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[GAME] Make your move!
So I'm a bit bored and the debate threads are loud and serious as ever. Thought we could all use a fun diversion. So MAKE YOUR MOVE!
Its easy, make up a skill for your favorite class, something you would like to see in SB, be it a brand new skill or a tweek to a current one. Post as many as you like.
PALADIN
Skill - MARCHE (both a nod to the FFTA hero and as a medieval term meaning "boundary")
Effect
Creates a aetheric boundary (similar to Salted Earth or Doton), ticking aggro every 3s (similar in potency to the current Flash skill), and reducing all damage to the caster and party within the circle by 10%, skill's duration is 24s.
Explanation
Paladins already have a harder time then most DD. What I suggest is a buffer similar to what the WHM got to help them heal while DPSing. A good white mage while out of CS will cast Asylum and Regen (maybe under Divine Seal) and then with that up swap on CS and get to beating down while the aoe and regen handles all but the most terrible of damage. Same idea here, the PLD in Shield Oath can pop this skill, then swap to Sword Oath and let this buff aid its tanking in the added defense and aggro generation. I know some PLDs wouldn't need this, but some feel more comfortable DPSing with a bit of a net to help them out. With a 10% damage reduction, Shield Oath is still better at 20%, but the ten is better then nothing and helps a PLD in offensive mode feel a bit more tanky and therefore more comfortable to really open up more. And the added defense to front line Melee is just the type of support PLDs should give, lessening the Healers load a little to get more DPS out of them also.
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MONK
Skill - Concussive Roundhouse
Effect
A spinning kick that staggers and disorients the target
Potency: 120 - 130
Lowers the monks' enmity to one point below that of the party member with the lowest enmity
Cooldown - 60s
Explanation: I noticed that playing monk as a main can be tricky at times when paired with a low iLvl tank, due to their primary mechanic allowing them to attack use skills faster than other classes (I once had my recast timers at 1.8 seconds with full GL)
Unlike Ninja and Black Mage, Monk doesn't have anything to manage their aggro, so I feel that maybe a reverse provoke would be useful for them
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Monk
Skill - Chakra Bomb
Effect
Gather chakra in your fists, then send a ball of pure energy hurtling towards your enemy.
Potency: 300
Consumes your Chakra stacks.
15 yalm range.
During the lvl 60 MNK quest the antagonist shoots an orb of energy at the NPCs/your character, after seeing it, I wondered why MNK doesn't have a ranged skill. I know that Howling Blast has some decent range to it and Shoulder Tackle is a gap closer, but there are times when a boss will drop an AoE under itself that is just large enough that Howling Blast cant reach. Every Job but MNK has a ranged skill, so in those situations the MNK is kinda just standing around lol, so MNK would benefit greatly from a ranged skill.
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Haha, so far it seems that monk is in the greatest need of more utility, I want an enmity management skill, and you want a ranged skill
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There is one I always wanted as PLD.
Skill: Sacred Punishment
Effect: Deal Damage with a potency of 50 (120 in Savage blade combo) in a cone in front of you. TP cost 120.
It is sefl explanatory. And AoE damage for PLD, as they only have Circle of Scorn. Also, it doesn't generate Agro, so you still need use Flash and Cricle to get aggro, then use the combo Fast Blade -> Savage Blade -> Sacred Punishment.
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Two skills I'd like for WHM:
Afflatus Solace: Potency increase for the entire party. % increase varies based on amount healed since the skill was last used (overheals do not count, counter reset on changing areas as well)
Afflatus Misery: Vulnerability Down for entire party. % varies based on damage dealt since the skill was last used (counter resets on changing areas)
At the moment, WHM lacks any ways to increase the speed with which content is done outside of dealing damage themselves (Unlike SCH's minor speed increase and AST's cards). In addition, being the class that learns Cleric's Stance and the theme of the CNJ questlines does give the impression of WHM striking a balance between offense and defense.
The names were taken from a pair of similar skills in FFXI (in that they built up a counter to power up moves), though of course modified to better fit FFXIV's playstyle.
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PLD Trait: Wall Of Thorns
Shield Oath: Block's deal 1% of the damage back to the attacker, increase to 2% while under the effect of Bulwark
Sword Oath: allows the use of Shield Swipe without blocking, Shield swipe also recovers 20TP
(if better as a skill its a Def CD with 100sec cooldown & 25sec duration that only gives the "20TP" apon activation in Sword Oath)
edit: only idea I had to give PLD a small TP regen skill & slight additonal AoE like options
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NIN
Bunton
Every time you fail a Ninjutsu you get a stack. At three stacks you have a chance to summon the bunny. It'll either heal or do damage. At five stacks it could do hurt and every Ninjutsu adds to the stack. At seven stacks it's a guaranteed summon. Full heal, LB damage, or a wipe.
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Astrologian
Skill - Stacked Deck (CD: 90s)
Effect
Executes the draw action with the exception of being guaranteed to draw either Arrow or Balance.
-Draw must not be on cooldown
-Triggers the normal cooldown on draw upon use or storage of the card drawn.
Explanation
This would help greatly in setting up for a pull, I try to always have an expanded balance in my pocket but with the amount of time between kill attempts, I usually don't have the luck or time to do so. Plus being able to control when you pull a damage amplifying card to some extent may be of great benefit for some DPS checks.
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no idea how i should name such skills... so just a placeholder >.>
White Mage
Increased Range
The range of all spells is increased by 10 yalm and the radius of all spells is increased by 5 yalm.
Duration: 10 Seconds
Cooldown: 120 Seconds
Increased Range II
The range and radius of the next spell is increased by 100%
Duration: 10 Seconds
Cooldown: 300 Seconds
just 2 ideas how a range increasing cooldown could work, they don't hav to implement both^^