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  1. #81
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ADVSS View Post
    And its very true those two did perfectly well as a pair yet we have to have raid teams of2 tanks 4dps 2 healers, adding a third tank and a third healer really shakes the tree so I want to be a bit real here and ask what would you have done for a third healer?
    Depends. If I had been there during the design meeting and everyone was hellbent on AST entering the game, I'd say HoTs. HoTs all day every day; if the job absolutely must have Nocturnal and Diurnal Sects, have the job cycle between the two through spell use (say that casting 4 Benefics will shift you from one to the other), some utility with minor bonuses per sect and a skill that does a beneficial party effect and switches you to the opposite sect. There's other adjustments that would need to be made, but it's a start.

    If I had been given carte blanche, on the other hand...
    Pipe Dreams: Chemist

    Weapon: Medic's Rifle
    Role: Healer
    Cross-class: ARC (Hawkeye, Raging Strikes, Quelling Strikes), LNC (Feint, Invigorate, Blood for Blood)

    Abilities
    01 Steady Shot - Delivers an attack with a potency of 150.
    02 Basic Potion - Restores target's HP. Cure potency: 400. 2s cast time.
    04 Toxic Dart - Delivers an attack with a potency of 30. Additional effect: Damage over time with a potency of 30 for 18s.
    06 Medic's Kit - Reduces the potency of damaging abilities by 40% while causing all healing abilities to gain potency from your Dexterity. Cooldown: 5s. Effect ends upon reuse.
    08 Pluto Vapors - Increases defense and magic defense of self and all party members. Does not stack with Protect. 2.5s cast time.
    10 Mending Ampoule - Throw an ampoule at target area, healing friendly targets within 5y. Cure potency: 150. Additional effect: Creates a designated area that lasts for 12s and heals friendly targets that step inside every 3s. Cure potency: 80.
    12 Remedy Dart - Removes a single detrimental effect from target.
    15 Stim Dart - Grants a healing over time effect with cure potency of 200 for 9s. Cooldown: 30s.
    18 Phoenix Pinion - Resurrects target in a weakened state. 6s cast time.
    22 Aimed Shot - Delivers an attack with a potency of 190. Cast time: 1.5s.
    26 Preparation - The next ability activates instantly. Cooldown: 90.
    30 Advanced Potion - Restores target's HP. Cure potency: 600. 3s cast time. Requires Medic's Kit.
    34 Tranquilizer Dart - Puts target to sleep for 30s. Damage taken cancels the effect. Cooldown: 15s.
    38 Revitalizer - Restores own TP over time. Duration: 15s. Cooldown: 60s.
    42 Receptiveness - Increases target's HP restored by spells or actions by 15% for 15s. Cooldown: 90s.
    46 Tar Bomb - Covers target in tar, reducing their movement and attack speed by 10% for 15s. Additional effect: Creates a designated area at target's feet that afflicts all who enter with Weight. Duration: 15s. Cooldown: 60s.
    50 Pluto Concentrate - Reduces target's damage taken by 20% for 10s. Cooldown: 120s. Cannot be reused on an individual for 60s from when the effect wears off.

    Traits
    08 Enhanced Dexterity
    14 Potion Residue - Your healing potions have a 10% chance of leaving residue on target, increasing the healing received from the next Basic Potion or Advanced Potion by 10%. Duration: 10s.
    16 Enhanced Dexterity II
    20 Maim and Mend
    24 Enhanced Dexterity III
    28 Impact Casing - When a target under the effect of Stim Dart takes direct damage, Stim Dart is consumed and target receives the full heal amount.
    32 Enhanced Remedy Dart - When Remedy Dart removes a detrimental effect, it also restores target's HP. Cure potency: 50.
    36 Hasty Preparation - Reduces the cooldown of Preparation to 60s.
    40 Maim and Mend II
    44 Enhanced Toxic Dart - Extends the duration of Toxic Dart to 24s.
    48 Enhanced Revitalizer - Revitalizer now also reduces the TP cost of all healing abilities by 50%.

