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  1. #11
    Player
    Volsung's Avatar
    Join Date
    Apr 2011
    Posts
    910
    Character
    Adell Raynes
    World
    Balmung
    Main Class
    Lancer Lv 50
    Either raise potencies and percents for both sects if we have to channel. Or give it a unique effect. Like hp bubble+heal like war thrill of battle and put a random card effect on all players that enter.

    Because atm having to channel something equal to sacred soil in strength is a very bad down step.
    (1)

  2. #12
    Player
    Violin's Avatar
    Join Date
    Jul 2015
    Posts
    34
    Character
    Indigo Lux
    World
    Coeurl
    Main Class
    Paladin Lv 70
    Or just combine both the effects from both the sects (cure+hot+reduced damage) and just slightly lower the potency. The only time I have ever used CU is when I know incoming AoE damage is next in the boss's rotation and would normally pop it a few seconds ahead of time. Just makes sense that an ability like that would need to compensate for the lack of mobility.
    (0)

  3. #13
    Player
    ckc22's Avatar
    Join Date
    May 2015
    Posts
    490
    Character
    Tetsu Taru
    World
    Gilgamesh
    Main Class
    Scholar Lv 70
    I like the idea but the one for nocturnal is WAY op - like could easily cheese mechanics with it.
    (0)

  4. #14
    Player
    LycorisSelunis's Avatar
    Join Date
    Apr 2015
    Posts
    222
    Character
    Lycoris Selunis
    World
    Behemoth
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Lastelli View Post

    Nocturnal Sect:
    Damage mitigation for every player in the bubble by #players inside*2.5% of damage taken and damage is equally shared by all the players inside the bubble.
    O_O Spirit link totem for astrologian would be amazing!
    (0)

  5. #15
    Player
    Violin's Avatar
    Join Date
    Jul 2015
    Posts
    34
    Character
    Indigo Lux
    World
    Coeurl
    Main Class
    Paladin Lv 70
    Quote Originally Posted by ckc22 View Post
    I like the idea but the one for nocturnal is WAY op - like could easily cheese mechanics with it.
    Lowered potency could possibly resolve the cheese aspect of it, that and lowering the duration so you actually have to time it correctly to be of any use.
    (0)

  6. #16
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Your Noct sect idea is fabulous.
    (0)

  7. #17
    Player
    AlexanderThorolund's Avatar
    Join Date
    Apr 2015
    Location
    Garlean Empire
    Posts
    513
    Character
    Eros Crux
    World
    Louisoix
    Main Class
    Machinist Lv 70
    What if on top of all this you got auto-raise while inside the bubble!? WHAT!?
    (0)

  8. #18
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    My take on Collective Unconscious:
    Creates a wheel of fortune around the caster. Effect granted to members upon entry differs depending on active Sect. Can only be executed when a Sect is active. Effect ends upon using another action or moving. (This is all unchanged.)

    Duration: 6s

    Diurnal Sect Effect: Grants party members in range Diurnal Unconscious
    Diurnal Unconscious: Regen. 200 Potency. 12s Duraction

    Nocturnal Sect Effect: Grants party members in range Nocturnal Unconscious
    Noturnal Unconscious: Damage taken is reduced by 10%. 12s Duraction
    The idea is pretty straight forward. It would still be a channeled effect, but it would only need to be maintained long enough for party members to enter and receive the buff effect. At that point it can be cancelled, but the buff would remain on affected party members for its full duration. Effect duration subject to change.
    (0)

  9. #19
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by Blueyes View Post
    My take on Collective Unconscious...
    Interesting Diurnal Effect.
    Noct Effect however is still too weak. Let me elaborate.
    Consider what a SCH has to mitigate damage versus what an AST in nocturnal sect has.
    SCH: adlo+deployment tactics, sacred soil (and you can move while using it), virus, possibly E4E and, in some circumstances, even fey illumination for a more powerful adlo shield and even covenant.
    Noct AST: aspected helios (succor), CU (a harder to use version of sacred soil), disable (weak virus) and that's it. I'm not even going to consider expanded bole, that would be just sad and in order to have it with a reasonable probability you would have to save spread for a bole and throw away some cards, making AST role as a buffer totally useless.
    (0)
    Last edited by Lastelli; 07-23-2015 at 08:28 PM.

  10. #20
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Adlo+deploy alone is stronger than all of AST's skills combined and if adlo crits you won't even need all the other skills. If AS3/4 have some unavoidable aoe damage (something like gigaflare) when the party will need all of the SCH mitigations to survive (+dragon kick + storm's path or whatever), it will be a wipe with an AST/WHM combo, making SCH a necessity. This is simply wrong. AST/WHM, AST/SCH and of course SCH/WHM should all be viable combinations. Noct AST must be comparable to SCH in max potential damage mitigation (probably something less since SCH should use a lot of different skills to maximize damage mitigation). Right now it's considerably weaker than a 2.X SCH. Noct CU should be completely reworked to give it something original and very powerful to justify the fact that we cannot act while channeling it. If they're too lazy for that, they should at least make it so that damage is reduced by 15-20%.
    (0)

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