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  1. #71
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by theNeonFrequency View Post
    but that would be dope maybe not that u have to have them but maybe its like an ability almost like atherflow stacks
    The way I'd do it would probably be a modified version of mudras themed on classical alchemy. Something like fire + fire + sulphur = big AoE explosion bottle you toss. Maybe have cooldowns that are all about modifying the functions and power of the next bottle, and another rapid OCD that lets you stash whatever you've just brewed with a potential stock of three bottles in reserve and ready to go.
    (2)

  2. #72
    Player
    Tizzy_Tormentor's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    629
    Character
    Tizzy Tormentor
    World
    Omega
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mahrze View Post
    Chemist would be a good way to approach healing without MP, but likely would be too tied to ALC for resources.
    If they added Chemist, their skills would obviously be spells/abilities as opposed to actual potions you use from your inventory, if they tied it to inventory it would a catastrophically boneheaded move. Nor would it need anything like ALC to function properly.

    Thematically I would love to see Chemist be added as a potential healer, I feel that Blue Mage for tank would be an interesting choice as well. I did think of Time Mage as a potential job but I feel that Astrologian functions very similarly to Time Mage and is one in all but name.
    (1)

  3. #73
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    A lot of the suggestions about chemist and dancer are interesting, but impractical. Consider the implications of making a healer without MP: Lucid Dreaming would be considerably less useful as a role action, just shedding hate. Refresh, the Ewer, and other MP restores would suddenly not be as useful if you had a certain type of healer in your party.

    Then there's this stuff about multi-role jobs, or prestige jobs... guys, what you're asking for is not a change to this game, it's an entirely different game. Which is fine, maybe they should wrap up the story and start working on a new game. Given all the complaints on the forums about how stale this one has gotten, wouldn't that be the logical thing to do? I don't understand why people want them to change everything that makes FFXIV FFXIV.
    (0)

  4. #74
    Player
    theNeonFrequency's Avatar
    Join Date
    Jun 2018
    Posts
    13
    Character
    Rereyon Stall
    World
    Coeurl
    Main Class
    Paladin Lv 70
    [QUOTE=Talraen;4696339]A lot of the suggestions about chemist and dancer are interesting, but impractical. Consider the implications of making a healer without MP: Lucid Dreaming would be considerably less useful as a role action, just shedding hate. Refresh, the Ewer, and other MP restores would suddenly not be as useful if you had a certain type of healer in your party.

    i wouldn't say that it doesn't use mp more like how a paladin has moves that us mp and ones that us tp the chemist would have some low level heals that used mp but the potions would require mp ( magic infusion for story purposes) and those would be the main heals although i still think it would work better as a support class witless potent heals and focus more on buffs and debuffs
    (0)

  5. #75
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Talraen View Post
    Consider the implications of making a healer without MP: Lucid Dreaming would be considerably less useful as a role action, just shedding hate. Refresh, the Ewer, and other MP restores would suddenly not be as useful if you had a certain type of healer in your party.
    The people that suggest a healer without MP suggest a completely broken class for another reason. Those are the sorts that suggest a healer that uses inventory.

    Others want to see a dancer or chemist but know that they will use the existing resources. And out of those, I really don't think anyone is saying that they shouldn't use MP at all. Rather that they want a non-caster. There is no issue with using MP for non-spell abilities, thematically. They may be called spells, and that's fine, but they are not spells. Dark Knight is an example of such an MP user. The MP represents negative emotions of the dark knight, not magic. For Dancer it may represent their charisma or will to bring change with their dance. For chemist it can represent the "fuel" for whatever excuse they have for unlimited potions.


    However, both would use MP and TP depending on the ability.
    (2)

  6. #76
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    Will it really matter what job they add? It will either be a melee DPS, ranged DPS, tank, or healer and with all the jobs being so homogenized, what will it really matter? Really only one unique outfit per job, everything else is shared by others of the same role.

    People want BLU, well if you want it because you are a fan of it, you are going to be disappointed. You wont get skills in the same way you would in other FF games, you will get a job quest at X level from the job trainer, go to X location, battle X monster, Return to trainer, learn "goblin punch". Now you have it and it will be part of your base combo. In the end i dont see it playing any differently than a NIN or a MNK.

    People wanting BST, you will get SMN with a different skin. You will have three dudes you can "tame", tame them once, now they are yours to call on any time and thats all you get.

    It sucks but it will have to be that way to function within the framework the devs have built for this game. Moves have to be predictable and reliable, you cant have that with random moves. *BST enters dungeon. *Other player "WTH man! why did you cue for a dungeon with that monster? you are going to be absolutely useless!" *vote kick is initiated or players drop out.

    I hate that they have taken this approach with the game, its an MMO on rails.
    (0)

  7. #77
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    I want Viking as a tank. Hammer + shield, and abilities with lightning visual effects. I wanna be Thor pls
    (0)

  8. #78
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,534
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    As a disclaimer, these thoughts are from someone who has never played any other MMO, as a result, if you feel I have misinterpreted something, or you want to add/criticise anything, I encourage it. Just note, I do like playing devils advocate, but I feel it is the best way to get solid ideas that could actually work.



