Monk:
lv 60 - Simian Trash
https://www.youtube.com/watch?v=K840Lc631hM
Or Hundred Fists, that was also a good skill
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Monk:
lv 60 - Simian Trash
https://www.youtube.com/watch?v=K840Lc631hM
Or Hundred Fists, that was also a good skill
Some changes/suggestions - remember classes also get skills and traits:
Summoner:
*50: Leviathan-egi. It would be fun if we can fight the egi on a mini Whorleater.
*55: Ramuh-egi.
*60: Shiva-egi
Bard:
*50: Herb Pastoral. Removes ONE status ailment every 3s of those within hearing distance. - cure III range - 1.5x mp of esuna use for each group removal
*55: Carnage Elegy. Applies slow to targets in range(slow reduces cast speed and I would assume attack speed as well).
*60: Sermon of the ancients. Regen potency, wide area HoT - takes 1.5x mp of regen per tick. // not really so sure about it but still would be nice - alternative suggestions welcome of course - maybe a dot
White Mage:
*50: Divine Veil. Extends Esuna effect to all within the target's area - cure III range.
*55: Reraise. Grants Raise. Self only. 120s duration - 1.5x-2x MP cost to raise.
*60: Open heart. Allows unrestricted flow of healing focused magic to be channeled by the white mage. 15s duration, all healing spells have halved mp cost.
Arcanist:
*50: Modus Veritas. Increases potency of Damage Over Time spells by 20% for 30s
*52: Enhanced physik. Allows for adlo proc off of physik casts
*55: New DoT
*60: New DoT 2
Scholar:
*50: Adlo 2. Double Adlo MP cost shield, has a chance to absorb an attack and heal the target or absorb an attack and regen itself(refresh duration - this can chain).
*55: Rapture. Adds a 0.5x Regen effect to all shield spells for 30s. Regen lasts as long as shield. Shields include sacred soil, adlo and succor. - Regens from the same SCH do not stack.
*60: Summon III - you discover/research/create another aspect of your fairy - debuffer focused
Thaumaturge:
*52: trait: Enhanced Thunder - thunder 3 gets an AoE effect, all Thunder DoTs double in duration
Black Mage:
*50: Burst. Stuns all enemies within area of effect
*55:
*60: Manawell. MP cost of spells is eliminated for 15 seconds.
I hope one of the new summoner pets is focused on CC, since you already have damage, tank, and castor.
I would also want to see some form of off-gcd mana replenishment for white mage.
And how about a non-galvanize aoe heal for scholar? Physick II?
For WAR I would like an ability that removes all your wrath stacks and gain 50 TP per stack. You will have to decide if you want inner beast, cyclone or TP for your wrath. A good ability for longer fights where the WAR might be hurting for TP.
I really like how MNK and DRG are getting ignored
MNK:
55 A back flip
60 Hadouken
For Bard: I could go for Carnage Elegy (Slow mobs) or March (Haste Party)
Another take on March would be to reduce the global cooldowns for party members within range. :D
OR but this might be broken depending on how it was implemented:
Let us have two songs active.
White Mage would get something like *Raise 2 probably Resurrects target to a unweakened state mp cost probably 1k or *Arise that raises a player with weakness at full health..., maybe.... Hopefully bards get something that actually can help them in battle, hmmmm *Hero's Etude? Something that gradually restores hp at the cost of 20% dmg delt ofc, *Mighty Rime? Maybe something that increases based Hp or Mp.. Black Mages may get a *Poison DoT something thats missing from there arsenal or *Drain which is health based or Osmose which is Mp based. I think a counter move type would better suit for Monk tho.......
Interesting,Here's my idea.
PLD - Divine Santuary : increase 10% defense for all party member for 15 seconds | 5 mins cooldown
WAR - Beast Charge : Reduce 50% of self HP.Deal 500 potency damage on an enemy target,can be used only when infuriated,all wrath lost when used | 5mins cooldown
White Mage - Reraise : apply reraise buff on alive target for 30 seconds.if target is dead while buff is on,the target get raise automatically.(still in weakness sutate) | Cast Time 5 seconds | 3 mins cooldown
Scholar - New Fairy
continue part 2 -
Part 2
Summoner - New Egi
Bard - Scion Song : reduces enemies physical resistance by 10%,mp drained while singing.Effect is lost if target move out of hearing distance.end upon reused.cannot be used with other song.
Dragoon - Dragon's Soul : increase 50% magic defense for 30 seconds | 5 mins cooldown
Monk - Mayhem : Deal 300 potency damage on target enemy,can be used only when get 3 grease lightning stacks.All grease lightning stacks lost when used.can be used only while in opo-opo form.Additional Effect : Critical when attack from Flank
Black Mage - Ultima : Deal 400 non-element potency damage to target enemy and enemies nearby.can only be used when thundercloud,firestarter proc available and get Umbra Ice 3.remove umbral ice 3,thundercloud and firestarter when used.MP cost All | Cast Time 5 seconds
I would rather see more DPS abilities on my BRD and I believe that my static would too.
WAR:
Fracture II - Fracture (-30%) with an AoE cleave effect, grants wrath for each target hit.
Inner Wrath - Allows wrath to stack up to 10 for 2 minutes (bonus potency to attacks that consume wrath on use), 5 minute cooldown.
PAL:
Clearance - Combo attack: Riot Blade, Combo Potency: 250 (2x threat modifier), Combo bonus: grants the effect of surecast.
Reverie Protection - Parry rate increased by 20% and parried attacks reflect damage to other nearby foes for 2 minutes, 5 minute cooldown.
I'd like to see Power Surge return to what it was in 1.0
Just saying a lot of the new bard songs have been datamined already.
There is a haste song, a defense song, a regen song. Let me see if I can find the info again.
Giving both tanks an instant ability that does 300 potency damage after parrying would help make parry more useful for tanks again. Of course, they should lower the default parry chance and make parry from gear have bigger returns.
For second abilities, Paladin could use use something to add to their AoE damage. To make Paladin more involved like Warrior, they could add a new combo finisher that gives a buff for 10 or so seconds that makes Flash deal damage.
Warrior could use some ability to gain a little TP back or a cooldown that halves TP cost for 15 seconds or so.