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Thread: support jobs

  1. #41
    Player
    UBERHAXED's Avatar
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    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    I guess i can try some support too. Let's see.. Bard, Time Mage, Engineer
    Bard
    Well, unless they revamp, it's base class will be stuck with archer
    Just change rain of death back to the way it was, make swiftsong useable in battle, and reduce battle voice's cooldown to 2 mins. You can swap out some utility skills like blunt arrow for some burst tp or mp regain moves, and change passives (like river of blood) to something like dot crit remove cooldown on the burst tp or mp regain skill. If they keep the archer base class, then there isn't really much to do except give bard it's own non-bow weapon and lower the damage like that (maybe make it magic damage too). Also change skills like quick knock into aoe cone healing and use MP. Put shadow bind back to the way it was as well.
    Change cross class to conjurer and engineer's base class

    Time mage
    Base class can be conjurer
    lvl 30: Haste (single target) cost 400 mp (lvl 50), lasts 20 seconds
    lvl 35: Slow (AOE) costs 200 mp (lvl 50), lasts 20 seconds
    lvl 40: Magnega (AOE) draws all foe's within 25 yalms to a target you choose (like the tank for example) inflicts lethargy for 30 seconds, 1 min cooldown, 100 potency
    lvl 45: Veil (AOE) casts Bravery, Faith, and Veil on target (where veil will increase change to interrupt enemy on damage), 600 mp, lasts 10 seconds
    lvl 50: Black hole (AOE) 300 potency, draws all enemies in range to the block hole (it's a ground target like meteor LB)
    Cross from Bard's base class (if not archer, else from arcanist) and engineer's base class

    Since I don't think this would fit in a proper base class then it Engineer will have a healing DoW base class Medic
    Medic
    Since this won't be a ranged class, it will need some extra stuff to make it comparable to conjurer in the early levels
    lvl 1: Inject, 100 potency inflict's disease, 50 tp
    lvl 2: First aid, 300 potency hp restore, 60 tp
    lvl 4: Acid, 150 potency, 10 potency dot for 18 secs, 70 tp
    lvl 6: Stimulant, increase tp by 400, 2 min cooldown
    lvl 8: Prosthetic, 400 potency hp restore, casts 20 second bravery, 200 tp
    lvl 8: Oil, increases fire damage by 20%, 30 seconds, 2 min cooldown
    lvl 10: Immunization shot, increases status resistance to 100% of target and removes all ailments, 10 sec, 200 tp
    lvl 12: Second aid, 200 potency hp restore, restores 400 mp, 30 second cooldown
    lvl 15: Lab rat, summons lab rat, See below, 500 tp
    lvl 18: Floss, 40 potency, binds target 20 secs, 40 tp
    lvl 22: Tranquilizer, 160 potency, pacifies target 5 seconds, 1 min cooldown
    lvl 26: Brace, increase target's physical defense by 20%, 20 seconds, 2 min cooldown
    lvl 30: Bacterium, summons e-coli, see below, 500 tp
    lvl 34: Medic Stance, Stance move, Increase TP usage by 10, increases restore potency by 10%
    lvl 38: Bubonic Plague, AOE dot, no initial damage, 10 potency per tick, 1 min duration, 100 tp
    lvl 42: Sterilize, Increase restore potency by 30% for 15 secs, 3 min cooldown
    lvl 46: Operate, Binds target 10, restores 50% of HP, MP, TP, 3 min cooldown
    lvl 50: IED, AOE, 200 potency, inflicts oil, inflicts burned (decrease str by 10%), dot potency 20, duration 18 seconds, 1 min cooldown

    Passives:
    lvl 6: Surgeon's hand, HP restore is based on Dexterity
    lvl 14: Enhanced Dexterity
    lvl 16: Enhanced Dexterity II
    lvl 20: Increase action potency
    lvl 24: Rocket Fuel, Increase duration of oil to 1 minute
    lvl 28: Armor suit, adds increased defense (10%) to prosthetic
    lvl 32: Enhanced Dexterity III
    lvl 36: Implant, Brace increases Magic defense as well
    lvl 40: Increased Action Potency II
    lvl 44: Placebo Effect, increase tp restore from stimulate to 500
    lvl 48: Blood bank, each first aid has 25% chance to proc first aid with no cost

    Lab Rat:
    Skills:
    Bite: 50 potency, inflicts disease for 30 seconds
    Gnaw: 20 potency, reduces defense of target by 10% for 20 seconds
    Breed: Halve's HP, Spawns seconds Lab rat with half HP (maximum 2 Lab rats simultaneously)
    Chew: 100 potency
    Carry: Transfers all dots from 1 target to another, resetting duration on receiver , 3 minute cooldown