    An idea I that could potentially work for Chemist, that uses both MP and TP is a system where you could use semi spammable skills to enhance your normal abilities. To draw a parallel to WHM, Potion would be cure, Hi-Potion would be Cure 2, Mega-potion would be Medica etc. You would use MP to use these abilities, just like a normal healer, however, you can use your TP to activate a buff that gives the next heal a regen effect, or a shield effect, these obviously can't be as powerful as what a WHM or Scholar brings, but it is a bit of flexibility in what you need for each situation.

    Going on to damage items, things like Red Fang, or White Fang can be used, you could even use the same potion enhancing abilities to change the DPS items, the 'regen' could give the added benefit of a DoT, the shield..I have nothing good outside of AoE or extra damage, but maybe a physical/magical defence down.

    This is just something I thought of in the last half hour, I don't know how well it would work, but I think it would be an interesting idea.



    As for a Beast Master Tank, I just think, no, it won't work. As a tank, I know how important positioning is, move slightly to dodge an AoE to step back so the boss doesn't move much, correct timings on cooldowns etc. To try and manage all that using a PET (which is how I assume people would want it to work based on past posts) would be a nightmare, not to mention enmity control. I just cannot see how it can function effectively and have it not be either really strong and broken, or really underwhelming.

    As for a melee healer, something like Nidhogg springs to mind, with his cleave. Unless you learn when every cleave happens for every fight, you will have the potential to get cleaved and wrecked, but then, that Bard at the back didn't move quick enough and now you have to travel across most of the map to heal them. Yes, you could add movement abilities, but that leaves less for other things, plus I don't think it's what people had in mind with a melee healer, practically instant teleporting across the battlefield to heal everyone, then you have AoE heals, which will basically be a massive AoE around the user etc. At this point, you might as well make them a caster, or think of a different role for dancer because I don't think a melee healer will work at all. Instead, a support role, but in melee range would probably suit it better.



    My opinion on Geomancer, if you make it a healer, it becomes too much like WHM, so a tank or DPS would be more suited. Spitballing ideas, rather than have terrain influence their spells, they could align themselves with different elements, one could give abilities DoT effects, one could enhance the GEO etc. This idea isn't thought out as you can tell, but I'm not the best at making up ideas in the first place.



    As a mainly tank user, I would love a new tank to play with and I think a magic tank would be a nice change of pace. The obvious one that people say is Blue Mage, mainly because they get hit with attacks and learn them (but we all know that's not how learning abilities is going to work, so in my eyes, that is irrelevant in deciding role). However, sticking with the tank idea, it still needs a weapon and personally, I thinks there is too many swords, or blades out there, so another idea of mine would be some sort of magic orb. It will essentially be a glowing ball of aether in the middle with an intricate/patterned/etc. design for a sort of 'orb case' for lack of a better word. This orb would essentially be where the BLU draws on the monsters power. An example, fire breath, an ethereal dragon head pops out and uses fire breath, Goblin Punch, you throw the orb/thrust forward with your fist whilst holding the orb and it causes the Goblin Punch effects. Using this idea, you can have alot of flexibility with BLU animations and how they look, which I would say is a good thing considering the vast aray of skills they have.


    Again, I'm not the best at coming up with idea, especially not new ideas, but I do enjoy reading other job idea people have, as long as they include a general idea on how they play. Being given a list of abilities without an idea of how it all comes together just puts me off, however, if I like an idea, I am more likely to tear it apart, which is a good thing, as it means I like the idea, which also means you don't need to go into too much detail with abilities. I do very much prefer ones with a general gist of how the job functions and what it can do as opposed to potency numbers.
    (0)
    Last edited by Mikey_R; 06-09-2018 at 03:36 AM. Reason: There is a stupid 1000 Character limit

  9. #79
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I kinda of want a Chemist healer, but hey! I also love Dancer:

    Oh but please, pretty please make this how they mix if we get Chemist, lol.

    https://www.youtube.com/watch?v=VRd-Xg0e2oc
    (2)

  10. #80
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Ralts View Post
    Tank: Blue Mage
    Weapon: Falchion and Shield

    Healer: Geomancer
    Weapon: Bell
    Type: Shielder like Scholar using White-Mage-esque spells.

    Damage-Dealer: Dancer
    Type: Melee range supporter using debuffs to enemies rather than buffs to the group like bards.
    Blue mage should have a Flail/Morning Star/Mace of some kind as a primary weapon, then an off hand that generates a 'magic shield' just for a bit of flare and difference compared to Paladin. Could use a mechanic that the shield happens in Tank Stance, but in Offense Stance the shield changes to something else (a second mace making it duel wielding? Dunno)


    As for the chemist suggestion: Make it use MP to 'create' the heals (potions) that can be stored and deployed as seen fit. So a 3 second cast time to create a potion using MP, but then it is deployed as an OGCD with either an incredibly low or no CD. That or the potion type has a Cooldown built in. Small healing potion = small CD, larger ones = larger CDs. You could stockpile a few at once and then 'burst' heal but deploying them rapidly between casts, though you can only stockpile so many at a time. Could also be a class that restores TP/MP to allies as well.
    (1)
    Last edited by Melichoir; 06-09-2018 at 04:59 AM.

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