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  1. #21
    Player
    ToppeHatte's Avatar
    Join Date
    Sep 2014
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Caprice Shiften
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Evangela View Post
    A gap closer + stun for ninjas.
    Second. I know we already have shukuchi but shoulder tackle is the one thing I missed most when going from monk to ninja.
    (0)

  2. #22
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Remove Stoneskin II. Rework Stoneskin so that it is single target in combat, AoE outside of combat.

    Make Sword Oath a trait.
    (0)

  3. #23
    Player
    ErryK's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    2,424
    Character
    Ethan Vayne
    World
    Ragnarok
    Main Class
    Sage Lv 100
    Bard:
    1. Make Wanderer's Minuet an oGCD skill, allows user to cast a single attack for a 50% damage increase. Duration 10s, Recast 160s.
    2. Merge Mage's Ballad and Army's Paeon into one song, reduces damage dealt by 20% instead of 15%.
    3. New song at Level 40: Virtue Cadenza, applies a regen on nearby party members, reduces damage dealt by 20%. Cure potency: 90.
    4. Iron Jaws and Empyreal Arrow now usable outside of Wanderer's Minuet.
    5. Wide Volley is now oGCD and single-target, now applies a debuff called Pierced Ear, reduces damage dealt by target by 10%. Duration 10s, Recast 120s.

    Machinist:
    1. Make Gauss Barrel an oGCD skill, allows user to cast a single attack for a 50% damage increase. Duration 10s, Recast 180s.
    2. New skill at Level 22: Tinker, attaches a new barrel, this new barrel changes Emergency Round from a silence to a stun, changes Debilitating Shot from Bind to Heavy, changes Malfunction to 5% Magic damage decrease. Increases auto-attack potency by 10%.
    3. Merge Head Graze and Suppressive Fire into Emergency Round, can be cast at 15y Range. Emergency Round gained at Level 34.
    4. Merge Foot Graze and Leg Graze into Debilitating Shot. Debilitating Shot gained at Level 10.
    5. New skill at Level 45, Sniper Rifle: Triples the potency of the next weaponskill. Cast time: 6s, Recast 180s.
    6. Merge Dismantle and Rent Mind into Malfunction. Malfunction gained at Level 50.
    7. New skill at Level 52, Scope, attaches a scope, this new scope allows the user to cast skills at an increase of 20% damage, while all auto-attacks drop to 50% potency.
    8. Gauss Round is now a Level 56 skill.
    9. Ricochet now does 300 potency to all targets, instead of 100 to target and 200 spread.

    These are changes I would personally like to see.
    (2)
    Last edited by ErryK; 11-01-2016 at 04:09 AM.

  4. #24
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ErryK View Post
    Machinist:
    1. Make Gauss Barrel an oGCD skill, allows user to cast a single attack for a 50% damage increase. Duration 10s, Recast 180s.
    2. New skill at Level 22: Tinker, attaches a new barrel, this new barrel changes Emergency Round from a silence to a stun, changes Debilitating Shot from Bind to Heavy, changes Malfunction to 5% Magic damage decrease. Increases auto-attack potency by 10%.
    3. Merge Head Graze and Suppressive Fire into Emergency Round, can be cast at 15y Range. Emergency Round gained at Level 34.
    4. Merge Foot Graze and Leg Graze into Debilitating Shot. Debilitating Shot gained at Level 10.
    5. New skill at Level 45, Sniper Rifle: Triples the potency of the next weaponskill. Cast time: 6s, Recast 180s.
    6. Merge Dismantle and Rent Mind into Malfunction. Malfunction gained at Level 50.
    7. New skill at Level 52, Scope, attaches a scope, this new scope allows the user to cast skills at an increase of 20% damage, while all auto-attacks drop to 50% potency.
    8. Gauss Round is now a Level 56 skill.
    9. Ricochet now does 300 potency to all targets, instead of 100 to target and 200 spread.