    Job Abilities
    30 Catalyst - Applies an alchemical mixture that reacts to effects present on target. Cooldown: 15s.
    -----Potion Residue - Restores target's HP. Cure potency: 300. Consumes Potion Residue.
    -----Toxic Dart - Delivers an attack with a potency of 200.
    -----Tar Bomb - Causes target to explode, dealing fire damage to target and nearby enemies with a potency of 120. Consumes Tar Bomb.
    35 Conic Blast - Deals damage to targets in a cone before you with a potency of 110.
    -----Medic's Kit: Restores HP to self and party members in a cone before you. Cure potency: 300. Cast time: 3s.
    40 Corrosive Acid - Reduces target's resistance to damage by 10% for 10s. Cooldown: 120s.
    45 Potion Bomb - Restores own HP and HP of all nearby party members. Cure potency: 300. Cooldown: 30s.
    50 Megalixir - Restores 50% of own and party members' max HP over 12s. Cooldown: 180s. Requires Medic's Kit.
    52 Volatile Mixture - Causes target to take additional fire damage with a potency of 50 whenever they take direct damage for 15s. Cooldown: 180s.
    54 Primer - Causes the effect of the next reaction triggered by Catalyst to also affect allies or enemies near target if the effect is Potion Residue or Toxic Dart. Increases the damage dealt by Tar Bomb's Catalyst reaction to 200 potency. Duration: 10s. Cooldown: 90s.
    56 Double Load - Causes your weapon to fire two of the next Stim Dart or Toxic Dart. The effects are applied independent of each other on target. Duration: 10s. Cooldown: 180s.
    58 Sedative Dart - Reduces target's damage dealt by 10% for 10s. Cooldown: 90s.
    60 Mad Alchemist's Potion - Applies one of three possible buffs on target for 20s. Cooldown: 90s.
    -----Vigor: Attack Up 10%
    -----Alacrity: Speed Up 10%
    -----Ferocity: Critical Hit Rate Up 10%

    Limit Break - Ultralixir

    Notes
    - I'm aware this does not fit in because the overall theme of Heavensward is "new ideas entering a mentally-closed society".
    - CHM is built around heals that sort of build off each other and skills that react to each other. I've used CNJ's skill spread as a base and worked off that for the sake of pacing.
    - Medic's Kit is basically the reverse of Cleric Stance, in that it puts you in healer mode with the needed penalties to balance out CHM's healing output. As such, a CHM out of healer stance is not going to have access to certain skills and have very weak heals.
    - Because CHM uses TP, I figured it would need abilities that helped its upkeep (hence access to Invigorate and Revitalizer). I may still need to put in additional TP recovery skills, or maybe have Medic's Kit increase the amount of TP recovered while in combat.
    - All "Dart" skills are instant and can be used while moving. Steady Shot can also be used while moving.
    - Impact Casing is meant to help with tank healing, while the HoT portion of Stim Dart would work on a DPS or the other healer since they're usually not getting hit in the face. I was thinking of doing something like Stim Dart but AoE or affect the whole party, but that got a bit weird.
    - For those that may not remember, Pluto is the substance the antagonist in the PGL questline smoked to become resistant to damage.
    - Potion Residue is there to set the foundation for reactions. The effect is consumed if you use a potion on someone with Potion Residue or use Catalyst on that party member.
    - It might be a bit OP for a healer to have 20% damage taken reduction AND 10% enemy damage reduction, but I feel it would be good utility. Of course, both are on lengthy cooldowns.
    - The debuff from Pluto Concentrate is there to discourage raids stacking CHMs.
    - Mad Alchemist's Potion can be replaced with a big AoE heal if needed, but I felt it fit the theme of CHM better. That and I can picture the effect for Mad Alch potion include your character cackling madly as they throw the potion at the target party member.
    (0)
    Last edited by Duelle; 09-07-2016 at 02:54 PM.

