Looks to me like a wind ability creating a clone that then executes the Bhavacakra animation.
I have no idea what it is, but my body is ready for it!
Scholar
*Removeable of the animation locked on all fairy commands that was introduced in SHB, and giving us back the ability to control fairy embrace.
*An increased high potency on fae union or a complete rework/redesign of the ability to make it feel impactful and exciting.
*More uses for fae gauge
* An engaging DPS rotation on this class in particular. I can not count how many times I have fallen asleep in content playing healers and the changes to the DPS rotation have only made that worse.
* Give back bane and remove Art of war, or rework ART of war and still give back BANE.
* Give back quickened aetherflow.
* Healer combos, like Lustrate healing twice as much on the second cast or healing procs of some kind that can even be tied to unlock dps skills
* Barrier indicator on the part list for Seraph
* And instant on-demand shield healing ogdc action.
* Rework Crit aldos
* Deploy more than just aldos.
Yeah, I actually saw in closer detail and missed the clone thing, because it's quite dark...
People have been theorizing that is a Huton gauge spender... which is interesting, like an action that eats 20-30s of Huton, making its management a little more interesting.
Switching to reaper is still going be very much focused on how much fun I have with Reaper.
Going to focus on leveling Reaper first during the first days of the game so I can get a feel for it through the leveling process and then determine if I will Main it to progress through 6.0 MSQ or stick to Machinist.
After that is all done, I will finalize if I want to Main it long term or not. As for beyond 7.0 or not, that will determine greatly on the new jobs and how I feel of which Job I will Main during 6.X era contents.
So far no new jobs have made me change from my current Main Job, being Machinist, ever since 3.0 began.
I'm thinking we get an extra Kassatsu charge with enhanced 3 part mudras . One being aoe and the other being a high potency wind attack that maybe used as a finisher , probably just replaces Huton mudra combo while under Kassatsu because it's wind based like how Hyosho replaces Hyoton because it's ice based
DRK:
Second combo, please! Make the class more fun, Bloodspiller spam is lame.
DRG:
Remove eye of the dragon. Yeah, I said it. I don't like having to target others in the middle of DPSing.
MCH:
Also remove spam. Make 1-2-3 combo animations based on proc, overheat, or something else. It's not good as a regular set of animations IMO.
About MCH, I saw someone point out that in the benchmark we see the MCH using their old 1-2-3 animation (the one from low level, don't know which of the three). So maybe the old mechanic of having to build up heat to a certain threshold before the animation (and potency) changing will make a return in some way ?
Is it something MCH players would like ? (Not a MCH main so I wouldn't know, I do prefer the low level animations though. That reload is cool.)
One thing: flashier RDM melee finisher. As it is it feels lackluster. Thats all!
God yeah. RDM feels so amazing to play that any *additions* would be veryyyy clunky. But an update to the melee rotation to make it a bit more impactful would be best, IMHO.
Your suggestion about a secondary resource spender also sounds solid - some place where we can do some weaving of oGCDs other than the tiny few we have now.
I main RDM (ignore my profile I never changed it LMAO) but I wish there was a bit more to pay attention to.
I was thinking of something like Hissatsu: Shinten to weave between each attack (and maybe whenever you can stay in melee during the dual-cast GCD. Like a quick slash with an ephemereal side-sword originating from the crystal foci.
I think RDM needs to evolve, its gameplay barely changes from the moment you unlock it. All we get are finishers (great but tacking more than 2 finishers in a row is too long already, so many times did I lose my Scorch because of a phase change or mechanic) and some tools to generate ressource faster.
For my RDM... i dont really need changes, maybe another healer spell, some support stuff, CD hot or smt... But definitely a melee finisher, like each mulinett (idk spelling lol) creates a stack and at 2 and 5 we get an finisher replacing thunder or wind?
Maybe, just maybe a spell that reduces your mana when youre too off-balanced? idk...
Maybe switch Scorch to work like Xeno?
I know that it is a controversial opinion, but I would find it to be of interest if Red Mage was sort of(but not in full) a "melee caster", that weaves oGCD Rapier attacks between casting spells, especially in the case of that Red Mage has a literal every other spell dual-cast, that makes every other spell cast be a instant-cast, so we could weave oGCD Rapier attacks after dual-cast, with ease.
