
Originally Posted by
Sargent
Blood Pact Wards.... the newer stuff they've thought through, even if some of their effects are useless (Heavenward Howl anyone?). So, I think the following needs to be changed:
- Earthen Ward; damage formula atm is: (Lv x2)+50, meaning at Lv.99 your looking at 248 from Stoneskin, which is around 80 less than capped Stoneskin (ignoring Stoneskin gear) from the spell (which can be accessioned). Simple fix, change the formula to (Skill x 0.66), capping at 500 skill like everything else, that's at least equal to Stoneskin from other jobs.
- Noctoshield; Caps at 13 (not sure if there's any sort of Lv/skill modifier). Make it equal to around -25~-30 at Lv.99, make it affected by skill if you want, but my gimp RDM mule with 140 enhancing can pump out better Phalanxes than my Main's SMN with 536 skill.
- Fenrir Blood Pacts; For the love of god, remove the moon phase modifier. It makes the Blood Pacts unreliable, so people don't use them instead make them something like;
-- Ecliptic Growl; Currently +1~7 stats, just make it something like +5 to all stats
-- Ecliptic Howl; Currently +1~25 Acc/Eva. Making it +15 would put it on par with Blade Madrigal, with the bonus of Evasion (Madrigal still being better due to Song+ gear, Marcato and Soul Voice)
-- Heavenward Howl; We really don't care about Enaspir. Really. Just get rid of that and make it purely Endrain, duration/potency based on skill or something.
- Dream Shroud; MAB/MDB +1~10 based on time of day. compare it to Wizard's Roll, +2~12, not based on time of day (however, based partially on luck). Remove the day modifier, make it +7~10
- Curative Blood Pacts; At least add some sort of modifier (other than TP) that will increase their potency to around 600~700 at least at Lv.99. Making them more potent than Cure IV is excessive, but atm they're pretty tame considering with a subjob that grants access to Cure IV and the gear for it, you can pump out more potent Cures (even if the Blood Pacts are AoE). Remove the TP modifier period.