  2. #82
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by ADVSS View Post
    but would AST really have been so overpowered with the 3.0 base potencies and free changing(lets just say war defiance like cd on diurnal/noct stances in combat? I mean they said something like it being op, but i still wonder.
    Well. The reason for 3.0 AST was the devs were indeed very, very scared it would be OP and raiding would be a double AST meta. (To be fair... I think a lot of the playerbase downplays the significance of AST's damage boost abilities)

    The reason for the stances, and that they're locked in combat, is AST was meant to fill in for WHM in one of them and SCH for the other. Obviously that didn't work out (I guess they did think Scholar was essentially a single target shield and an AoE shield), but that's why it is the way it is.

    Quote Originally Posted by Duelle View Post
    Depends. If I had been there during the design meeting and everyone was hellbent on AST entering the game, I'd say HoTs. HoTs all day every day; if the job absolutely must have Nocturnal and Diurnal Sects, have the job cycle between the two through spell use (say that casting 4 Benefics will shift you from one to the other), some utility with minor bonuses per sect and a skill that does a beneficial party effect and switches you to the opposite sect. There's other adjustments that would need to be made, but it's a start.

    If I had been given carte blanche, on the other hand...
    Pipe Dreams: Chemist

    Weapon: Medic's Rifle
    Role: Healer
    Cross-class: ARC (Hawkeye, Raging Strikes, Quelling Strikes), LNC (Feint, Invigorate, Blood for Blood)

    Abilities
    01 Steady Shot - Delivers an attack with a potency of 150.
    02 Basic Potion - Restores target's HP. Cure potency: 400. 2s cast time.
    04 Toxic Dart - Delivers an attack with a potency of 30. Additional effect: Damage over time with a potency of 30 for 18s.
    06 Medic's Kit - Reduces the potency of damaging abilities by 40% while causing all healing abilities to gain potency from your Dexterity. Cooldown: 5s. Effect ends upon reuse.
    08 Pluto Vapors - Increases defense and magic defense of self and all party members. Does not stack with Protect. 2.5s cast time.
    10 Mending Ampoule - Throw an ampoule at target area, healing friendly targets within 5y. Cure potency: 150. Additional effect: Creates a designated area that lasts for 12s and heals friendly targets that step inside every 3s. Cure potency: 80.
    12 Remedy Dart - Removes a single detrimental effect from target.
    15 Stim Dart - Grants a healing over time effect with cure potency of 200 for 9s. Cooldown: 30s.
    18 Phoenix Pinion - Resurrects target in a weakened state. 6s cast time.
    22 Aimed Shot - Delivers an attack with a potency of 190. Cast time: 1.5s.
    26 Preparation - The next ability activates instantly. Cooldown: 90.
    30 Advanced Potion - Restores target's HP. Cure potency: 600. 3s cast time. Requires Medic's Kit.
    34 Tranquilizer Dart - Puts target to sleep for 30s. Damage taken cancels the effect. Cooldown: 15s.
    38 Revitalizer - Restores own TP over time. Duration: 15s. Cooldown: 60s.
    42 Receptiveness - Increases target's HP restored by spells or actions by 15% for 15s. Cooldown: 90s.
    46 Tar Bomb - Covers target in tar, reducing their movement and attack speed by 10% for 15s. Additional effect: Creates a designated area at target's feet that afflicts all who enter with Weight. Duration: 15s. Cooldown: 60s.
    50 Pluto Concentrate - Reduces target's damage taken by 20% for 10s. Cooldown: 120s. Cannot be reused on an individual for 60s from when the effect wears off.

    Traits
    08 Enhanced Dexterity
    14 Potion Residue - Your healing potions have a 10% chance of leaving residue on target, increasing the healing received from the next Basic Potion or Advanced Potion by 10%. Duration: 10s.
    16 Enhanced Dexterity II
    20 Maim and Mend
    24 Enhanced Dexterity III
    28 Impact Casing - When a target under the effect of Stim Dart takes direct damage, Stim Dart is consumed and target receives the full heal amount.
    32 Enhanced Remedy Dart - When Remedy Dart removes a detrimental effect, it also restores target's HP. Cure potency: 50.
    36 Hasty Preparation - Reduces the cooldown of Preparation to 60s.
    40 Maim and Mend II
    44 Enhanced Toxic Dart - Extends the duration of Toxic Dart to 24s.
    48 Enhanced Revitalizer - Revitalizer now also reduces the TP cost of all healing abilities by 50%.