More or less, I would just like to see Red Mage be a melee and caster hybrid, that uses Rapier skills more, along-side casting spells.
As a rdm addict, just give me an aoe finisher, thats it
please
please
please
dont curse this job with a DoT.
If Red Mage ever gets a DoT it would likely be attached to their finisher as the balanced mana option to VerFlare/Holy, or added as VerAero/Thunder alternatives with equivalent potency. Either way it wouldn’t be a 100% uptime thing. The only useful purpose a DoT could serve within RDM’s rotation is as a way to delay or manipulate B/W mana generation or procs. I could see other options for mana generation but that’s the reason I would add one at all.
In general, DoTs tend to just be (1) soft CDs and (2) available once per per n targets. While that's hardly inherently interesting, it's far from inherently damaging either, so long as mobs tend to last more than their duration's time and the playflow isn't paced/framed around their being always up.
A dot being a finisher resulting from perfect balance between black and white mana would be a pain to manage. The easiest way to do it would be to just cap out at 100 and overflow.
Applying it would also be very awkward depending on the mechanic's timing etc, needing a 10 seconds long rotation (with very specific ressource managment) to apply 1 DoT is...I dunno... bad ? xD
Call me crazy but I want that rdm dot to be at the end of a two part melee combo. Thats all I need. Just one more very simple melee combo and rdm is complete to me. Well maybe moulenet finisher.
Doesnt even have to be a dot. Maybe after the two part combo theres a buff or debuff added into the mix.
I thought about adding a dot to RDM but then SMN and BLM have dots so it'd be nice to have a no-dot option in the caster group. As something to maintain at least.
I'm currently in love with MCH and thought about this for RDM: What if your melee finisher changed Fleche and Contre Sixte into new melee abilities to be weaved during the combo (maybe in an order like the existing combo to add a new layer)? So, make sure Fleche and Contre Sixte were on cd before going into your melee combo, and then they come off to be weaved in melee. Maybe successfully using them before say Holy/Flare unlocks a new ogcd finisher. Something to spice up the melee finisher.
It could look like: Riposte > "New Melee Fleche" > Zwerchhau > "New Melee Contre Sixte" > Redoublement > "New OGCD Finisher" > Holy/Flare > Scorch (and Fleche could turn into the finisher upon successful completion w/o adding new buttons)
Edit: Okay, I'm now imagining the new ogcds being animated as red light sword attacks and it's making me excited.
Revert MCH to either Stormblood or Heavensward MCH, and build from there.
Or just take MCH's Heavensward or Stormblood kit and make another job from it. Name it Corsair or something.
A secondary gauge or resource for GNB so they can play more like a dps in fending gear
MCH needs to be more appealing visually. A lot of the available gun models look kinda bad. The acrobatic animations feel out of place. The shared weapon model for several abilities should probably be split into several unique ones.
Also Flamethrower isn't really that useful right now. It is mostly a dump when you got nothing better available.
I'd like to see a few major changes to Bard. Most notably a reintroduction of MP usage and a difference in it's utility role.
Primarily i think reworking Bard's utility to be more focused on protective buffs (like shields, tanky cooldown abilities like Palisade, etc.) would be a huge gamechanger over how Bard is percieved and give it a very interesting and unique niche as a support DPS job.
Dancer can be the primary DPS support with big DPS buffs, Summoner and Red Mage have Rez abilities to help out the healers, so giving Bard the role of not a lot of DPS buffs with Tanking buffs to help out the tanks would give it attention and a unique role that isn't just overshadowed by MCH or DNC all the time.
Of course reworking Bard is also something to consider as i personally want it to fit more in the Bardic theme and think changes to the system of Soul Voice (if not the whole song system) need heavy changes and could seamlessly introduce an MP management system that is intricate and interesting while still not detracting from what makes Bard's gameplay style fun (of course addin more oomph to Bard's abilities in sound design is also a huge yes so it feels less weak, but i have noticed quite a few jobs seem to have a lack of oomph in their abilities in sound or feel etc. but that might just be me)
A bit late, but decided to invest my time to get into NIN and happens it's pretty cool when you try to maximize its potential.
However, there are some things that I find kind of flawed in their designs:
- Shadow Fang: It's a dot with recast timer much bigger than its duration... So the key point is to use inside of buff windows, and the most logical answer is TA. But why this is even a DoT, then? I feel like dot actions centers around a very specific playstyle of babysitting/snapshotting on buffs, which is exactly not what this is. I mean, it works... I just don't understand why is a dot when it doesn't have the basic characteristics of one.
