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  1. #71
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,699
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Jonnycbad View Post
    SCH
    Meltdown: AoE 200 potency, potency diminishes like Holy/Gravity, additional effect damage down-5% (to give it a secondary effect for mitigation similar to Holy's stun).
    Embrava: Your next Healing Magic spell will be a critical hit.

    RDM
    Spontaneity: Your next 3 spells will have no cast time.
    Ver-Ultima: AoE version of Flare/Holy but less damage so more useful on a ton of adds.
    I am 100% going to quit if RDM gets Ultima before BLM does.

    Gonna post my own ideas after sleeping.
    (0)

  2. #72
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Can be used with Ver-spells for more Mana, or can be used for Vercure/Verraise
    RDM doesn't need more access to verraise than it has, and vercure is unnecessary outside of proccing a dualcast. At most this will be used to go thunder aero thunder. It doesn't positively affect RDM's gameplay loop.
    (0)

  3. #73
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,352
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    RDM:
    Jolt 2 to upgrade into Impact. Maybe lower the trigger rate from 100% to 20% or so.
    VerBlizzard / VerWater to trigger from Scatter for AoE situations.
    Maybe a weapon skill to trigger from Mechete? The melee AoE skill.
    HolyFlare or VerUltima to trigger from Scatter with 100/100 White/Black mana. Would need to do less single target damage than Flare and Holy.
    The Damage buff to be a flat 5% damage for ANY damage. Maybe 10%? (I forget the name of the ability)

    BLM:
    Flare's MP cost reduced to make way for...
    Ultima. Or they could change Fowl to Ultima. *shrugs*
    Triple Cast to work like Barrage and make the spell instant cast. MP cost only for one spell.

    SAM:
    Hagabana removed. Add that damage to Midare.

    MNK:
    Form Shift to keep GL stacks going when used to go from the third form to the first form.
    Removal of the "Neutral Form" so that you are always in first form at the start of a fight.
    Tornado Kick to not remove GL stacks.
    Tackle Mastery just increases damage and will randomly refresh immediately.
    Fist of Wind, Fire, and Earth... just combine them and have them upgrade as you lvl?

    DRG:
    Mirage Dive removed. Just have Jumps give eyes.
    Life of the Dragon can be upkept like Blood. Have Life improve jumps further, maybe make them crit or double hit?. Gierskogul stays Nastrond during Life or combos from Gierskogul during Life. If stays recast time goes from 10 to 30. Maybe 20.
    (0)
    Last edited by Burningskull; 03-07-2018 at 01:01 PM.

  4. #74
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Burningskull View Post
    SAM:
    Hagabana removed. Add that damage to Midare.
    By the twelve, please no.

    Quote Originally Posted by Burningskull View Post
    MNK:
    Tornado Kick to not remove GL stacks.
    So, just another Steel Peak.

    Quote Originally Posted by Burningskull View Post
    and will randomly refresh immediately.
    Wha-what?
    (1)

  5. #75
    Player Vhailor's Avatar
    Join Date
    Feb 2012
    Posts
    761
    Character
    Deionarra Eidolon
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Fewer rotations and more strategy. I don't want jobs that a bot can play, where the primary difficulty arises from maintaining static rotations whilst also evading boss mechanics. It's too simplistic (which is why I almost unilaterally play Healer roles; those are more reactive).

    I'd also like to see some degree of customization introduced, in the vein of Limit Point abilities in FFXI (albeit more fleshed-out and meaningful). Ability-enhancing gear, assuming that doesn't come in Eureka, would be a nice addition as well. Speaking as a WHM, my greatest want isn't another type of healing spell or another tier of Aero or Stone; it's the power to enhance certain abilities so that the job more-closely adapts itself to my playstyle, rather than my playstyle being adapted to the job.
    (0)

  6. #76
    Player AppleJinx's Avatar
    Join Date
    Oct 2016
    Posts
    324
    Character
    Apple Jinx
    World
    Ultros
    Main Class
    Dragoon Lv 80
    All I want for dragoons is to get estinidhogg's wings for level 80 and it can buff my jumps and nastrond also changing their animation and effects.
    (0)

  7. #77
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just some food for thought:

    BUFFS BY SIMPLIFICATION
    Obviously, few of these buffs are necessary; Ninja and Monk, for instance, are among top rDPS contributors in average compositions. They stand merely as examples of how a buff may form simply by removing restriction from certain actions, reducing total text in tooltip.

    BACKGROUND CHANGES
    • Skill Speed and Spell Speed combined into just "Speed". Speed now scales with everything. (Any ability for which rate of use is not increased proportionate to effective attack speed now gains damage from Speed.) Attack rate gained from Speed has the same effect on auto-attack times as any other, temporary, source of attack speed.
    • Skills may now recharge in the background even while being ready for use.
    • Sprint and Item usage can now be queued.
    • Macros can now be queued.

    NINJA
    • Ten - Make the ritual mudra hand gesture for "heaven."
      Recast timer: 20 seconds.
      Shares a recast timer with Ninjutsu and the mudra Chi and Jin.
      Additional Effect: Readies Ninjutsu.
      Duration: 5s
    • (Same change to Chi and Jin)
    • Ninjutsu - Executes a specific ninjutsu action coinciding with the combination of mudra made immediately beforehand.
      If any other ability, spell, or weaponskill is used before the mudra are combined and the ninjutsu executed, the action will fail.
      The recast timer will begin cooldown upon ninjutsu execution, or when a mudra timer runs out.
      Shares a recast timer with the mudra Ten, Chi, and Jin.
    • Ten Chi Jin - Resets ninjutsu recast timer, twice reduces ninjutsu recast time to 1 second, and eliminates required mudra consumption for ninjutsu execution. Also doubles ninjutsu potency. Opens a seal of Man, Earth, and Sky beneath you. While in its zone of effect, Ninjutsu do not consume their Mudra and deal 200% potency.
      Duration: 10s
      Ninki Gauge Cost: 80
      Only mudra and ninjutsu available while active. The same ninjutsu cannot be executed twice. Ninjutsu recast timer will begin cooldown upon fading.
      Effect ends upon moving.

