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  1. #31
    Player
    Supersun's Avatar
    Join Date
    Jun 2013
    Posts
    192
    Character
    Felix Feliday
    World
    Behemoth
    Main Class
    Arcanist Lv 70
    Why would you spam Ruin over Ruin II :/

    Mobility and Book Damage is a thing, and I hardly think Summoners have MP problems.
    (0)

  2. #32
    Player
    Llynd's Avatar
    Join Date
    Feb 2016
    Posts
    222
    Character
    Lynk Lloyd
    World
    Moogle
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Cherub View Post
    That is probably not gonna happen with ruin. Remember that SMNs are actually stuck with using ruin still. And not just once every fullmoon, SMNs are still spamming Ruin.
    Man.... Summoners are so pitiful. Using a chicken and low level magic constantly. Maybe it will get better in Stormblood.
    It doesn't Matter here. We're talking about job traits.
    (1)

  3. #33
    Player
    Cherub's Avatar
    Join Date
    Aug 2013
    Location
    Floating City of Nym
    Posts
    392
    Character
    Miasma Eschaton
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Supersun View Post
    Why would you spam Ruin over Ruin II :/

    Mobility and Book Damage is a thing, and I hardly think Summoners have MP problems.
    SMN have MP problems if they only use Ruin II. The damage from book smacking is hardly good enough to justify ruin II spam and running out of MP. Not to mention it can miss.
    Mobility isn't needed when movement isn't required.

    https://m.youtube.com/watch?v=AGYhecRu2HQ
    A quick video I made where I replaced every ruin with a ruin II.

    Quote Originally Posted by Llynd View Post
    It doesn't Matter here. We're talking about job traits.
    I had missed the post which you're refering to. Nice idea, I like it.
    (1)

  4. #34
    Player
    Docteur_Fluttershy's Avatar
    Join Date
    Mar 2014
    Posts
    77
    Character
    Docteur Fluttershy
    World
    Moogle
    Main Class
    Conjurer Lv 80
    There are still some healing aspect that are unexplored, for example, WHM that relies heavily on regen, could change the incoming damage with a spell to make it inflicts damage over time:

    Anesthetic water (water spell,instant, duration 15s, recast 60s, would be the equivalent of virus of sch or disable of ast): The target is immune to damage from any source other than anesthetic suffering. The damage prevented is added to the anesthetic suffering.

    Anesthetic suffering: inflicts 1000 damage every second until the amount of anesthetic suffering is empty.

    This means no damage reduction, but a possibility for WHM to deal with very high damage mechanic with his own healing ability.

    Another part that could be counted as an utility spell that boost raid damage could be:

    Spiked salve (stone spell,cast 2.5s, either no CD and affect only the next attack, or 10s duration and 60s cooldown): The target reflects 10% of the damage suffered. (the damage suffered isnt reduced by 10%).

    For the wind aspect:

    Wind conversion (cast : 3s or instant with 30s cooldown): The target gain 15% movement speed for 10s. Any Regeneration skill on it is canceled. The target is healed for 300 potency for each skill canceled this way.

    (just to add this here, i'm not thinking about OPness of skill or whatsoever, these are just random values, the important stuff is the effect idea)
    (0)

  5. #35
    Player
    Phiglia's Avatar
    Join Date
    Jan 2015
    Posts
    17
    Character
    Phiglia Shalquoir
    World
    Moogle
    Main Class
    Astrologian Lv 60
    AST
    Collective Unconscius: (Skill reworked)
    - You block all the damage for the duration of the skill/leaving the bubble, then all the damage is applied as a DoT for 12 seconds.
    - CD 90s->150s

    Synastry:
    - CD 90 -> 50
    - Healing potency increase removed.

    Luminiferous Aether:
    - Refresh potency of 30, from 60(80, with trait).
    - CD 120s -> 0s
    - Uses the currently card to grant you the buff.

    Break: (New skill)
    - Uses the currently card to grant you a new buff.
    - Reduce GC by 50% for 8 seconds
    - 60 sec CD

    AST needs new uses for the cards so you can play more with them.


    WM
    Cure IV: (New skill)
    - Can store 3 charges.
    - Heal potency of 750.
    - Same mana cost as Cure II.
    - You gain a charge everytime you use a Cure II with Cure I proc.

    Presence of Mind: REMOVED

    Benediction: CD 300s -> 150s

    Asylum: Potency 100 -> 175

    Medica II: Regen potency 50 -> 75

    New way to attack: Stone II empowers Stone III cast, like Cure I and Cure III, or something that give a rotation that saves MP.

    More Regen, bigger Heals and a way to attack, please.

    SCH:
    Silent Dawn (Selene): Changed to a heal with 900 potency and 20 seconds of CD.
    Fey Caress (Selene): Now can clean Weakness. CD 60->90
    Fey Wind (Selene): Potency 3% -> 5%

    Fey Covenant (Eos): Now increase defense and magic defense by 100% for 15s or reduce the damage of the next big that deals more than 20% of your health by 50%, same duration but expires once it triggers.

