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  1. #1
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51

    Revamping and Fixing the Cross Class System

    This post is 100% opinionated meaning you do not have to agree with it however, if you do disagree with it you can create your own post and make suggestions to the community. At least I am trying to help.

    First we are going to talk about Pugilist Monk and what I feel is a major issue with this class. At first when I first played this class I was a little bit underwhelmed. It had proved to be more of a 1,2. class than an actual martial artist. However, the cross class abilities it gives I think there should be some improvements. Feather Foot Increases by 30% for 30 seconds. Second Wind now removes negative effects - stun, paralyze etc. It make look strong on paper but actually it is not as powerful as it seems. It is probably as equivalent to a potion as it can get. So having an effect of esuna added to the ability would give it more of a situational feel where you can switch class for whatever the situation. Haymaker changes to where it delivers an attack with a potency of 170 and can only be used immediately after being critted or evaded and then attacked. and is OFF Global cooldown Additional effect Slow +20% duration 20 seconds. Internal Release Increases critical hit rate by 15%, duration 30 seconds. Mantra increases hp recovery via curing magic by 30% for self and nearby party members, duration 30 seconds.

    Gladiator Paladin

    Savage Blade is changed to Righteous Blade.

    Righteous Blade The delivers an attack with a potency of 100.
    Additional effect increases emnity.
    Combo Action Fastblade Combo Potency 200.
    Additional effect of you heal 3% of your max hp
    If you have 40k HP then it would be 1200 hps.

    Flash gains an improvement. It reduces the damage of your nearby allies, by 5%. The way it works is that flash will hit allies and when it hits allies they will get the effect Rally. Rally will give nearby allies and 5% damage decrease from both magical and physical attacks. This lasts 8 seconds and has diminishing returns.

    Awareness Gets is duration increased to 20 second.
    Convolescence Is removed and Fight or Flight is added in its place.

    Warrior

    ]Skull Sunder Delivers an attack with a potency of 100. Additional Effect Increased emnity.
    Combo Action Heavy Swing Combo Potency is 200.
    Additional Effect Bulk Up.

    What is Bulk Up Bulk Up reduces the resource cost of your next ability by 50%.
    Blood Bath Stays the same as it is now but gains an additional effect.

    PreparationReduces the mp or tp cost by 100%. But only1 ability.

    Fracture Loses its dot effect and gains paralasis. Duration 18 seconds . Paralyze is not stun. It has a 80/20 chance of stunning you for millisecond. It stops people running away and it stops people casting but it doesn't stop instant cast action. It only has three paralyzes at a time and you have a 20% stunning someone and 80% it not doing anything.

    Foresight Increases defence by 20%. Additional effect increases magic defence by 10%.

    Mercy Stroke The only thing I have against this ability is that it can only be executed when the target's hp is below 20%. I would increase it to 30% to make it more usable.

    Lancer Dragoon My current problems with the Lancer Dragoon is that it has too many attacks aka too many buttons. This is a problem. There really shouldn't be a class that requires a 10 button combo. To me it sounds ridiculous, so I would suggest merging Heavy Thrust with True Thrust. Merging Faint with Impulse drive. All combos that are linked to heavy thrust are now linked to true thrust.

    Let's us talk about the cross class abilities.

    You gain an ability called Double Thrust. It allows you to perform any combat action you have, twice. This is also shared with other combos, but you can only use it with a combat action. It would still cost the same tp amount as other abilities. Life Surge becomes a cross class ability. Blood for blood damage increased is by 20% instead of 10%. Keen Flurry increases parry rate by 50%. Piercing Talons Potency is 220 and has the effect of 1 second silence. Rest of the abilities stay the same.

    Archer

    Archer's Guile Converts 25% damage you deal into HP. Additional effect MP Refresh 12 seconds. Cross class ability. Hawk Eye Hawk Eye increases dex by 15% and int by 15%. Guarantees that all attacks lands for 20 second.

    Black Mage/ Thaumaturge

    Surecast is getting a revamp. Sure cast now guarantees your spells will crit. If you want your attacks to hit, you use hawk eye.

