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  1. #21
    Player
    Kelevra's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    77
    Character
    Kelevra Vice
    World
    Adamantoise
    Main Class
    Dark Knight Lv 70
    Bard:

    Rain of Death debuff changed to Piercing Resistance down (Bard should still have access to this if a Dragoon isn't around)

    Wide Volley changed from weapon skill to an OGCD ability that can now spread Venomous and Windbite to nearby targets

    while under Minuet
    - Barrage allows a single target weapon skill to hit 4 times now
    - River of Blood trait now increases potency of Bloodletter/Rain of Death whenever reset by Venomous or Windbite and are not on cooldown (up to 2 potency increases---potency increase has a 10-12 sec duration)
    - Sidewinder is now affected by Flaming Arrow and can have a possible 3rd potency increase (if target is inflicted with both Venomous and Windbite, while standing in the Bard's Flaming Arrow...potency will be increased to 450---I think that's what it was pre nerf)
    (7)
    Last edited by Kelevra; 08-16-2015 at 12:25 PM.

  2. #22
    Player
    Buckles's Avatar
    Join Date
    Aug 2011
    Posts
    107
    Character
    Buckles Trespen
    World
    Behemoth
    Main Class
    Goldsmith Lv 60
    MONK:

    Form Shift OUT OF COMBAT puts you in the specified stance with no time duration (to avoid having to spam over and over trying to stay in Coeurl form while waiting for tanks on raid bosses for example)

    Meditation OUT OF COMBAT stacks immediately to 5 (I know they answered this already, but keep asking to get attention again)

    Tornado Kick - Apply damage at the start of the animation (as said before, just re-posting for more attention)

    Other than that I personally think the direction Monks were taken and the skills that were added compliment us perfectly. the numbers and balance are fine, we just have very slight QoL needs. Currently there's a lot of OUT OF COMBAT crap we have to rotate / maintain every pull . I don't feel the need to balance anything (except Tornado Kick damage at the start of the animation as it is a long animation)

    On a side note, I'd like to suggest an Elixir Field animation changed to reflect blunt damage. Maybe a nice spinning kick? Blasting blue light from our hands doesn't strike me as Monkish or blunt damage.

    Other suggested change isn't needed. You Tornado kick before LB, or let someone else do it if applicable.
    (4)

  3. #23
    Player
    Clarkamite's Avatar
    Join Date
    Dec 2013
    Posts
    217
    Character
    Firelord Azula
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Geardagas View Post
    I agree, but it's not like we can magically make casters appear. No BLM or SMN in your group, none of that matters. It's out of our control.
    I think the fact that they gave bards that ability is what makes their DPS lower. It's SE's way of encouraging there to be a caster in each group. There's a really small chance a group is going to bring a Bard and then three physical DPS. And even in that case the utility of bringing Paeon to the table at the very least makes it so your melee don't run dry which would be a bigger DPS loss than the amount it lowers the Bard.
    (0)

  4. #24
    Player
    Greywolfamakir's Avatar
    Join Date
    Aug 2013
    Posts
    311
    Character
    Greywolf Amakir
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Clarkamite View Post
    I'm not sure what this adds to what I said.

    I'm simply stating that the increase from a timely and well placed Foe Rec is really massive. Assuming your casters don't suck. Mathematically speaking, sure if those are the numbers then great but 6-7% seems to be making it sound smaller than it really is like in practice. It can make all the difference on actual parse numbers is my point and therefore Bard's utility is not as small as was implied.
    Foe Requiem adds between 6% and 7% damage magic, for every magic skill used, mathematically speaking and in practice. If You think that 6%-7% is a "massive amount of damage increases" I don't agree with You. If Battle Voice is active, every magic spell is increased by 13%-14%, mathematically speaking and in practice. You can test it, or You can follow your "intuition", like You prefer. I tested it, but I can be wrong.
    (0)

  5. #25
    Player
    Demi_God's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Demi God
    World
    Gilgamesh
    Main Class
    Archer Lv 60
    Quote Originally Posted by Greywolfamakir View Post
    Foe things
    Actually its 6-7% with BV up, not 14%. Other than that I do believe Bard could use slight buffs to put them more inline with caster dps since they technically are casters now. They could do this by reverting the potency nerfs to sidewinder and IA or by increasing the chance for SS procs, either by increasing the base % chance or allowing IA to also have a chance to give SS procs. While Bards are only slightly behind other classes in DPS right now I believe the gap will only widen as people obtain more gear this patch, Especially the weapons which give all other DPS one extra WD over BRD/MCH. I also wouldn't mind a complete rework of Warden's Paean, I'm sure its no surprise to anyone that its almost completely useless(outside the opener in which it can be used on a warrior).
    (1)

  6. #26
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    NINJA

    PLEASE LET US USE WEAPONSKILLS BETWEEN MUDRA/NINUTSU CASTS INSTEAD OF MAKING IT AUTO FAIL

    Mudra lag is literally the only reason I don't want to play NIN.
    (9)

    Peach Parfait/Khulan Angura on Gilgamesh

  7. #27
    Player
    Clarkamite's Avatar
    Join Date
    Dec 2013
    Posts
    217
    Character
    Firelord Azula
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Greywolfamakir View Post
    Foe Requiem adds between 6% and 7% damage magic, for every magic skill used, mathematically speaking and in practice. If You think that 6%-7% is a "massive amount of damage increases" I don't agree with You. If Battle Voice is active, every magic spell is increased by 13%-14%, mathematically speaking and in practice. You can test it, or You can follow your "intuition", like You prefer. I tested it, but I can be wrong.
    Explain to me how that's not massive. If I'm understanding you correctly, 6-7% per magic skill used. Over the course of an entire 10 minute fight? That's small? What about in the case of even longer fights? What about fights heavy with AOE like A2S? So adding 100-200 DPS at current endgame fights is small?
    (0)

  8. #28
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Greywolfamakir View Post
    Machinist

    -Enhanced Slug Shot proc should pop at the end of the Split Shot cast instead after the Split Shot animation, making easy to react.
    This, so much this. I'm pretty much forced to hang around for .5 seconds for each proc to see if I should do the next skill or keep going with Split Shot.
    (1)

  9. #29
    Player
    Core1019's Avatar
    Join Date
    Feb 2015
    Posts
    178
    Character
    Violet Carmine
    World
    Lich
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by seekified View Post
    This, so much this. I'm pretty much forced to hang around for .5 seconds for each proc to see if I should do the next skill or keep going with Split Shot.
    Weave in an oGDC skill after the skill that causes proc. It triggers the proc early. We BLMs used to do this to check for the last Firestarter before switching to UI3.
    (3)

  10. #30
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    The following abilities' effects need to proc at the start of their animation, not end.
    -Disembowel
    -Bio

    I hate that I can't weave in Jumps or Legsweep until Disembowel animation is done, and as a SCH/SMN, if I do bio2>miasma>bio, i can't use Bane to spread all 3 effects until about 1.5-2 seconds after Bio is cast.
    (1)

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