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  1. #21
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Haste - Just give it to WHM already. The other two healers already have versions of it (Fey Wind, The Arrow). Put a mechanic behind it that can upgrade it to AoE, and BOOM! WHM finally has some non-game breaking raid utility while keeping the 'pure' healer intact.

    Stop - This is more wishful thinking because the concept of the spell Stop doesn't work well in this game because it's basically a hard casted stun, which means tanks and DPS can do it better and faster. So instead, they could just simply change the tooltip on Celestial Opposition to read that it freezes enemies in time instead of stun, and change the on screen status effect from Stun to Celestial Opposition.... they kind of should have done this from the get go especially considering the nature of the ability when doing the AST questline. :\

    Osmose - If Geomancer is introduced, I think I would like to see this spell as one of their MP management skills. Might be able to give it to DRK as well. Just not quite sure how to implement it.
    (0)

  2. #22
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,589
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Gemina View Post
    Osmose - If Geomancer is introduced, I think I would like to see this spell as one of their MP management skills. Might be able to give it to DRK as well. Just not quite sure how to implement it.
    It already exists on DRK - it is called Syphon Strike. In the german version Syphon Strike is even called Osmose.
    (1)

  3. #23
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Zyneste View Post
    Doom: Can only be used when target is below 20% health. 300 potency and adds 10 Second Vulnerablity. 60 second CD.

    Mighty Guard: Decreases damage taken by 5% for self and nearby party members. Places a shield for 10% of each party member's max health. Defense and magic defense increased by 10%. 20 seconds. 180 second cool down. [Yeah I know its LB2 for tanks xD]

    White Wind: 150 potency AOE heal, based on main stat. Regen for 50 for 15 seconds (Total of 500 potency.) Cool Down 60 seconds.

    Angel's Snack: AOE cleanse. 60 Second CD. [Fey caress]

    Vanish: Reduce's Target party member Emnity by 50% and reduces Emnity gain by 20%. Cannot be used on self. Cool down of 120 seconds.

    Magic Hammer: 300 potency (or whatever) Gains a portion of magic power back. (Similar to energy drain)

    Twister: Area Damage over timer effect like shadowflare. Reduces damage dealt by 3%. Duration 30 seconds potency 50. Cool down 75 seconds.

    Cocoon- Reduces Damage taken of self by 30% for 10 seconds. Cool Down 120 seconds. (Rampart/shadow wall)

    Bad Breathe: Causes an AOE Dot at 100 potency for 12 seconds. Causes paralysis. silence and pacification for the duration. Cool Down of 120 seconds.

    King's Will: Damage Dealt increased by 20%. Damage reduced by 10%. Duration 20 seconds. Cool down 60 seconds. (Fight of flight varient)


    Hopefully the devs catch my drift what I'm wanting. ;D
    Edited it with more. I sooo want a quirky defensive support tank. It doesnt have to be the top DPS tank, but it should be interesting and bring lots of utility, similar to PLD, but more focused on Magical attacks (Unlike DRK who mainly focuses on Augmenting physical attacks with Dark Magic.]
    (0)

  4. #24
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    It already exists on DRK - it is called Syphon Strike. In the german version Syphon Strike is even called Osmose.
    Ah, touché. However, SS is a weaponskill and requires Hard Slash to activate the drain effect essentially making it cost 2 GCDs. Osmose would give DRKs more readily access to the MP drain. Though as a spell, it would have to be casted; or maybe not as I think Abysmal Drain is considered a spell. It would not cause damage or add to the DRKs enmity, so it would not be optimal for a DRK to burn a bunch of GCDs on it. The idea behind it would be to keep DRKs burst damage going for longer, or to give them some quick MP if they need to go back into Grit.

    To add, I would love for DRKs to get some kind of ability that uses Force Lightning as the animation. HOMG #DRK4LIFE
    (0)
    Last edited by Gemina; 08-12-2018 at 12:58 PM.

  5. #25
    Player
    Mirakumi's Avatar
    Join Date
    Oct 2011
    Location
    Windurst 2.0
    Posts
    1,170
    Character
    Lady Zelda
    World
    Leviathan
    Main Class
    Archer Lv 92
    I'm a big tactics A2 fan so bringing back for example:

    Elemental Magic:
    "The craft of the ELEMENTALIST enables her to call on the spirits of nature."

    Fire Whip: Hurl a ball of flame at the target. Deals fire damage and DISABLES the target.

    Earth Heal: Harness the energies of leaf and loam to heal the target. Restores HP.

    White Flame: Summon a divine flame to heal units in a small area.

    Sliprain: Drench the target with driving rain. Deals water damage and SLOWS target.

    Thunderous Roar: Strike the target with a bolt of lightning. Deals lightning damage and SILENCES target.

    Shining Air: Buffet the target with a shining gale. Deals wind damage and BLINDS the target.
    (0)

  6. #26
    Player
    MicahZerrshia's Avatar
    Join Date
    Aug 2011
    Posts
    2,305
    Character
    Nadja Zielle
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    ReRaise
    Utsusemi/Blink
    En-spells (rdm sword spells)
    STONESKIN
    Haste
    Slow
    Astral/Umbral (v1 spells)
    Quake/Tornado/Flood/etc
    Stun
    Elemental Spikes
    Paralyze
    Phalanx
    Refresh
    Comet
    Drain/Aspir
    Stat Boost Spells
    Reflect
    Bar-spells

    Unfortunately most of these would mean they have to completely rework existing and future battles which they wont do because Twelve forbid they add complexity, strategy or variation to anything.
    (2)

  7. #27
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by WhiteArchmage View Post
    It would be interesting if either WHM or a new healer got something similar (with maybe a 5-7m CD, hell maybe even 10m so you only use it once on a raid boss), again as a fail-safe just in case you mess up mechanics and it frees your healer buddy from having to raise you or you don't have to force a wipe in 4-man content (without a RDM or SMN).
    I thought of making it available to ALL healers but at a prohibitively high mana cost, rather than super-high cooldown. If it will be available only to one healer, especially if that healer will be White Mage and if the skill will be a cooldown instead of spell, that healer will nearly completely push out others from progress/learning parties. Having it limited ONLY to cast on self is also pointless. It's also against the spirit of Final Fantasy.
    (0)

  8. #28
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    There's so many spells that I'd love to see, but seeing how FFXIV is structured, I'm not sure any of them would work since things are either: All Physical / Magical, + flavor text; or for the sake of "Balance" and or "This Job would be more wanted" due to such spell"... anyways:
    • VerHaste or Haste - RDM
    • VerFreeze or VerFlood- AoE Ancient Spell for RDM
    • Enchanted Sword Skills
    • Banish -
    • Dia - DoT Holy Damage
    • Paralyze
    • Slow / Stop [A Stun Ability for Mages]

    Of course, Blue Magic, if they add Blue Mage!
    Time Magic would be fun to see too.

    Other spells from the FFXI World.
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  9. #29
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    I want Blight, it's the spell the summoner from the lv65 smn quest used on us.

    Also VerWater and VerBlizzard cause rdm really needs a more interesting aoe rotation.
    (0)

  10. #30
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    You guys pretty much mentioned all the good stuff already, difficult to think of anything else that might be missing but here's a couple of things I'd like to see.

    Meltdown.
    Rapture.
    Angel Whisper.
    Apocalypse.
    Contain.
    Pray.
    Magic Missiles.
    Shockwave Pulsar.
    Reis's Wind.
    Dragon Crest.
    White Draw.
    No Mercy.
    Climhazzard.
    (0)

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