    Emergency Tactics: Critical succor get the double effect like adloquim, still change it to a heal.

    Enhanced Pet Actions: (Arcanist trait changed for scholar)
    - 20% chance when the fairy deals a critical Embrace, that next Succor or Adloquium is critical

    Dissipation:
    - Adloquium and Succor are always critical.
    - Heal potency increase removed.
    - CD 180 -> 120

    Sacred Soil: Proc change -> 50% chance that next Indomitability will cost no Aetherflow for 15s.

    New pet things + Aetherflow things, thats all he needs.
    (0)
    Last edited by Phiglia; 10-26-2016 at 01:05 PM.

  6. #36
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Supersun View Post
    I hardly think a Stun on a 70 damage potency AoE is going to threaten Whm when they are swinging a 200 potency one lol.
    It would be like mixing AST's target based Gravity and WHMs Stun from holy, but lowering its potency. The reason I suggested Slow, Heavy, and Paralyze is because Slow and Heavy are redundant, making Paralyze the better part of the skill, creating a sort of jackpot on top of the AOE damage. The skill is called Ruin, who knows how deep the ruin could go. xD Knockback would be soooo troll. Vulnerability up, makes sense, but I feel thats just too much to offer compared to other healers.

    Quote Originally Posted by ty_taurus View Post
    Good lord... you mean to tell me that Celestial Opposition should additionally reset all active cool downs on Draw, Spread, Royal Road, and Shuffle along with healing all nearby allies for 20% max HP ON TOP OF the already existing 10 second buff extension on all nearby allies and 4 second stun on all nearby enemies?

    Are you trying to make AST completely broken?
    xD!! I had honestly completely forgotten about Celestial Opposition adding a stun! AST needs something to give it some AOE healing outside of the GCD I feel. I also thought it would make a great interaction with cards, as if you're going against the flow of time, rewriting it even (thus heal and another chance at a card.)

    I'm not very happy with my AST suggestions. I'm not nearly as engaged with it, as I am with WHM and SCH.

    WHM I feel is all about BURST. BURST HEALS. BURST DPS. BURST AOE. BURST ACTIONS. Presence of Mind. Benediction. Stone III. Cure III.

    I tried to emphasize WHMs ability to keep a party going even after "mistakes" are made, More choices for AOE healing, a slight buff to mitigation, and a better system for MP conservation while choosing to DPS.

    I feel lowering evasion would not be worth it because ACC can do the same thing. I would also like to avoid giving WHM stacks to monitor. The Stoneskin II procc would be cool, but at the expense of Massive MP?

    WHM [borderline broken] wishlist:

    62- Tetragrammaton- Splash heals for 300 potency around the target cure with 700 potency with a Radius of 8 yalms.

    64- Cleric Stance- Upon entering Cleric Stance, "Miraculous Cure" is gained for 20 seconds. The next cure will have no casting time and will cause the "Free Cure" trait to become 100%. Ends upon execution of cure or when the buff times out. (Cure II will cost no mana after casting an instant cast cure upon entering Cleric Stance.)

    66- Asylum- Damage taken while within Asylum will be reduced by 5%, the effects of Weakness are nullified within Asylum. Current effect remains.

    68- Benediction- HP, MP, and TP are restored to Maximum.

    70- Omen of Ole- Absolute waters wash away all sin, dealing 250 potency AOE damage and cleansing all debuffs on surrounding party members. 15 yalms. 90 seconds.

    Odds and Ends-
    Quicker Stoneskin trait changed to "One with Earth" - Casting Stone, Stone II, Stone III or Stoneskin has a 15% chance to reduce the cast time to instant and the MP cost to 0 for the next Stoneskin cast. Duration: 20 Seconds.


    AST's Identity is harder. Its about promoting the party through cards, but also has high potential for single target DPS. It lacks the OGCD power of the other healers, but has access to instant heals on the GCD. I feel AST should be able to give themselves more chances at cards and to help curb their lack of OGCD heals. An AOE DPS increase would also be fair I feel (but then again a balance on a DPS that can AOE is your AOE DPS increase.)

    Quote Originally Posted by Phiglia View Post
    AST
    Collective Unconscius: (Skill reworked)
    - You block all the damage for the duration of the skill/leaving the bubble, then all the damage is applied as a DoT for 12 seconds.
    - CD 90s->150s

    Synastry:
    - CD 90 -> 50
    - Healing potency increase removed.

    Luminiferous Aether:
    - Refresh potency of 30, from 60(80, with trait).
    - CD 120s -> 0s
    - Uses the currently card to grant you the buff.

