't like that. Can say this is a matter of opinion but it is nice to have variety such as a ws that can double a gekko in dmg (fudo), while still having such a strong back up WS like gekko if i ever find myself lacking in atk versus any mob. At the end of the day fudo should still be used ~95% of the time (at least as of current content). I will also disagree on how strong a weaponskill should be based on the level of attainment. As far as sam goes at 75 i loved the fact that Y/G/K all shared the same dmg and added different effects for example: different skillchain properties as well as added effects. The current problem i think is simply there is a large gap going from non emp or relic WS.

    ...meh wall of text TLR: new ws should be different and useful, however i think at least lv 60+ ws all(at least some) should be revised to a point where needing an emp or relic is not the only way to keep up, hope that makes sense?

    @Dfoley

    i know what it would take to make non-crit WS match up, but read my above statement, i rather have more closely similiar dmg outputs with varying pros and cons rather then one ends all beats all WS(as per my GK example). it would be understandable for a job like WAR who's only strong point is damage, however i would like to see other jobs gain more benefit in different ways. I want to see more to the game then all melee being just 1ws > tp repeat, else there wouldn't be a point to different jobs. example: adding aftermath to non emp/relic WS that bolster a job's strong point while still maintaining a close dmg output or strong added effects as well.

    This all falls to matter of opinion since we are discussing future plans and what not, we could just as easily all list what we want for each weapon type too, i just trying to get my opinion out to hopefully not see a stale future for this game.
    (0)

  3. #13
    Player Dfoley's Avatar
    Join Date
    Mar 2011
    Posts
    427
    Character
    Raijitsu
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Thats fine for sam, but you have ws that already have debuffs and other uses. For Gaxe and H2H what would you propose since they already got jack squat other than dmg?

    MNK/PUP:
    No good ae
    no elemental - and unless they make one based on str/atk over int/mab it will never be used outside of triggering amber light
    No debuffs - 2 that ignore defense are as close as it comes

    If you are gonna add a new ws there has to be a use for it otherwise 99% of the player will never touch it (see tornado kick). I would rather not get my end-of-game ws and never want to use it (final heaven) because it is worthless compared to easier/already obtained ws.

    I could see a monk specific ws adding a virus like effect and drain 25% tp + -3tp/tic fitting the whole monk role and it might get some use even if the damage was terrible.
    (0)

  4. #14
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    Why should scythe/GKT/etc weapon skills be better than empyrean ones, because you play those jobs?
    I only really play DRK out of DRG SAM and DRK, and i feel Great sword Emperyan WS is fine if the Mythic v2 WS is weaker than that i have no issue with that but I feel that Quetius sux (Guillotine out DMGs it in most cases) and i feel DRK needs a better WS than Guillotine

    Just gonna say this now if it's one job per WS and we get a scythe WS weaker than the emperyan for DRK i don't want to see one rage post Urt.

    As for Polearm, i don't really play DRG but since the emperyan WS is already weaker than Drakebane why is it even a issue?

    As for SAM i just feel it should have a gekko version 2 while the max DMG could be lower than fudo it could be sitituational.

    i guess fudo is a bad example of what i mean since it is pretty useful say vs Emp scy or polearm WS.

    On a side note Emperyan WS + Aftermath should still be better than most of the WSes added.
    (1)
    Last edited by Rezeak; 11-22-2011 at 04:48 AM.
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  5. #15
    Player Dfoley's Avatar
    Join Date
    Mar 2011
    Posts
    427
    Character
    Raijitsu
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Just thinking about additional affects of WS:

    warrior - reduces enemy acc/eva/atk depending on tp
    MNK - tp drain and virus (eg: -25% tp and -3tp/tic) on mob
    white mage - adds a buff that inc duration of heals recieved to party members, duration varries with tp
    black mage - adds macc/mab depending on tp
    red mage - adds a buff to make everyone in the groups next spell be insta cast
    thief -
    paladin - lowers everyone elses emnity by 12/25/50% depending on tp.
    dark knight - dmg increases (greatly) as current hp% goes down
    beast - adds spell haste to the pet (duration varies with tp)
    bard
    ranger
    sam
    nin
    drg - adds a large stoneskin/phalnax to the pet along with a moderate pet heal, ammount varries with tp
    summ - adds MAB/ATK bonus to pet and a small heal (10/25/50% heal) depending on tp
    blu
    cor
    pup - adds haste/fast cast and heals pets hp/mp depending on tp (see bst)
    dnc
    sch - adds a ~regen 4 to all party members, duration varries with tp
    (0)

  6. #16
    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)

  7. #17
    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)

  8. #18
    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.

  9. #19
    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)

  10. #20
    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)

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