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  1. #1
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Putting on your Geomancer crystal reduces Cure I/II/III & Medica I/II potency by 80%.

    Tornado
    - Deals Wind damage with a potency of 80. No cast time. Costs TP.
    Additional Effect: 20% chance it will double potency & duration of the next Aero or Aero II will have no cast time, and cost no MP.

    Flood
    - Deals Water damage with a potency of 200. Costs TP & MP.
    - Additional effect: 10% Chance Flood will proc. Dropsy - Water damage over time with a potency of 30 for 10s.

    Geo Flux
    - Each Stone I/II grants I Nature's Boon, stacks up to III.
    - Cure I/II/III grant Earth Ward effect (Reduces Damage taken by 5% for 5s)
    - Medica I/II grant Wind Ward effect (Increases Movement speed by 15% for 5s)

    Quake (AOE)
    - Consumes Nature's Boon; each stack boosts potency but increases TP & MP cost. Consumes TP & MP
    I - 180 potency TP MP x1
    II - 210 potency TP MP x2
    III - 240 potency TP MP x3


    Elemental Attunement - Designated area is attuning aetheric energies returning MP & TP for 25s to all targets.


    Come on Kitru~ be more creative <3

    Hybrid classes are fun remember?

    This reduces CNJ's natural healing and instead makes it provide small buff contributions & could fill the "Support DPS" slot the same as BRD does. It would still have a Healing LB so as to not make it more desirable than SMN/BLM. You can reduce the potency and duration(s) on skills/spells until you find the right balance point.
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    Last edited by Dhex; 05-09-2014 at 06:08 AM.

  2. #2
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Dhex View Post
    Use TP & MP to reduce the strain on either
    very clever, i like it

    however, your version only applies to new abilities at lvl 30+. A GEO would need to be able to function as a DPS job when they're sync'd to low level content. So whatever mechanic that is used for the GEO to deal with the CNJ mana problem, it would need to be active when a GEO is sync'd to lvl 10-15.

    Quote Originally Posted by Dhex View Post
    Putting on your Geomancer crystal reduces Cure I/II/III & Medica I/II potency by 80%.
    I don't think you even need to do that really. Most high level caster gear that has MND is also healer specific. As long as GEO wasn't allowed to wear any of it, I think the heals just phase themselves out.
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    Last edited by Giantbane; 05-09-2014 at 06:30 PM.

  3. #3
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Giantbane View Post
    I don't think you even need to do that really. Most high level caster gear that has MND is also healer specific. As long as GEO wasn't allowed to wear any of it, I think the heals just phase themselves out.
    I made it a straight percentage so that it can't be overcome by creative stat allotment/melding/power creep. If you just nerfed their initial MND or their itemization people would find a way around it and overcome that deficiency in attempts to break the class - but you can never overcome a raw scaling percentage.



    I hope they do a Hybrid DPS from CNJ someday.
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