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  1. #1
    Player
    Sagittarian's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    868
    Character
    Nesshin'na Kasai
    World
    Malboro
    Main Class
    Summoner Lv 90
    My 2 cents:
    • My ideas for arcanists are based around them being tacticians/planners rather than twitch reactors.
    • A trait that lets Bane hit more targets would be interesting but I think unlikely because the limit of 3 extra targets only really affects speed runs.
    • Eos and Selene are sisters from Greek mythology. The only other sibling is Helios. I don't know the Japanese version of the fairy names so this might be irrelevant.
    • Yes, more crowd control skills would be awesome and fit with how I think of arcanists.
    • I like the draw-in idea. I'd really like to combine that with a self-centered heavy/bind ability.
    • For Shadow Flare, rather than a flat increase in damage I want a gradual increase the longer the mob is continuously in the aoe. Like increasing stacks of a debuff. It would have to be capped though.
    • If scholars get another fairy I would expect something that increases defense (more than Eos' magic defense buff) or applies something like eye for an eye on the party.
    • Likewise for new scholar spells I'd want something that buffs the target for a short time.
    • To work on the burst damage issue for summoners I'd imagine a "land mine" ability - you place a mine that detonates in 4 seconds doing large aoe damage to anything around it. If you know where and when the adds show up you can have the mine in place before they even appear. Or it makes tri-disaster suddenly have a use. Or plant mine -> black hole -> bind -> kaboom.
    • I expect the new summons to have debuff abilities like paralysis and heavy.
    (0)


  2. #2
    Player
    m3eansean's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    445
    Character
    Kakashi Hatake
    World
    Brynhildr
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Sagittarian View Post
    My 2 cents:
    • A trait that lets Bane hit more targets would be interesting but I think unlikely because the limit of 3 extra targets only really affects speed runs.
    Fun fact - when SMN was released, Bane passed to all targets in range. They said SMN was too OP so they limited it to 3 and took away our ability to cross class thunder at the same time.
    (1)

  3. #3
    Player
    Sagittarian's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    868
    Character
    Nesshin'na Kasai
    World
    Malboro
    Main Class
    Summoner Lv 90
    Quote Originally Posted by m3eansean View Post
    Fun fact - when SMN was released, Bane passed to all targets in range. They said SMN was too OP so they limited it to 3 and took away our ability to cross class thunder at the same time.
    Yeah, I remember that. I didn't have bane at the time but I remember losing thunder as a cross-class ability.
    I also agree that it is OP to bane to 10+ things and even if the SMN dies those dots keep on ticking... But most mobs are grouped in packs of 3 or 4 so the limit on bane doesn't hinder SMN for runs taking one pack at a time. Removing it would make SMN much more powerful outside of dungeons and in speed runs, but increasing the appeal of SMN for speed runs (which already seem to be discouraged by the design of the new dungeons) doesn't seem like something they would create a new trait for. I'm not saying it wouldn't be welcomed by the players, just that I think it unlikely that it is something the developers would want to (re)add.
    (0)