    Break: (New skill)
    - Uses the currently card to grant you a new buff.
    - Reduce GC by 50% for 8 seconds
    - 60 sec CD

    AST needs new uses for the cards so you can play more with them.


    WM
    Cure IV: (New skill)
    - Can store 3 charges.
    - Heal potency of 750.
    - Same mana cost as Cure II.
    - You gain a charge everytime you use a Cure II with Cure I proc.

    Presence of Mind: REMOVED

    Benediction: CD 300s -> 150s

    Asylum: Potency 100 -> 175

    Medica II: Regen potency 50 -> 75

    New way to attack: Stone II empowers Stone III cast, like Cure I and Cure III, or something that give a rotation that saves MP.

    More Regen, bigger Heals and a way to attack, please.

    SCH:
    Silent Dawn (Selene): Changed to a heal with 900 potency and 20 seconds of CD.
    Fey Caress (Selene): Now can clean Weakness. CD 60->90
    Fey Wind (Selene): Potency 3% -> 5%

    Fey Covenant (Eos): Now increase defense and magic defense by 100% for 15s or reduce the damage of the next big that deals more than 20% of your health by 50%, same duration but expires once it triggers.

    Emergency Tactics: Critical succor get the double effect like adloquim, still change it to a heal.

    Enhanced Pet Actions: (Arcanist trait changed for scholar)
    - 20% chance when the fairy deals a critical Embrace, that next Succor or Adloquium is critical

    Dissipation:
    - Adloquium and Succor are always critical.
    - Heal potency increase removed.
    - CD 180 -> 120

    Sacred Soil: Proc change -> 50% chance that next Indomitability will cost no Aetherflow for 15s.

    New pet things + Aetherflow things, thats all he needs.

    SCH should focus on their DPS utility, Strengthen their Mitigation, emphasize critical rate and increase interaction with both of their fairies.

    SCH [borderline broken] wishlist:

    62- Emergency Tactics - The next Galvanize will be converted into raw healing. The next DoT cast will have its damage done up front, on top of placing it's debuff. (Thundercloud proc) If cast before Bane, Bane will gain a base potency of 100 and can miss. (Bane is an ability, so it will not trigger the thundercloud like proc. I really wanna make this skill flexible. Scholars are all about CDs and their interaction.)

    64-Ruin- The MP cost of ruin has been increased (equal to Blizzard II.) The radius of ruin has been increased from 0 to 8. [Ruin has become an AOE]

    66- Deployment Tactics- When used, the duration of your Eye for an Eye, Virus, and Galvanize is reset. Eye for an Eye and Galvanize spread to surrounding party members. Virus is spread to surrounding enemies.

    68- Dissipation - Critical Rate is increased by 20% on top of current effect. Recast time is reduced to 120 seconds.

    70- Aetherial Shift- Can only be used under the effect of Dissipation or when a Fairy is summoned. Current fairy is sent away and the opposite is resummoned. If under the effect of Dissipation, the fairy that was not consumed is summoned. Upon execution the effect of Dissipation ends. Cool down of 240 seconds.

    Odds and Ends-
    Selenes Silent Dusk no longer applies Silence, instead it places an 8 second magic vulnerability down on a single target and is called Fey Charm. Cool down of 90 seconds.

    If pets receive 60 Skills

    Selene would keep her silence and instead gains Fey Charm at 60.

    Eos would receive Fey Memento. A buff is placed on a target party member. The next spell based heal received will form a barrier on the target for the amount healed. Does not work with the additional healing of Emergency Tactics, but may be procced by other party members. Cool down of 90 seconds.



    You go from small, almost insignificant changes of potency to stuff that feels too much (I'm one to talk right?.) Reflect spells, like the one you're suggesting with collective, don't work. They always end up too broken. Removing POM would really hurt WHMs burst Identity. Its the only healer that has a REAL DPS cool down! (I don't consider Dissipation to be that great of a CD as it stands, because you literally have to sacrifice your active healing to use it.) I would also like to avoid any sort of stack management. Procs are great, but we have enough classes that have stacks. Leave WHM to its simplicity. Selene doesn't need anymore healing prowess, she just needs utility. Fey Caress was a great way to synergize that, but being the only healer that can completely remove weakness is just too mandatory. If I wanted more healing I would use Eos as well so an increase to single target healing would go against her choices of utility, in my eyes. Maybe you see Selene as single target and Eos as AOE, but that's how I feel about them. :O.
    (0)
    Last edited by Rawrz; 10-26-2016 at 01:28 PM.

  7. #37
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    Those Astro nerfs you have there look disgusting, sorry.
    (1)

  8. #38
    Player
    Llynd's Avatar
    Join Date
    Feb 2016
    Posts
    222
    Character
    Lynk Lloyd
    World
    Moogle
    Main Class
    Scholar Lv 70
    Yeah, no more heals for scholars... More dps/shield.
    (0)

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