    Blizzard II It is now instant cast, recast time 12 seconds and deals 120 potency.

    Double Cast New Ability. This spell does not work with flare or holy. It allows you to cast the same spell twice in a row without paying the cost of both, but the second cast potency is reduced by 30%.

    Conjurer/white mage

    Cure Cast time is reduced to 1.5, recast is reduced to 2, restores target's hp. Cure's potency is 400. Additional effects. Additional effect .Sanctify (Each stack of Sanctify gives the target 2% extra defence. The max stacks is 5 giving a 10% defence buff. If you use Physick you lose all stacks.

    Water Instant cast. Deals 80 potency damage, has a 30 second recast time. Additional effect. Reduces the enemy's damage by 10% for 8 seconds.

    Water II Instant cast. Deals 120 potency damage, has a 120 seconds recast time. Additional effect. Reduces enemy's damage by 20% for 8 seconds per each enemy it hits. (crossclass ability) beautiful on paladin

    Water III Deals 150 potency. Instant cast. Additional effect. Restores mp to 100% of the damage you deal. This has a 240 second recast time.

    Archanist/Summoner/Scholar Physick Cast time is reduced to 1.5, recast is reduced to 2, restores target's hp. Psyheal's potency is 400. Additional effects. Additional effect. Wall (Each stack of Wall gives the target 2% extra magic defence. The max stacks is 5 giving a 10% magic defence buff. If you use cure you lose all stacks.

    Energy Drain. No longer requires aether flow. It has a recast time of 30 seconds and you actually get 50% of the damage you deal as healing and mp. Currently it does not do that. and becomes a crossclass ability

    Virus Is no longer a cross class ability. It has been taken away for other dps classes to use. this is well needed change cause when you have 4 other classes can use weaker version of virus. you can't get yours in

    Resurrection Instant cast spell, but has a 240 second cool down. When you resurrect someone with this spell they keep all the buffs they had when they died and are resurrect at 50/50 hp/mp and tp and isn't effected by res sickness. The reason for this change is that it makes raise a good choice for a scholar to have while this is on cooldown so you can actually use both rezzes. without leaving the question in why do we have raise in crossclass ability makes no sense. with this it does

    Physick II Heals for 650 Potency. Has a massive mp cost. Additional effect. Gives a tp refresh. aka Goad (only reason you ever use this ability is give someone gaod)

    Summoner abilities. You gain Ramuh, leviathan and shiva but they replace Ifrit, Titan and Guruda. These are the final tier summons and hence the abilities on these summons have same abilitys they normally do but they are stronger

    Scholar Gains another healing like pet so you can have a max of three different types of healing pets. This one however, focusses on total healing with damage prevention like being able to cast blink on a target with a decent cooldown which will let them gain the ability to absorb damage equal to the amount they heal. also is able to give Scholar "Refresh" watch is nice for long fights

    Shadowflare Envelops a designated area with magic shadows dealing over 300 potency on impact and with a additional damage over time effect 25 potency for 30 seconds 5% slow
    (0)
    Last edited by Zodathria123; 05-23-2016 at 10:32 PM.

  2. #2
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51

    Geomancer/Time Mage

    I was hoping they add these classes too
    (0)

  3. #3
    Player
    FeliAiko's Avatar
    Join Date
    Aug 2015
    Posts
    591
    Character
    Feli Aiko
    World
    Odin
    Main Class
    Dragoon Lv 90
    While I agree that the CC system could do with some revamping (like, why are Skull Sunder and Savage Blade CC skills to begin with?), a lot of the suggestions here aren't really sound to be honest. Also, how does WHM getting new skills as you've suggested help the CC system? Seems like you just went from addressing CC skills to a personal wish list of what you want the Jobs to get instead.

    By the way, the style/flavour of Astrologian is that of a 'Time Mage', so technically it's already in this game.
    (9)

  4. #4
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Zodathria123 View Post
    Haymaker changes to where it delivers an attack with a potency of 170 and can only be used immediately after being critted or evaded and then attacked. and is OFF Global cooldown Additional effect Slow +20% duration 20 seconds.
    It only need the stun effect back.
    During 1.x the skill was more like a counter attack. You evade the enemy's attack, counter with a side blow on the head and the enemy get stunned.

