Results 1 to 10 of 67

Hybrid View

  1. #1
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    794
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Carve and Spit is 450 total potency. The animation just happens to be 3 hits in a row. Right now, it's ~12.5% better than a boosted Souleater, but it is just straight damage oGCD. It's actually a ridiculously powerful ability for what it is right now, though its mana return is depressing to say the least (equivalent to a syphon).

    One thing I would like to see, however:

    Blood Price: Combined with Blood Weapon. When Grit is off, acts as blood weapon does now. When grit is on, passively regens mana based on the number of targets near you. If they aren't combined, just turn Blood Price into this anyways.

    Reasons: Blood Price returns mana based on how often you as the tank are hit. However, this is wildly contingent on how often you take damage, to the point where the amount of mana return could be half a dark arts all the way to "I have unlimited mana for the next 15 seconds." Furthermore, this ability also actively punishes your group for playing tactically on an AoE pull. For instance, if a white mage decides it wants to AoE while Blood Price is up, the buff is rendered effectively useless.

    By changing it into a scaling mana regen based on the number of targets nearby, it solves both problems. The amount returned for one target, E.G. when main tanking, will be consistent and not change depending on the boss. Meanwhile, your group won't make you as the tank less effective because they're throwing stuns out wildly. The scaling nature lives up to the spirit of the initial ability.
    (3)

  2. #2
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Taranok View Post
    One thing I would like to see, however:

    Blood Price: Combined with Blood Weapon. When Grit is off, acts as blood weapon does now. When grit is on, passively regens mana based on the number of targets near you. If they aren't combined, just turn Blood Price into this anyways.

    Reasons: Blood Price returns mana based on how often you as the tank are hit. However, this is wildly contingent on how often you take damage, to the point where the amount of mana return could be half a dark arts all the way to "I have unlimited mana for the next 15 seconds." Furthermore, this ability also actively punishes your group for playing tactically on an AoE pull. For instance, if a white mage decides it wants to AoE while Blood Price is up, the buff is rendered effectively useless.

    By changing it into a scaling mana regen based on the number of targets nearby, it solves both problems. The amount returned for one target, E.G. when main tanking, will be consistent and not change depending on the boss. Meanwhile, your group won't make you as the tank less effective because they're throwing stuns out wildly. The scaling nature lives up to the spirit of the initial ability.
    Better yet, the amount of MP gained for each additional enemy within range could negatively scale from a higher base value for the first enemy (first enemy gives 100%, second enemy gives 50%, then 40%, etc.), which would overall keep the skill more consistent for everything.

    I like this idea.
    (0)