    Job Abilities
    30 Catalyst - Applies an alchemical mixture that reacts to effects present on target. Cooldown: 15s.
    -----Potion Residue - Restores target's HP. Cure potency: 300. Consumes Potion Residue.
    -----Toxic Dart - Delivers an attack with a potency of 200.
    -----Tar Bomb - Causes target to explode, dealing fire damage to target and nearby enemies with a potency of 120. Consumes Tar Bomb.
    35 Conic Blast - Deals damage to targets in a cone before you with a potency of 110.
    -----Medic's Kit: Restores HP to self and party members in a cone before you. Cure potency: 300. Cast time: 3s.
    40 Corrosive Acid - Reduces target's resistance to damage by 10% for 10s. Cooldown: 120s.
    45 Potion Bomb - Restores own HP and HP of all nearby party members. Cure potency: 300. Cooldown: 30s.
    50 Megalixir - Restores 50% of own and party members' max HP over 12s. Cooldown: 180s. Requires Medic's Kit.
    52 Volatile Mixture - Causes target to take additional fire damage with a potency of 50 whenever they take direct damage for 15s. Cooldown: 180s.
    54 Primer - Causes the effect of the next reaction triggered by Catalyst to also affect allies or enemies near target if the effect is Potion Residue or Toxic Dart. Increases the damage dealt by Tar Bomb's Catalyst reaction to 200 potency. Duration: 10s. Cooldown: 90s.
    56 Double Load - Causes your weapon to fire two of the next Stim Dart or Toxic Dart. The effects are applied independent of each other on target. Duration: 10s. Cooldown: 180s.
    58 Sedative Dart - Reduces target's damage dealt by 10% for 10s. Cooldown: 90s.
    60 Mad Alchemist's Potion - Applies one of three possible buffs on target for 20s. Cooldown: 90s.
    -----Vigor: Attack Up 10%
    -----Alacrity: Speed Up 10%
    -----Ferocity: Critical Hit Rate Up 10%

    Limit Break - Ultralixir

    Notes
    - I'm aware this does not fit in because the overall theme of Heavensward is "new ideas entering a mentally-closed society".
    - CHM is built around heals that sort of build off each other and skills that react to each other. I've used CNJ's skill spread as a base and worked off that for the sake of pacing.
    - Medic's Kit is basically the reverse of Cleric Stance, in that it puts you in healer mode with the needed penalties to balance out CHM's healing output. As such, a CHM out of healer stance is not going to have access to certain skills and have very weak heals.
    - Because CHM uses TP, I figured it would need abilities that helped its upkeep (hence access to Invigorate and Revitalizer). I may still need to put in additional TP recovery skills, or maybe have Medic's Kit increase the amount of TP recovered while in combat.
    - All "Dart" skills are instant and can be used while moving. Steady Shot can also be used while moving.
    - Impact Casing is meant to help with tank healing, while the HoT portion of Stim Dart would work on a DPS or the other healer since they're usually not getting hit in the face. I was thinking of doing something like Stim Dart but AoE or affect the whole party, but that got a bit weird.
    - For those that may not remember, Pluto is the substance the antagonist in the PGL questline smoked to become resistant to damage.
    - Potion Residue is there to set the foundation for reactions. The effect is consumed if you use a potion on someone with Potion Residue or use Catalyst on that party member.
    - It might be a bit OP for a healer to have 20% damage taken reduction AND 10% enemy damage reduction, but I feel it would be good utility. Of course, both are on lengthy cooldowns.
    - The debuff from Pluto Concentrate is there to discourage raids stacking CHMs.
    - Mad Alchemist's Potion can be replaced with a big AoE heal if needed, but I felt it fit the theme of CHM better. That and I can picture the effect for Mad Alch potion include your character cackling madly as they throw the potion at the target party member.
    You know... everyone's saying they want dancer, or maybe something like red mage/blue mage/samurai healer... but I feel so meh about those, and would love to see something like this.
    (2)

