So with the level cap being raised to 60, what can we expect for new abilities/skills/spells?
Has any information been released yet, or is SE just going to make us wait and surprise us in the expansion?
Printable View
So with the level cap being raised to 60, what can we expect for new abilities/skills/spells?
Has any information been released yet, or is SE just going to make us wait and surprise us in the expansion?
No information has been released yet as I know of. I do not expect to see anything until a month before launch at best. I am curious though. Especially given that most job's rotation is pretty much set. I wonder how adding, possibly, two additional abilities could help/hurt.
eh im not really looking forward to any new abilities, button bloat is already a thing.
Some new 30 minute cast able buffs would be cool. Enfire and blazing spikes for example for black mage. Enfire for the melee dps and blazing spikes for the tank as a 30 minute buff.
That kinda stuff
Maybe classes will finally have a different Limit Break?
Lol, i am kidding that will never happen, but was i think there was discussion about blm getting some changes (elemental wise)
I would expect all classes to get new abilities since levels are changing now as well, just not sure how it will all be implemented.
Not like it can be like it has been leveling, like such and such ability at level 30.
I am looking forward to them adding a group Esuna for WHM and an all status Leeches on SCH. This keeps both Diverse and effective in different situations. Not sure what else I'd hope for but I've wanted these for a while.
The only skills we know to be coming are Leviathan and Ramuh pets for Summoner. Personally I'm hoping they aren't counted in the 'total' though and us SMNs actually get some new spells of our own to use. We can only have one pet out at a time so getting a new pet doesn't really count as a new skill in the way it would for other jobs...
New summons. If jobs only get Two new skills (55 and 60) then at least one new Carbuncle for Arcanist. I know Shiva isn't a true Primal, but I will be a little upset if I can't have my Ifrit, Shiva, Ramuh triad, and I'm suspecting a Leviathan egi.
If we get a new carbuncle, and therefore a new Fairy for Scholar, I'm not sure how I would want that to go. Since fairies are all off healers, I can't get my Ideal of a non chocobo tanking partner for my Scholar, So I can work on my Tank co-operation while solo. Maybe one with de debuffing skills?
I wouldn't mind some sort of skill that made it worth it to swap in and out summons during a fight, but I can see why that probably wouldn't work.
Job Abilities I'd like to see for 55 & 60:
Paladin:
*Knights of the Round (55). A 2nd AoE would help a lot (and yes I do know it was single-target in XI)
*Atonement (60). It would be great if this were the 3rd part of a 2nd combo sequence where enmity affected potency. (Maybe connect it to Riot Blade?)
Monk:
*Counterstance (55)
*Spinning Attack (60). AoE with a short Stun effect?
White Mage:
*Tornado (55)
*Flood (60)
Black Mage:
*Burst (55)
*Meteorite (60)
Bard:
*Valor Minuet (55). Raises attack potency of all within hearing distance.
*Carnage Elegy (60). Slows enemy attacks and increases casting time.
Summoner:
*Leviathan-egi (55). DPS/Support egi.
*Ramuh-egi (60). Magic DPS/Saboteur egi.
Warrior:
*Scourge (55). A 3rd skill available when Infuriated. Paralyzes target.
*Mighty Strikes (60). Doubles potency of combo attacks while under Defiance.
Dragoon:
*Super Jump (55). Removes enmity.
*Drakesbane (60). AoE with STR down effect. Combo with Ring of Thorns.
Scholar:
*Helios (55). Saboteur-type fairy.
*Modus Veritas (60). Doubles the effectiveness of the next Succor or Sacred Soil spell.
Not sure what Ninja could get unless more Mudra are in the cards.
I'd like to see Paladin get a legit heal spell and maybe another Cover-like ability. Maybe instead of holmgang which pulls an enemy near, an ability that pulls your ally near so you can better protect them.
Extend Paladin's Cover distance and/or let it block magic-bssed damage.
Maybe even give Paladin a third combo skill for Riot Blade that does extra damage to undead enemies, i dunno.
Paladin needs another 3 hit combo, warrior has 3 paladin only has 1.
I havent leveled a paladin yet but my question is should the PLD have some sort of super holy death ray/shield burst/bright sword type of skill that does good bit of damage? when i think of a pld i think of a holy warrior with holy powers that can cause damage...not just blind/aggro enemies
I'd like to see Paladin get a skill which either annuls or severely reduces the damage from the next attack received. It would be immensely beneficial for the hard hitters in some fights. Also, an AoE Esuna/Leeches would be nice, or at the very least one which can remove more than one status at a time.
As for Black Mage, they haven't really left much scope for adding things due to the very mechanics of the job. That being said, It'd be nice to see a new tier of fire/ice spells which could reduce the elemental resistance of the opposing spell. It could make for some interesting tactical choices at the very least.
