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  1. #31
    Player
    Angry_Evil's Avatar
    Join Date
    Jul 2017
    Posts
    129
    Character
    Angry Evil
    World
    Cerberus
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Cherub View Post
    Summoner
    Interesting ideas. Obviously the easiest and most realistic one seems to be aetherflow fix. But I kinda get A feeling that they won't give us even that...
    Also you should consider that implementing all changes you described will boost smn so much it'll became op. 2 party buffs? Big DPS numbers via fixed aetherflow and boosted r3 potency\r4 procs? Yeah...
    (0)

  2. #32
    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 Angry_Evil View Post
    Interesting ideas. Obviously the easiest and most realistic one seems to be aetherflow fix. But I kinda get A feeling that they won't give us even that...
    Also you should consider that implementing all changes you described will boost smn so much it'll became op. 2 party buffs? Big DPS numbers via fixed aetherflow and boosted r3 potency\r4 procs? Yeah...
    I think mainly my version of the ruin change would boost the DPS probably WAY too much.
    And yea, the aetherflow fix would be the most realistic one. But all we will get is probably just 10 potency + on each ruin or so.
    I stand firmly with my opinion on Aetherpact though. Make it good or delete it, mentality.
    (0)

  3. #33
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Cherub View Post
    Or have UI decrease MP cost of Ice and Thunder spells by a certain amount.
    Would love to see this change. Although since we typically aren't hardcasting Thunders in AF, maybe the cost on those just needs to be tweaked down.

    Only dealing with 50 stuff here, but it's a constant frustration now that I don't have the MP necessary for T3 right after B3 and need to wait a tick to do anything. Was never a problem when we would only ever hardcast T1. =/
    (1)

  4. #34
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Ethalio View Post
    Stuff
    Except this is FF14, and the game clearly has a baseline for Thaumaturges being capable of healing magic. The reason it was removed wasn't a lore standpoint, but a class balance one, because having a high DPS class capable of party healing didn't work.

    By your logic, Summoners shouldn't have access to a Raise type spell, but they do.
    (0)

  5. #35
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Kabooa View Post
    snip
    According to the lore, actually, Black Magic precedes thaumaturgy.
    The latter appeared due to the old Belah'dian/Sil'dihan issue with the zombies- someone had to take care of the dead (ritualistic magic on the corpses so they wouldn't go on a zombie rampage like the one that destroyed Sil'Dih).

    Black Magic is Mhachi- you have Void Magic, siphoning power/aether from the Void to channel magical implements/destructive spells, and Shantotto's version of it (that we use), which uses the aether surrounding us and our own aether combined (which is why lesser mages burned to death trying to channel Enochian fire) to fuel the ultimate destructive spells (she's always ranting about "arts of destruction").

    I doubt any healing/raising abilities fit BLM thematically in the world of FF14.
    (2)

  6. #36
    Player
    Ferrasper's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Doctor Fumbles
    World
    Gilgamesh
    Main Class
    Black Mage Lv 70
    If you want to fix BLM, all you have to do is decrease the cool down of triple cast to 30-45 seconds and put back the potency taken away.
    (0)

  7. #37
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    RDM is fine and well rounded, it's just bursty and rips aggro because of it, their overall dps evens out. You see more performing well because the job isn't difficult to manage, and is very forgiving.

    SMN needs a bit of AoE love, it's very clunky. I miss blizzard 2. They should add an aoe effect to ruin 2 so you can use that when there's 3+ targets.

    BLM needs some extra utility/mobility, because they don't offer anything anymore, and are the most glued to the floor job in the game.
    (0)

  8. #38
    Player
    Lucifael's Avatar
    Join Date
    Jan 2017
    Posts
    1
    Character
    Avant Tulurane
    World
    Balmung
    Main Class
    Gladiator Lv 35
    Not sure where the idea of mobility and RDM cross paths but that's not much of a thing.

    Its true you get a gap closer and then a jump back out again. But those are mandatory, one way paths. You don't get to choose. Its not like you can say “Hmm I would like to be over there, zooop, nice” or “Oops, time to go – boing- whew”.

    Its in-you-go, do your damage and out-you-go to start the looooong casting climb toward being able to do it again. And while you are doing that, [interrupted] you won't [interrupted] be moving [interrupted] and casting [interrupted] at all.

    If anything RDM plays mostly like BLM in that you want to sit and cast. Being forced to move messes up everything.
    (2)

  9. #39
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lucifael View Post
    Not sure where the idea of mobility and RDM cross paths but that's not much of a thing.

    Its true you get a gap closer and then a jump back out again. But those are mandatory, one way paths. You don't get to choose. Its not like you can say “Hmm I would like to be over there, zooop, nice” or “Oops, time to go – boing- whew”.

    Its in-you-go, do your damage and out-you-go to start the looooong casting climb toward being able to do it again. And while you are doing that, [interrupted] you won't [interrupted] be moving [interrupted] and casting [interrupted] at all.

    If anything RDM plays mostly like BLM in that you want to sit and cast. Being forced to move messes up everything.
    People like to make the assumption that the 4 second interval you have the dualcast proc up is always the interval that the mechanic happens at. Sure it happens sometimes, the majority/all of the time? Absolutely not.
    (3)

  10. #40
    Player
    OgruMogru's Avatar
    Join Date
    Jun 2017
    Posts
    683
    Character
    Ogru Magnataraxia
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Lucifael View Post
    Not sure where the idea of mobility and RDM cross paths but that's not much of a thing.

    Its true you get a gap closer and then a jump back out again. But those are mandatory, one way paths. You don't get to choose. Its not like you can say “Hmm I would like to be over there, zooop, nice” or “Oops, time to go – boing- whew”.

    Its in-you-go, do your damage and out-you-go to start the looooong casting climb toward being able to do it again. And while you are doing that, [interrupted] you won't [interrupted] be moving [interrupted] and casting [interrupted] at all.

    If anything RDM plays mostly like BLM in that you want to sit and cast. Being forced to move messes up everything.

    RDM literally have a swiftcast every other ability. There's your mobility.
    (2)

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