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  1. #11
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Wow. Why did you not send these ideas to SE before they released MCH? This sounds a lot cooler than what they have in there already lol
    (0)
    YouTube.com/c/iBluairjgr

  2. #12
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    As much as I like their Chess-related names. My FC and I have permanently dubbed them the "Drilldo" and "Disco Ball".
    (0)

  3. #13
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,889
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Gooner_iBluAirJGR View Post
    Wow. Why did you not send these ideas to SE before they released MCH? This sounds a lot cooler than what they have in there already lol
    because I had no ideal how MCH would work beofre release.

    Originally it was said MCh was going to build up their Ammo and if they had Max ammo any additional Ammo added would super charge that ammo to allow MCH to perform more damage from their skills. However, MCh turned out differently than what was said sadly.

    As for the Turret guess I have here in my OP, I just build on what we have currently with turrets and put them into positions that would suit their names and possible abilities that MCH is currently lacking in like...

    SELF HEALING! *fliptable*
    (0)

  4. #14
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    I actually had an idea for having a single turret with multiple "stances" (promotions) instead of having to different turrets. Depending on the stance, each would provide something different-- some healing, a party buff, enemy debuff, TP/mp regen, etc, but couldn't be used at the same time. And would take MP. The differentIt would have made it feel more support like than the long cooldowns we have now. The promotions would be named after different chess pieces.
    (0)

  5. #15
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by EdwinLi View Post
    -Pawns - summon 4/8 mini turrets that attach/follow to each party member each hitting that player's target with a single target attack.
    When I read this, I had the sudden image of the healers' pawns wailing on the main tank. XD
    (0)

  6. #16
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by EdwinLi View Post
    -Pawns - summon 4/8 mini turrets that attach/follow to each party member each hitting that player's target with a single target attack. Can be used when Rook or Bishop is out as well but replace Knight if Knight is being used. In Support Mode it provides a boost in healing recieved.
    While I like the idea (and i have not played MCH) it seems a bit strong doesnt it? To have 4 more units striking a target, unless the damage is split 1/4 between your main turrent I guess?
    (0)

  7. #17
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,889
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by AlphaFox View Post
    While I like the idea (and i have not played MCH) it seems a bit strong doesnt it? To have 4 more units striking a target, unless the damage is split 1/4 between your main turrent I guess?
    Well the concept of Pawns is to be a turret that attach/follow each member of the party.

    However, following the chess piece concept of pawns they are the weakest of the chess pieces next to the King.

    What gives the Pawns strength is their numbers so by concept pawns potency will most likely be weak, around 20 or 30 potency per pawn turret, but it is their number that makes up their strength.

    So if Pawn is used solo the pawn is only a weak 20 potency.

    However, if you are in a 4 member group each member will get their own Pawn turret which each will do 20 potency, of the MCH damage, on the enemy target they attacked which if they focus on one enemy will be a 80 potency (20 potency per Pawn hit).

    In a 8 member group each of the 8 members will get their won pawn which result in 160 potency, 20 potency per pawn, if they focus on one target or aid the party members with killing their own target.

    This would make Pawn more ideal for group content such as dungeons, Raids, or Trials but not ideal for soloing which is why Knight serves to cover the Solo part being stronger than Pawn with maybe a 80 or 100 potency.

    However, a weakness in the group use is that Pawn is only at its best if the group don't end up dying too much since Pawn will most likely require the player it is attached to remain alive for it to attack.
    (0)
    Last edited by EdwinLi; 07-23-2015 at 04:26 AM.

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