If paladin does get a 2nd combo it has to be a non enmity combo. I pretty much can't do my 1-2-3 combo when warriors are main tanking (i.e. they just provoked the boss for tank swap mechanic) and I am off tanking because I just pull it right back off them which leaves me to doing nothing but auto attacking for long periods of time so they can get far enough ahead on hate so I can actually combo again.
Well maybe they get rid of base classes so carbuncle could become available for summoner, too.. maybe with some revamped skills... would be cool.
Since the new job classes have no base classes.. it may be that they remove the base classes but lets see.
Additionally jobs are almost their base classes. Conjurer is almost like a white mage... thaumaturge like a blm etc..
Personally for my take on what I'd expect with PLD would be skills in synergy with the current set ... and an improved ability to expend MP on Stoneskin for self-mitigation before large hits:
Skill:
Indomitable Will -- 40-60 second cooldown, for 10 seconds casting cannot be interrupted by damage (enough time to pop a cooldown + soften the first hit with SS, and an after-hit).
Trait:
Hardened Will -- Permanently reduces the chance of damage interrupting casting.
Spirit Drain -- Spirits Within now additionally leaches MP on each use.
I would love to have something similar to OVERPOWER - but not as snappy as to maintain balance. Make it part of a separate combo chain like MAIM.
Enhanced Flash II - Increases range of FLASH to 8y
Full Parry - Chance to counter for critical damage after successfully blocking an attack. - Proc rate based on parry stat.
Enhanced Cover - absorb % of magical damage of the targeted player. Or make a skill separate from Cover but share the same cool down; let's call it Phalanx.
Shield Charge (gap closer) - Charge at enemy reducing their accuracy for X seconds. Cannot be used inside 8y. Possibly locked to Sword oath only?
I suppose ... yet I also feel that spell-casting is an integral part of the class far as its intended difference vs WAR. Bear in mind that a WAR has nothing to spend MP into (other than flash), and also no spell-casting that can be interrupted, whereas a PLD has at least a weak stoneskin to use.
Perhaps Stoneskin can have an enhanced trait to make it more potent, if people feel that casting SS isn't worth it. While still keeping it lesser than a WHM's.
I play on a PS4 and run scholar as my main. I look forward to the prospect of new abilities with more trepidation than anticipation. I have worked very hard to make everything fit on my hotbar/crossbar. I don't have much room and the few places I have or could make room in my 32 slots may or may not be good places for the new abilities. If I were a white mage, I would be excited like a child on Christmas. As a scholar, I feel more like an adult getting stressed over Christmas.
I agree with Raine. PLD is supposed to have some sort of spell casting abilities not just limited to flash. I think it needs spells that can cause damage. Maybe a holy type spell like WHM but adjust it to an AOE with DoT damage/ Or maybe some sort of Virus like spell like ARC that does the same, with dmg. PLD needs more damage and maybe even more Enfeebling. IMO PLD should be almost like a Support Tank. If not giving it damage, at least let it control fight more. Like a BRD with sword. Like I said, look at Dragon Age: Inquisition with its Templar Tree. Thats what my PLD should be like.
I suppose PLDs could get a self heal from a 2nd combo. Something that moves on from riot blade. An attack that does moderate damage, but also procs a small heal for the PLD. If done right it would also give them some healing agro.
BLM: a fun, but useless spell; similar to how it is in other FF gamesgames. Hopefully they'll have spells of all the elements. Doesn't seem fair that NIN can have all six yet BLM is limited to 3 but mostly 1
SMN: Gravity (might be a bit OP though) a poison ground based ale dot
I will lose all hope if they still won't add haste/ en- element as a usable skill. Enemies can use it, its in the game so they better do it in 3.0 lol.
Blm could use burst and something like transpose II which does what transpose does but you get 3 stacks instead of 1 with a bigger CD
Just off the top of my head:
Warrior:
Rampage (obviously needs to be tweaked to suit 3.0)
War Cry - AoE 3 sec stun 150 potency. Increased Enmity. 30 sec cd.
Enhanced Berserk II - No longer pacified upon effect ending.
Paladin:
Holy Succor
Divine Veil
* these would need to be on long cool downs to avoid spamming.
Deflect - Take all magical damage intended for another party member. Can only be used when member is closer than 10 yalms. 12 secs duration. 180 sec cd.
Paladins need auras as a permanent switchable party buff
Say
Devotion Aura - Increase the parties defence
Resistance Aura - Increase the parties magic defence
Retribution Aura - Holy damage to any enemy that strikes a party member
Concentration Aura - All party members lose 35% less casting time when damaged.
I am always trying to find more efficient ways to set up my cross hotbars. There is always fat that can be trimmed to streamline them. There are also a lot of ways to open up new bars without slowing you down. I know Scholar/Summoner are two of the more complicated setups for a controller UI, but it is definitely possible to compress it down to not needing to actually switch bars with R1.
As for new skills. I'd love to see the ancient fourth Mudra for Ninjas. That would open up so many new Ninjutsu spells.