- Assassination: Why is this tied to DWaD? I can't see a thematic connection and not even a technical connection... This link seems to exist just for the sake of it, because there's no interaction besides the gating.
- Bunshin: I kind of dislike how this action is sold like a fancy toy, level 80 capstone, but in reality is pretty much a "fire and forget" ability. Wish it could interact a bit more with other things, like mudras.
What I would like to see in EW?
I'm not quite sure where NIN can go, but fun to speculate... the Lodestone's trailer shows some kind of wind-based ability. I wonder if that's something that consumes a portion of your Huton gauge. It would add a lot of complexity to its refreshing cycles.
I would love to see a Kassatsu'd Doton that for example, you can target the tank so it would have the dot aura following it.
DRG
Doom Spike extending the duration of Disembowel.
Blood of the Dragon + 1 eye is no longer lost when out of combat. It's very bothersome to constantly use BotD to maintain eyes out of combat.
And just a small nitpick about RDM.. their LB3 toned down just a bit. I'd like to see what's happening.
I wish they would give back the mp regen to the physical range jobs. Let it drain our mp to give mp back to our teammates. I mean we need to find a use for mp anyway. I’m kinda tired of seeing 10000 on my bar and can’t even utilize it. Kinda weird. I’d also like drain samba/ haste samba for dancer hehe.
Making the turret/Queen a regular pet again so they can use the battery gauge more interestingly. Could even bring promotion back and make it so queen/turret does aoe damage opposed to ST.
And dragoon aoe to extend disembowl buff. why it doesn't now when every other jobs aoe does extend their buff IDK MAN
I've had some time to think about Machinist. I don't like it right now. A lot of people do like it though, and fundamentally changing it again would be a mistake. My issue: the movement allowed by a ranged DPS means that I think the strict rotational style just doesn't function as well. Melee DPS have to leave melee and therefore interrupt rotations, casters have to interrupt casts or plan movement tools to prevent interrupting. Ranged DPS can continue without drifting through most mechanics. The dancer and bard have RNG elements that make you react and pay attention. I know some players don't like RNG though, and adding it would annoy people who like machinist as it is now. (plus, variety is good) Could something be done that wouldn't annoy new MCH mains but would add some interest to the class? I see two decent possibilities:
1. My first choice would be to add more decision making to the rotation. How does one complicate a rotation without adding elements of randomness to it? Basically I think you just add misaligned elements that re-sync every few cycles. This adds some variety without adding too many extra buttons, and makes it a bit harder to just memorize relative to thinking through. Monk is like this, you have your actions in the first two stances alternating every combo with your third stance alternating every third. What I am thinking is something based on the old ammo system. 'Special rounds' adding an extra effect to your next GCD action This could do something like adding a self damage buff to split shot, a long bleed to slug shot and improving the damage of clean shot. With the time of the buff and DoT being offset so you alternate between which is best to use within that cycle of your GCD. Maybe that is a bit busy, but some kind of alternating component to our rotation. Another option is to add some interaction between our two gauges that requires calculations on our part. I like the idea of that a lot, but no idea how to implement it decently.
2. Remove mobility: another thing that can make a job have to think more is restricted mobility. MCH is already the least mobile ranged DPS, but fundamentally all three have complete freedom to move and DPS. I did not like the old cast time Gauss barrel, but Maybe adding channels to our rotation in the form of Flamethrower being upgraded significantlyand adding a single target beam weapon or something that requires us to periodically stand still. Make these add to our heat or battery guage too for some added interaction. Visually, I think it is neat to have to stand still to whip out a big piece of tech, and figuring out how to best work these into fights would be a unique component that causes us to consider our rotations. I suspect that many people would have to lose mobility, but I think there is a big possibility for unique fun here.
1. MCH rotation is simple and efficient but fixed. RNG should be added on the 1 2 3 buttons, because it's when it's the most boring.
BRD and DNC are complete RNGfest, it's okay for MCH to have some. It could be trivial like a chance that Gauss round gets refreshed by X seconds or a bit bigger for example BioBlaster has a chance to be freely used regardless of the Cooldown.