    E-Coli:
    Skills:
    Infest: 100 potency, inflicts disease for 10 seconds
    Multiply: Spawns duplicate E-Coli (maximum 4 E-Coli simultaneously)
    Swarm: E-Coli's moves become AOE, 15 seconds, 2 minute cooldown
    Stem cell: Restores 50 potency HP to target
    Cancer: Target inflicts double damage and receives 75% more damage for 10 seconds, 3 minute cooldown, may target foe or party member

    Idea is a unique healing class with new mechanics, so a DoW healing class based on Dex, with pets that multiply. Note that in this class, there is no way to restore the HP of the pet, unlike arcanist.

    Engineer:

    Base class Medic
    Passive: Change Lab Rat to Robo Rat, change E-Coli to Assistant

    lvl 30: Engineering Stance, Stance, All TP usage Doubled, all restore moves can only target self, Grants veil on self, change Medic Stance to Scientist
    Scientist (lvl 34): Stance, Decrease TP usage by 20, decrease restore potency by 30%
    lvl 35: Spinal Implant, Increases determination of target by 20% for 20 seconds, 1000 mp (lvl 50)
    lvl 40: Weapon Upgrade, Increase Skill speed of all nearby targets, drains MP
    lvl 45: Lock-on Scouters, All nearby targets cannot miss attacks, drains MP
    lvl 50: Bomb Shield, AOE invulnerability for 3 seconds, 3 min cooldown
    Cross from conjurer and Bard's base class

    Robo Rat:
    Skills:
    Scout: Stance, Cannot be attacked by enemies (or receive damage), cannot use actions
    Scrapify: 50 potency, places scrap stack on enemy (max 8)
    Collect: Removes all stacks of scraps from target, give equal number of spare parts stacks on any engineer (no limit on stacks)
    Explosive: Removes all spare parts from target engineer, and places parts at ground target (if IED explodes in range of explosives, then increase potency by 20 for each spare part stack used in explosive)
    Salvage: 300 potency, if delivered as the killing blow, give 8 stacks of spare parts to nearest engineer, 3 minute cooldown

    Assistant:
    Skills:
    Power Tools: Grants haste to target 10 seconds
    Recharge: Bind self, Restore HP while bound, doubles damage taken while using Recharge
    Lab Flare: Fire damage, AOE, 100 potency
    Aid: Restores 50 tp to target
    Automate: Increase accuracy and determination of target by 20% for 20 seconds, 3 min cooldown

    Seems balanced where all Jobs would have their uses, There's much more tendency to use ranged classes than melee, so why not have a class that is devoted to buff DoW? In addition, I think it would handle melee range heals.
    (1)

  2. #42
    Player
    Mattlex's Avatar
    Join Date
    Jul 2012
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    95
    Character
    Onion Lord
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    I'm thinking it is possible to have a Support class without breaking the balance of the game if the class was able to switch between stances/forms.
    For example ...
    RDM - could have Attack/Magic/Support Stances where each are enchanced when switched to but the others become limited.
    For instance, the RDM switched to Attack stance it's attack power and sword skills become available at the cost of magic/support abilities.
    If it switched to Support it would be able to use a host of significant buff/debuff abilities/spells at the cost of physical attack power and limits the access to higher tier healing/attack spells.
    (0)

  3. #43
    Player
    UBERHAXED's Avatar
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    Aug 2013
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    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Mattlex View Post
    I'm thinking it is possible to have a Support class without breaking the balance of the game if the class was able to switch between stances/forms.
    For example ...
    RDM - could have Attack/Magic/Support Stances where each are enchanced when switched to but the others become limited.
    For instance, the RDM switched to Attack stance it's attack power and sword skills become available at the cost of magic/support abilities.
    If it switched to Support it would be able to use a host of significant buff/debuff abilities/spells at the cost of physical attack power and limits the access to higher tier healing/attack spells.
    But this will single-handedly break the balance of the game because people will have 1 tank and 7 of these...
    (0)

  4. #44
    Player
    LalaRu's Avatar
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    Nov 2013
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    Limsa Lominsa
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    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Morticous View Post
    ... Bard as we know it today should be renamed to Ranger and remain as DPS ...
    Bard as I know it today, is not a DPS because its LB is healing, is a DPS because we list as dps in DF, is not a support because he cannot even support himself (no heal, unless you call heal a skill with 180s cooldown and little effect), is a support because, again, we have healing LB. I really don't know what a Bard is then.