    Featherfeed -> dodge -> counter to stun -> go behind enemy while stunned to use backside attack
    That would have been a good positional training for low level PGL outside of dungeons
    (1)
    Last edited by Felis; 05-23-2016 at 11:39 PM.

  5. #5
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51

    Rely

    Quote Originally Posted by FeliAiko View Post
    While I agree that the CC system could do with some revamping (like, why are Skull Sunder and Savage Blade CC skills to begin with?), a lot of the suggestions here aren't really sound to be honest. Also, how does WHM getting new skills as you've suggested help the CC system? Seems like you just went from addressing CC skills to a personal wish list of what you want the Jobs to get instead.

    By the way, the style/flavour of Astrologian is that of a 'Time Mage', so technically it's already in this game.
    Astrologian deals with fortune-telling and stars. deals with giving nice buffs to players and heals
    Time-Mage has to deal with time manulution enfeebling with very high damage spells can hit single target muiti-times or one random other target very suitable for secondary crystal for Thaurma

    in conjuerer line up and class feels very incomplete without water. lore wise too
    reason why "water spells are added" if they ever gonna geomancer. then abilities such as water need be added. i think adding missing element is very important i know ppl say fluid aura is water. but strongly disagree with this statement. its very missing elemental


    Quote Originally Posted by Felis View Post
    It only need the stun effect back.
    During 1.x the skill was more like a counter attack. You evade the enemy's attack, counter with a side blow on the head and the enemy get stunned.

    Featherfoot -> dodge -> counter to stun -> go behind enemy while stunned to use backside attack
    That would have been a good positional training for low level PGL outside of dungeons
    not really cause most classes that can use haymaker. have stun already. my problem with this ability is its "not" off global cooldown. cause of this fact it ruins combos
    (0)
    Last edited by Zodathria123; 05-24-2016 at 12:07 AM.

  6. #6
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Conjurer heal spells are light mixed with water. Assize, every cure, and even medica has a rainbow. On top of fluid aura. Also, time dialation, celestial opposition, extended royal road. Gravity? Space and Time are ultimately the same thing. Distance and Light are their conversion rates.
    (3)

  7. #7
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zodathria123 View Post
    Summoner abilities. You gain Ramuh, leviathan and shiva but they replace Ifrit, Titan and Guruda. These are the final tier summons and hence the abilities on these summons have same abilitys they normally do but they are stronger
    This is something I would not want at all, give us all summons to summon at any time. Being stuck with the same 3 (mostly 1) is not very summoner like.
    (3)

  8. #8
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51
    Quote Originally Posted by Rawrz View Post
    Conjurer heal spells are light mixed with water. Assize, every cure, and even medica has a rainbow. On top of fluid aura. Also, time dialation, celestial opposition, extended royal road. Gravity? Space and Time are ultimately the same thing. Distance and Light are their conversion rates.
    Cure still now "Water" sure you know that. healing spells so post to be sparkle when you cast them. filled with holy goodness... "sarcasm" ok. fluid aura. that one. still isn't a water spell. i made spells that could do

    not to insult you. please do not take this as an insult when i say this. I can understand your confusion between time-mage and astrologist. Time-mages are "known" to be hardiest hitten mage class when it comes to single-target dps. they deal with flow of time. where astrologist aka astrologain deals with fortune telling, their not so much as a healer as they are buffing class they have power to change someones future by following the stars.