For example the shotgun we saw in the trailer could be a proc that allows the use of said shotgun.
Yes, I'm still coping that the shotgun will not be a GCD combo from spreadshot.
2. Mobility will change in 6.0, I believe Yoshida mentionned it multiple time in interviews. We can feel that in Diamond EX and the last savage raid tier, it's quite easy to maintain melee uptime.
In other words, there is a high chance that melees will play just like ranged 80% of the time. If SQEX removes positionals entirely (which I doubt but no impossible) there will be no differences between the two roles.
Casting works on MCH, it could probably on DNC and if BRD gets reworked it could be redesigned with casts in mind.
If 2 happens as the best choice and design for ranged, it's going to be quite the irony that it the best solutions was to redesign BRD, not MCH.
I was considering making another MCh thread as I brainstorm new concepts and ideas for the mush we call a job but perhaps another time....for now ill just list cliffnotes to spare the TLDR. MAke turrets great again, make the loop interesting and not boring, remove heat blast, make the aoe tie into eachother instead of being offhanded abilities, give it utlility or buff it cuz its identity is all over the place.
Yea its not fair to desire a job that has such a high satisfactory rate to be different for my own, enjoyment but in SB i never asked for MCH to be malformed beyond recognition and to fade in time only remembered by what others talk crap about it. I can dream and with more skills sooner or later a jobs just gotta evolve...it has to..it must
One I came up with, I'd like for them to clean up Samurai's AoE rotation by getting rid of Fuga and have Mangetsu and Oka combo off one another. You do Oka to Mangetsu to generate a Getsu, the combo ends, then you can do Mangetsu to Oka to generate Ka, the combo ends. The potency would still be the same 100 > 160, but removes the awkward cone > radial on a speedy class, alongside it also having a radial oGCD.
I personally hope they don't change MCH too much. I really love it the way it is right now. Although I do think there are some room for improvements. I do think a choice between single target and multi target Automaton would be nice. I also agree that bioblaster should be expanded upon to give some type of vuln up effect to give the class more utility. Thats about all I have off the top of my head.
BARD Changes I would like to see:
1. AOE dot or way to trigger the dots to all enemies
2. AOE supporting skills basically take current support skills and make them work similar to troubador
3. more music aspect to the kit right now its mostly bow.
4. weakests song make it do more and play through the whole song not swap immediately to best song and cut one short just seems odd to have it like that in the first place.
For the love of God some kind of positive healer change that isn't completely brain dead.
PLEASE
instant ruim 3 always! ans less cooldown to leylines.
I want Bards playstyle to remain intact its currently even now fun however it needs things added to it.
1. make its weakest song more interesting
2. make more music focused animations for the job right now its a lot of bow and hardly any music.
3. AOE dot applicaton skill.
Im not sure why people keep wanting 2 charges on bloodletter and Emperial arrow the skills are fine as is litterally any time you dont proc bloodletter most of the time you have emperial or another skill available to pop and usually right after you will get your proc.
Because it's garbage seeing Bloodletter refresh itself at the same time you hit Empyreal Arrow, pissing away a 150 Potency proc. Losing DPS does not feel good, and there's a whole lot of lost DPS because Bloodletter doesn't have charges. As for Empyreal Arrow, charges would smooth out the end of Army's Paeon. It's not unusual to have Empyreal Arrow coming off cooldown around a GCD before Wanderer's Minuet comes off cooldown. When that happens, do you use Empyreal Arrow the moment it comes off cooldown at the end of Army's Paeon where it only exists to give you 5 Soul Voice, or do you drift Empyreal Arrow by a GCD so you can Empyreal Arrow the moment you enter Wanderer's Minuet for an instant Pitch Perfect stack? Obviously, it's better to let it sit for a GCD so you can take advantage of the stronger proc in Wanderer's Minuet. If Empyreal Arrow had charges then there wouldn't be a problem at the end of Army's Paeon. Army's Paeon would be nearly over, you get a charge of Empyreal Arrow, and then you can safely go into Wanderer's Minuet as the second charge counts down. No wasted proc at the end of Army's Paeon, no drifting the cooldown of Empyreal Arrow, just a nice and easy transition.
That's why people want charges, to smooth out the kinks in the kit and prevent BRD from hemorrhaging DPS all over the damn place, especially during Mage's Ballad.