  3. #83
    Player
    Gumbercules's Avatar
    Join Date
    Apr 2012
    Posts
    552
    Character
    Gumbercules Thesecond
    World
    Hyperion
    Main Class
    Miner Lv 80
    wanna see were the whole platoon thing goes but i wouldn't be surprised with 2 dps personally, with maybe a "shift" in 4 man design for 4.0+ (aka palace of dead ish) I also wanna say 2 dps cuz that would open some of the time balancing to the current tank and healers without having to worry about new classes to balance along with them. As with palace of the dead the trinity would still be optimal but would not be the only viable way. (I say optimal in the sense of "safe", haven't been keeping up but im guessing at 30/30 4 dps prolly pwn it)
    (0)

  4. #84
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Gumbercules View Post
    but i wouldn't be surprised with 2 dps personally, with maybe a "shift" in 4 man design for 4.0+
    That would be... 'interesting' (if personally disappointing to me). Definitely they'd need to both have platoons enabled for dungeons, but also be viable (either pet-like near-immunity to AoE, or some kind of simply AI script for boss fights that can dodge, etc). Otherwise, the queues would be a multihour nightmare for DPS. And a lot of salt here on the forums (and well, anywhere there's an XIV community).
    (0)

  5. #85
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Risvertasashi View Post
    Well. The reason for 3.0 AST was the devs were indeed very, very scared it would be OP and raiding would be a double AST meta. (To be fair... I think a lot of the playerbase downplays the significance of AST's damage boost abilities)
    This wouldn't had happened if AST's buffs were easy to apply. Between having to draw cards, decide whether you want to Royal Road it or add it to spread, and then putting the cards to use, at least for me there's too many steps in-between. A random buff every 30 seconds from the push of one button would have been easier to work with and people would see the contributions from said buffs more. I ended up ignoring the cards when in actual combat to focus on healing or dealing damage, and just did the draw mini-game between pulls. That's how I realized the system has too many steps.
    You know... everyone's saying they want dancer, or maybe something like red mage/blue mage/samurai healer... but I feel so meh about those, and would love to see something like this.
    Heh, thanks. People seem to think DNC works as a healer because of FFXI (though that was a failed experiment for certain reasons). I'm more for DNC being a tank, partly to help provide aesthetic variety to tanks, since right know we're all just guys in plate armor.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  6. #86
    Player
    Skeltal-Bons's Avatar
    Join Date
    Sep 2016
    Location
    Uldurr
    Posts
    134
    Character
    Eliza Tepes
    World
    Tonberry
    Main Class
    Monk Lv 70
    I'd love to see a Luchador class based around knockbacks and mobility, with stun, bind, and heavy debuffs they can apply, as well as being able to knock allies out of AoEs, with most of their DPS coming from DoTs.

    I just want to suplex a train again
    (0)
    "If you have come to the godmother for a favor, you must first pay her your respects"

  7. #87
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Two silhouettes on the new jobs slide. Hm hm hm hm!

    For the sake of queues, I do hope at least one of those is a tank.
    (0)

  8. 10-15-2016 02:39 PM

  9. #88
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Hoping they're both hybrids -- Dancer and Red Mage...

    ...and that there are less rigid role requirements or job multi-queuing for the DF, or new challenges that can scale with composition.

    Here's hoping those role-based additional skill changes might help with that.
    (1)

  10. #89
    Player
    Llynd's Avatar
    Join Date
    Feb 2016
    Posts
    222
    Character
    Lynk Lloyd
    World
    Moogle
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Shurrikhan View Post
    Hoping they're both hybrids -- Dancer and Red Mage...

    ...and that there are less rigid role requirements or job multi-queuing for the DF, or new challenges that can scale with composition.

    Here's hoping those role-based additional skill changes might help with that.
    Same ! I'd like to see " Hybrid " as a New role. Scholar could definately turn this way Just like one of the new role....

    Yeah what can we expect from these role-based skills ? All healers will have the same new skill ? Won't it make them have the same gameplay ?.... I'm confused.
    (0)

  11. #90
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    it has been confirmed that it was two monks fighting now it would be red mage and samuria
    (0)

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