    Time-Mages- reason they have time in there name isn't cause they deal with time. reason they have time in there name is cause mess with one of them and your time is up "aka nercomancer"

    Meteor - 500 Potency (additional effect: Double-cast if you have max time orbs) (Time-mages recks things and astrologist heal/buffs things)

    Quote Originally Posted by bass9020 View Post
    This is something I would not want at all, give us all summons to summon at any time. Being stuck with the same 3 (mostly 1) is not very summoner like.
    I know you want this as follow summoner I feel your pain I want all summons too. however way things are with this game so hard-up on following roles what not chance of summoner getting all the pets. is big no. i don't want glamoured pets. that itselfs is easy-way out no one will be happy with in the end. so let me ask you would rather not have those pets at all. and are you really happy with current 3 floating turds you call pets. its almost embaressing that those small critters are actually summons. rather get rid of those 3 embaressments for something bigger and more elegant and summoner friendly

    whoever designed the current pets. is as equivalent to my 3 yr old messing with playdoh

    Titan "Looks like a floating peice doggy poo"
    (0)
    Last edited by Zodathria123; 05-24-2016 at 02:08 AM.

  9. #9
    Player
    Zodathria123's Avatar
    Join Date
    May 2016
    Posts
    48
    Character
    Metallia Corvina
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 51
    Quote Originally Posted by Rawrz View Post
    Conjurer heal spells are light mixed with water. Assize, every cure, and even medica has a rainbow. On top of fluid aura. Also, time dialation, celestial opposition, extended royal road. Gravity? Space and Time are ultimately the same thing. Distance and Light are their conversion rates.
    reason why water offensive spells numberious main reason . is stages of the game where you relay mostly on stone and aero for solo-playable damage. stone's cast-time is awful. all classes even healer related have some degree of solo playablity. conjurer and white mage don't get holy for longiest. but wait we shouldn't have issues entering dungeons duty finder your right but we can't always relay on duty finder we might want to do some in game exploring on our own.

    addition to the water spells fixs the gap making solo playabity for usable. while whm/conjurer this personal experence feels very stressful when trying solo. game isn't so post to be stressful its so post to be fun, relaxing and enjoyable something that you do in your spare time for "fun"

    these additions make game more fun for someone who is a only healer until lvl30+ not only water spells do damage they offer a good raid ulitlity

    normally aero is up most of the time its nice to have another opinion to use . that actually makes healing more enjoyable
    one of most stressful factors on playing conjurer is amount of mp you consume. this why made water 3 suggestion its a "funs" ulitity that gives mp back upon use
    in long winded fights its well needed change

    don't tell me your one of those super-elitist types that don't understand that at moment whm needs more mp recovery

    the scholar has 2 of them. whm has one and shroud really... really sucks

    now i know every class has its pros and cons. this shouldn't be a con. the mp management is stressful. thou i believe small degree of it is needed but shouldn't be as needed as it is now

    "water" makes a good tank support spell. good solo playable ability isn't op it has 30 second recast-time
    "water 2" makes a brilliant crossclass ability to paladin . for big pulls decrease in damage hit on all enemys is nice
    "water 3" the new whm spell is brilliant it gives massive boost too mp. and so much better then shroud watch is awful. if you crit with this watch as healer would be highly unlikely you probably gain 10-20k MP back. only reason why this isn't op is cause of that massive cooldown
    (0)
    Last edited by Zodathria123; 05-24-2016 at 03:36 AM.

  10. #10
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Zodathria123 View Post
    I know you want this as follow summoner I feel your pain I want all summons too. however way things are with this game so hard-up on following roles what not chance of summoner getting all the pets. is big no. i don't want glamoured pets. that itselfs is easy-way out no one will be happy with in the end. so let me ask you would rather not have those pets at all. and are you really happy with current 3 floating turds you call pets. its almost embaressing that those small critters are actually summons. rather get rid of those 3 embaressments for something bigger and more elegant and summoner friendly

    whoever designed the current pets. is as equivalent to my 3 yr old messing with playdoh

    Titan "Looks like a floating peice doggy poo"
    I totally agree and think the way they handled summons being a part of the trinity system was a huge design flaw. They should have made summoner a dps/support where you would summon pets when needed for certain things like titan giving a shield to everyone as an example.

    Im at a point where I would take the egi glamour over not having anything at all even though I think its huge cop out that they didn't take the time to revamp summoning for this expansion or even the next. Replacing them kinda seems cool in a way like we are making them stronger or something but then it turns into the same thing we have now just 3 pets with 1 only being used :/
    (1)

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