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  1. #21
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    I'm pretty sure that the aim of the skills overhaul is to ensure that we do not have skill bloat, and that seldom used, or redundant skills are removed - making way for more applicable ones to be added. I also hope that they use special traits that you acquire like job-skills to boost the efficacy of our existing skills.
    (4)

  2. #22
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by RaijinSupreme View Post
    For Dark Knight, they can take some of the buff skills .
    . As a tank main I surely hope they don't combine any df cooldowns because they all are needed going out of tank stance. And with the tank combos they all serve different purposes. So the revamp could be great for dps but for tanks outside of warrior I feel as tho everything is needed. Especially on drk because u need to always pay attention to ur mp at all times. Adding an effect would or could lead to a change in attack potency. Warrior is the only one I believe can have changes and it not really effect anything major
    (0)

  3. #23
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Some examples I can think of for DRG:

    -Remove Feint
    -Remove Heavy Thrust
    -Remove Keen Flurry
    -Remove Doom Spike
    -Remove Disembowel's Piercing Resistance Debuff

    +Add Damage+20% buff for 30 seconds to Disembowel (like Maim), increase Disembowel's potency to 250. *This streamlines our combos to be like WAR's
    +Vorpal Thrust potency -> 230. *This helps makes up for the loss of the 10% dmg from old Disembowel
    +Full Thrust potency -> 400 *This helps makes up for the loss of the 10% dmg from old Disembowel
    +Lancet, a oGCD skill that deals 300 potency to a single target and absorbs 10% of damage dealt as HP, reduced BoTD timer by 10 seconds *This helps makes up for the loss of defensive properties that Keen Flurry/Feint gave us
    +Ring of Thorns potency -> 150


    This removes 4 skills while streamlining our combos, leaving room for a new BoTD skill (the one we saw in the trailer), perhaps a new raid or self buff, and maybe a 3rd combo that branches off of FT or CT combo like how NIN's and WAR's branch.
    (1)

  4. #24
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Some examples I can think of for DRG:
    But why remove doom spike and leave dragoon with one aoe attack that would be horrible haha. And like I mention in the opening most of those abilities like feint or keen arent even on peoples hotbars as it stands I certainly removed them off of mine.
    (0)

  5. #25
    Player
    Atlaworks's Avatar
    Join Date
    Oct 2014
    Posts
    548
    Character
    Faust Eisenhart
    World
    Malboro
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Jonnycbad View Post
    -Remove Feint
    Hey man, Feint is a great skill if you're a MCH instead of a DRG. I cross class it for mobility.
    (0)

  6. #26
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    I am on a controller(& to toot my own horn, play quite well on every class), and my two cents is that it seems some class DO have too many skills but nothing that makes anything unplayable(DRG, SMN, DRK are the worst offenders) as of yet. I do think if they add more skills it may end up near impossible to play with a controller.

    What they'll most likely do that could make a lot of space is put combos into 1 button each. For PLD, 1 skill for Fast blade, Savage blade, Rage of Halone, then a seperate skill for Fast blade, Goring Blade & another separate one for Royal Authority, so that's 3 buttons for combos as opposed to the 6 there is now.
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  7. #27
    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 Vexander View Post
    I kind of figured we'd get 2 new skills per job. Granted I won't be surprised if we only got 1. They can't continually trim abilities and skills with each successive expansion, so limiting the new abilities is the next best course. Then again they mentioned wanting to get rid of the Classes entirely and just have Jobs, so if that revamp happens in an expansion they'd have room to properly trim and provide new abilities.
    Our "job only" jobs from HW have still class skills they learn by leveling up instead of questing
    (0)

  8. #28
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,975
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    I think instead of 5 skills, we will get 3 skills and 2 passive skills that change the effect of some of the ARR/HW. I can only see 5 new skills, if they merge some of our current skills or remove them, which is what they are doing with some skills.
    (0)

  9. #29
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    Pruning is good but I'm afraid they'll do it the wrong way, removing useless abilities that we don't even have on our hotbars, and replaing them with good abilities that we'll actually have to use.

    The best way is to merge where it's possible, for example, why are Dreadwyrm Trance and Deathflare separate buttons? Just make it so we press the button once to activate Trance, and again to use Deathflare.

    Another merge would be Enkindle and Painflare. Painflare is a completely redundant flat AoE, we already had one. Just buff the one that we already have with a trait to make it cost Aetherflow and have a 10 seconds cooldown.

    Also, they should stop thinking that every job needs the same amount of new abilities. Black mage can get more spells since their rotation is so skinny, but summoner doesn't, unless it's things that they activate before battle such as stances or summons.
    (2)

  10. #30
    Player
    Vexander's Avatar
    Join Date
    Apr 2015
    Location
    Sharlyan
    Posts
    1,290
    Character
    Rin Black
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Felis View Post
    Our "job only" jobs from HW have still class skills they learn by leveling up instead of questing
    Yes, because you can still end up in, say, Satasha with your new Jobs, so its important to have skills available at the right levels. There will always be a mix of abilities that come from leveling, and come from questing, and I think that's alright.


    Quote Originally Posted by Ririta View Post
    Pruning is good but I'm afraid they'll do it the wrong way, removing useless abilities that we don't even have on our hotbars, and replaing them with good abilities that we'll actually have to use.

    The best way is to merge where it's possible, for example, why are Dreadwyrm Trance and Deathflare separate buttons? Just make it so we press the button once to activate Trance, and again to use Deathflare.

    Another merge would be Enkindle and Painflare. Painflare is a completely redundant flat AoE, we already had one. Just buff the one that we already have with a trait to make it cost Aetherflow and have a 10 seconds cooldown.

    Also, they should stop thinking that every job needs the same amount of new abilities. Black mage can get more spells since their rotation is so skinny, but summoner doesn't, unless it's things that they activate before battle such as stances or summons.
    This is a fantastic suggestion to be honest. I'd be game for more abilities that switch to another skill once used. Other abilities I think can simply be upgraded with traits instead of taking up an entirely new slot on the hotbar. I mean, look at Black Mage's Thunder, Thunder II, and Thunder III. There's no reason why Thunder II and III need to exist instead of just having Thunder and upgrading it with traits to increase its potency and duration, and at the 3rd step, add the chance to proc a free instant cast of it. For Fire and Blizzard this becomes a bit more difficult, but I could see something similar being worked out where traits increase the astral fire/umbral ice charges and potency instead of giving us entirely new skills. As for Fire II and Blizzard II, I'd prefer they name changed them to Firaga and Blizzaga. Blizzaga feels useless to be honest, so I wouldn't be opposed to them outright removing it. It overlaps with Freeze, which is better since you can choose the location. You could probably combine Freeze with Lethargy and just remove Lethargy. Or combine Lethargy with Sleep. Not sure what direction they'll go with Sleep. Maybe a trait that makes it instant cast and adds a Stun.

    Mana Wall and Mana Barrier could definitely be combined. I don't know a lot of BLMs who use Surecast, maybe combine it with Swiftcast or just get rid of it I suppose. Aetherial Manipulation would be a LOT more useful if it just transported the character forward the maximum distance in the direction they're facing. I don't know why SE seems determined to keep its destination tethered to something or someone. Apocatastasis would benefit from being off the Global Cooldown, right now it interferes with DPS rotations if you try to throw it up, and besides, I've yet to meet the tank who -needs- it.
    (0)

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