    To be called support, I think Bard misses a HP regen song.
    (1)
    Last edited by LalaRu; 03-11-2014 at 06:51 PM.

  5. #45
    Player
    Knives's Avatar
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    Mar 2012
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    124
    Character
    Johnny Knives
    World
    Balmung
    Main Class
    Marauder Lv 50

    BRD, RNG(ranger), and the SUPPORT role.

    For everyone saying they should keep BRD the way it is and make RNG as well, it's currently slightly too damaging to be cast into the support role. If you asked me, BRD would need certain abilities to be remade into songs or debuffs, and some form of off-healing (Example; "Flaming Arrow" could be changed into a friendly ground-targeted AoE mild Regen called, idk, Healing Spring, with a trait called uhh... "Enchanted Fountain" that makes the field do different things for different roles I.E. DPS gains accuracy or damage buff, Support gains MP refresh, Tanks receive increased healing, Healers gain spell-speed). RNG would need the songs to be taken away in favor of personal damage buffs, and abilities that become stronger or weaker depending on distance to add a risk-reward concept to an otherwise safe profession.

    I do think that support roles should deal considerable damage, but should be such that you don't really need more than one (or 2 in 8-man) in the group due to the nature of their abilities. 4-man groups should simply be such that they can be completed with DPS and Support roles being interchangeable, t1/d2(1)/s(1)/h1 prioritizing it such that if ranged DPS, melee support. If melee DPS, ranged support. If no supports, 2 DPS. No DPS, 2 supports. 8-man groups would be similar, t2/d4(2,3)/s(1,2)/h2 with supports simply making the situation easier on the party, but generally interchangeable with DPS. This would guarantee that queues are still manageable if there are few support players, but made such that a support class brings peace of mind to stressful situations while keeping things moving at a steady pace. Generally speaking, Support should improve the party such that it's always better to have, but never truly required. This could be changed later down the line, depending on how popular support roles become. If popularity is high on supports, make content that requires them!

    TL;DR: BRD would need lower DPS, more utility (like off healing). DPS and Support should be interchangeable, but a combination of the two should always be optimal.
    (0)
    Last edited by Knives; 03-12-2014 at 06:50 AM. Reason: Text limitations!?

  6. #46
    Player
    Mattlex's Avatar
    Join Date
    Jul 2012
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    95
    Character
    Onion Lord
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by UBERHAXED View Post
    But this will single-handedly break the balance of the game because people will have 1 tank and 7 of these...
    Not really, if they design it right a RDM in Attack stance should never be on par with a MNK/DRG and likewise in Magic stance should not be on par or better than BLM or WHM as they would only have access to lower Tier magic... basically it would be an all round DPS/Support class. If balanced correctly an RDM could potentially do great DPS by switching between the stances efficiently.

    Also... if the enhancing abilities were designed to buff specific classes other than RDM it would make it inefficient to have 7 RDMS in a party.
    (0)
    Last edited by Mattlex; 03-12-2014 at 07:48 PM.

  7. #47
    Player
    Assirra's Avatar
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    Feb 2014
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    775
    Character
    M'irau Rhya
    World
    Odin
    Main Class
    Astrologian Lv 90
    I honestly don't see this happening before they change the groups from 4/8 to at least 5/10. Bufs are nice but when you are left with only 1dps it kinda breaks the current game.
    Now if they added the dynamic of 1tank/1healer/1support/2dps then we can start talking about what the support actually does.
    (0)

  8. #48
    Player
    Galaxia's Avatar
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    Character
    Ru Paul
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    no support jobs please
    nothing that involves ffxi, this OP is having a ffxi nostalgia

    also new jobs
    like time mage
    (0)

  9. #49
    Player
    Morticous's Avatar
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    Grid
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    Character
    Morticous Trucido
    World
    Hyperion
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Galaxia View Post
    no support jobs please
    nothing that involves ffxi, this OP is having a ffxi nostalgia

    also new jobs
    like time mage
    Something tells me that you think when i said support jobs i meant War/Mnk... If you read the post you would have seen that i was talking about support type classes that support the party with buffs and such. And just because somebody likes a feature in an older game doesn't make it nostalgia.. It could very well mean its a good thing and would enhance this games playing experience.
    (0)
    Morticous - Senior admin of.... well of nothing. (cool picture here)

  10. #50
    Player
    Moheeheeko's Avatar
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    Aug 2013
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    Character
    Asrah Stone
    World
    Behemoth
    Main Class
    Conjurer Lv 66
    Wouldn't be hard to do, 4 man's become 5 man's with a slot specific to support added. 8 becomes 10, 24 to 30.
    (1)

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