    These are changes I would personally like to see.
    I like the proposed MCH changes a lot, though I wonder if they'd go through that much effort. Honestly, I'd appreciate them even changing the animations around a bit. Some of the only good/cool MCH animations are bound to Rend Mind and Foot Graze, which see almost no use. The main 2 abilities in our rotation, Slug Shot and Split Shot look almost exactly the same.
    (1)

  5. #25
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    MCH Specific changes:

    Gauss Barrel: Change to Gauss Mode and remove the end attachment. Perhaps consider adding indicator lights to the lunchbox. Remove the barrel attachment. Seriously, most of us MCHs hated it to the point that even just a stance indicator would be fine.
    Dismantle/Rend Mind: Either combine these into one, or increase the percent damage reduction for having separate skills on a shared cooldown.
    Leg Graze/Foot Graze: These are both different and very useful CC abilities, especially in PvP, and there's little reason they should share a cooldown. It often only results in one not being available if/when needed as the flow of battle shifts.

    Better running animation with your weapon drawn. You gave Bards a more practical casting stance, yet our weapon bearing arm remains so static in motion that it look unnatural. Please give this a second glance.
    (0)

  6. #26
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Dekent View Post
    Tempered will and cover for paladins. TW can go away for all I can but Cover should be redone/buffed in a way to make it useful, it's sort of a paladin signature ability
    For a signature ability it's pretty limited and horrible to use. I agree that is should be a signature ability, but it needs a lot of work to be that.
    (0)

  7. #27
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by FaileExperiment View Post
    snip
    I agree Dismantle/Rend Mind could be better, but I wouldn't call them useless. They are a nice contributing factor to major tank busters and heal checks. Like the double whirlwind on the last phase of AS11. It isn't the biggest contributor, but 5% is better than nothing.
    (0)

  8. #28
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Velhart View Post
    I agree Dismantle/Rend Mind could be better, but I wouldn't call them useless. They are a nice contributing factor to major tank busters and heal checks. Like the double whirlwind on the last phase of AS11. It isn't the biggest contributor, but 5% is better than nothing.
    They're useful, but like a soft majority of the MCH's abilities they come off as underwhelming.
    Most other jobs get KEY abilities added to their rotations, or REALLY big cooldowns that are fun to use from 50-60.
    MCH gets the same ability in two different flavours that shares a cooldown (which is just supervirus, whoopie), and a 60 second OGCD ability is 'meant' for AoE, but it's more useful to only hit one thing with it, because of the insane downside of spreading 200 potency to all targets hit.
    To put this in perspective, Fullthrust is considerably more powerful than Ricochet at all times, (And you can force Full Thrust to crit, you can't do this with Ricochet, though there is a small chance that both hits can crit) and it's earned 40 levels earlier and doesn't have a huge cooldown associated to it.

    What's, by far, the most significant thing a MCH brings to a raid group? Hypercharge. Square has buffed it to such an absurd degree it's insane. It's an incredibly powerful ability that requires no real setup to pull off. You have to put some work in to get a triple Fell Cleave, or a Trick Attack. You just push a button and it sorta happens with Hypercharge.
    (0)
    Last edited by CosmicKirby; 11-01-2016 at 06:39 AM.

  9. #29
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Posted in another thread. I didn't like what I made for AST, so I left it out for now. Tried giving traits to skills and a final new skill.

    For WHM I wanted to focus on giving them minor mitigation, especially powerful after a death with a traited Asylum, more ways to encourage DPSing while managing MP, and taking care of (the mistakes of) the party. It makes the job more complex, but also gives them more utility to DPS (or to milk it for free heals.) I also tried to give SS more of a chance in battle for those that DPS.

    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. 60 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.





    I tried to focus on a few things. More interaction with the fairy and swapping fairies (hopefully more fairy skills.) Increase the interaction of Dissipation. Enhance their DPS strengths. Increased Mitigation tools.


    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] (Maybe add a 100% chance to add either Heavy, Slow, or Paralyze. Yes, Heavy and Slow are redundant when used with Miasma II/Shadowflare, but thats the point. Making Paralyze the jackpot status. I don't think its really needed, but the extra effect would really add flavor.)

    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. This skill could be too powerful, so I feel the duration of the procced buff should be much less than 30 seconds, maybe 10-15 seconds. Cool down of 90 seconds.
    (1)
    Last edited by Rawrz; 11-01-2016 at 07:02 AM.

  10. #30
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    I feel like rouse and spur for SMN could be condensed
    (0)

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