    Result of simplification:
    • Mudra and Ninjutsu can be woven at will. One can no longer double or bunny. Once the first mudra is hit, it begins recharging while the other skills match it in the background but are each ready to be used. Thus Ninjutsu remains always at a truly 20-second recast, instead of at a minimum of 20.5.
    • Ten Chi Jin will no longer be cancelled through minor knockbacks or accidental movement. As a mudra is necessary to ready Ninjutsu even if not previously consumed, its usability remains identical despite the shorter text.

    RED MAGE
    • Manafication - Doubles current Black Mana and White Mana levels.
      Additional Effect: Resets Corps-a-corps and Displacement recast timers.
      All combos are canceled upon execution of Manafication.

    Result of simplification:
    • You can now open a combo from as little as ~55/55 Mana, by using Enchanted Riposte to drop to ~25/25 only to double to ~50/50 and continue on, or increase by starting from the normal ~80/80, dropping to ~50/50, doubling to max, and then continuing. This should greatly increase leniency of rotational integration.

    DARK KNIGHT
    • The Blackest Night - Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
      Duration: 7s
      Increases Blood Gauge by up to 50 when full 20% (10%) is absorbed. proportionate to damage absorbed.
    • Living Dead Grants the effect of Living Dead. Prevents most attacks from reducing your HP to less than 1. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
      Living Dead Duration: 10s
      While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd.
      Walking Dead Duration: 10s

    Result of simplification:
    • TBN is more widely usable.
    • Living Dead is now just a Holmgang with 5/3s its recast time and 5/3s duration, circumventing numerous unnecessary frustrations.

    MONK
    • Riddle of Earth - Grants Fists of Earth. Also grants Earth's Reply if damage is taken attacked while active.
      Duration: 30s
      Additional Effect: Extends Greased Lightning duration to maximum
      Earth's Reply Bonus: Reduces damage taken by 10%
      Duration: 30s
      Both Riddle of Earth and Earth's Reply are canceled if Fists of Earth ends.

    • Wind Tackle - Rushes target and delivers an attack with a potency of 65 130.
      Additional Effect: Stun
      Duration: 2s
      Additional Effect: Grants Riddle of Wind
      Duration: 10s
      Additional Effect: Grants Greased Lightning
      Duration: 16s

      Can only be executed while under the effect of Fists of Wind.
      Cannot be executed while bound.

    • Riddle of Wind - Rushes target and delivers an attack with a potency of 65.
      Additional Effect: Stun
      Duration: 2s
      Additional Effect: Grants Greased Lightning
      Duration: 16s
      Greased Lightning Bonus: Increases damage dealt by 10% and reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 5%
      Can only be executed while under the effect of Fists of Wind and Riddle of Wind
      Cannot be executed while bound.

    Result of simplification:
    • Shields zeroing damage no longer prevents Monks from maintaining GL via RoE.
    • Smoother opening or recovery via Wind Tackle, rather than necessarily wasting uptime.
    (0)
    Last edited by Shurrikhan; 03-07-2018 at 03:47 PM.

  8. #78
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,621
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by KageTokage View Post
    I'd like NIN to get shadow clones somewhere in the 70-80 range, because it's been used multiple times by NPC ninja now, and learning about the fourth mudra required for it would be a logical next-step in NIN's progression (Though I wouldn't want it to be an actual skill , because I already get enough latency issues with three-mudra combos).

    It could just be an upgrade to Duality if they wanted to keep button bloat low.
    The closest I can see SE going is a "Mirage" effect or Blink depending on which FF we're talking about. Where basically it's an ability that generates "Shadow Images" and they are used to enhance certain actions. SE would never have direct copies of a DPS clogging up space in a battlefield, the most you would see is a blur effect on your character when it's active.
    (0)

  9. #79
    Player
    thrashette's Avatar
    Join Date
    Sep 2015
    Posts
    65
    Character
    Nikkita Thorne
    World
    Behemoth
    Main Class
    Bard Lv 90
    This is a really weird idea, but I think it would be fun. For BRD, have a song with an extremely long cooldown where you enter that first-person dart shooting mode that they've used in quests. Then you basically snipe the boss on their weak spots (weak spots would be revealed to you through another skill or an ability within this mode.) I remember seeing some old datamined stuff from the 1.0 client, where there was data about different enemy body parts, so this information may have some basis in the game. But anyway, it would only need to be coded for bosses at max level. Regular mobs and stuff in unsynced wouldn't have the weak spot requirement. Of course, the BRD would have to be still and in a safe place in order to use this ability. So it would add a moment where they can't just run around and do whatever, all willy-nilly. This probably wouldn't work with how laggy this game tends to be, but I think it's a neat idea.

    Similarly, I'd like to see something like this in a future Beastmaster job, if that ever were to exist. Something like "Eyes of the Beast," where you go into first-person mode and take on an animal form.
    (0)
    Last edited by thrashette; 03-07-2018 at 06:12 PM. Reason: length

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