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  1. #11
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Kurando View Post
    Rest of the ideas seem fine, but definitely against RDM having a dot whether it's a cooldown or not. Also 25% mana refresh is more than using Aetherflow, that's a little OP, RDM needs to have a weakness somewhere you know.
    Hence why I said Missing Mana, not total Mana. The lower your current mana is, the more it restores. It restores the same amount of mana as the current Aetherflow if your mana bar is a little over half full (60% to be precise). As a SMN who already has more mana than I need for ressing and can sustain mana shifts even after a death, I can tell you this is what it would take to even it out. Especially given how much RDM spends by comparison. I agree I probably overshot, but that was mostly to deal with the fact that dying on a RDM kills your MP pool unless you have access to lucid by comparison.

    RDM's weakness remains too. They're middle of the road on overall damage contribution, which still puts them behind compared to the other two casters. And they need a physical comp to maximize the value of their only raid buff, which I didn't touch at all.
    (2)
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    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  2. #12
    Player
    Dralonis's Avatar
    Join Date
    Oct 2013
    Posts
    71
    Character
    Zyler Selwyn
    World
    Excalibur
    Main Class
    Black Mage Lv 90
    -Embolden changes to DH or just flat magic and physical damage. Either make it a flat rate or change how much it falls off.

    -a OGCD mana spender that uses probably 30-40 mana and does more damage than riposte.

    - AoE spell spender. alternate option for moulinet.

    - I like the idea of adding to the rotation as grim pointed out. Verthunder-Verfire-Verblizzard.

    - Maybe something like a passive gain Black/White mana over time spell. I wouldn't mind if it was a personal buff, either mixed in with something or it's own skill, or if it worked like meditate.

    - I'd like raises to have some sorta CD to it so we aren't balanced around it. Not sure how. Personally, I prefer it if it was after 1 raise though. 2 raises and you are already hurting for mana anyways and shouldn't be doing a 3rd in the first place. Puts it in line sorta with swiftcast still but not reliant on a ability CD. so doesn't seem -too- much better than SMN's raise.

    - A new spell similar to trick attack.

    - I wouldn't mind a chain spell. seems fun and it's iconic to the class. My guess is they'd make it more "use spenders without using any Black or white mana." or reduced mana. something to that effect.

    I'd kinda like something that lets you play with the mana a bit that's a spender that uses 20 of one type, and gains 20 of the other as well as an effect to Verholy/verflare. Not sure what I'd like to see though.





    - No dots. I hate dots. Unless it's baked into the rotation or OGCD. Same reason I dislike heavy thrust and why I don't play SMN or BLM, then again I dislike ley lines for BLM.

    - No extra melee rotation. I Don't want to be forced into even more melee. In fact, i'd be ok if it was reduced down to 2 melee buttons.

    - not really a fan of "target ally" type stuff as a dps either since up time is key as well as OGCD weaving.

    Also because I don't know how many buttons we will be losing and gaining as well. Part of me feels like we may lose addle, Diversion, surecast, and maybe erase.
    (0)
    Last edited by Dralonis; 02-10-2019 at 02:21 PM.

  3. #13
    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 Grimoire-M View Post
    Trait: Improved Manafication - Manafication increases the damage of your next three Weaponskills by 30% and has its cooldown reduced to 90s.
    I'd have to say this is the one I find myself most at odds with; mainly because generally you want manafication and embolden to stay aligned as much as possible, so reducing this to 90 would make it so they only align every 6 minutes (lcd of 90 and 120 is 360, or 6 minutes).
    (1)

  4. #14
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,194
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kabooa View Post
    Improved Dual Cast: Impact always qualifies for triggering Dual Cast, even when instant.
    This would be a damage loss because it's one less Dualcast that gets used on a Verslowspell. It wastes Impact and puts you in a worse position by leaving you with Jolt.

    Jolt->Impact->Verslowspell = (240+270+310) potency / (3 GCD) = 273 potency/GCD
    Jolt->Verslowspell->Impact->Verslowspell = (240+310+270+310 potency / (4 GCD) = 282 potency/GCD

    And
    Swiftcast Impact->Verslowspell = (270+310) potency / (2 GCD) = 290 potency/GCD
    Swiftcast Verslowspell = 310 potency/GCD
    (0)
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  5. #15
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,194
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    We need upgrades to Veraero and Verthunder. If we only get upgrades to Jolt/Verstone/Verfire, yes our PPS will go up but it will decrease the comparative value of Veraero and Verthunder by shifting the average potency/GCD higher toward Veraero and Verthunder's potency. As the Verslowspells, their potency should remain high enough above the average potency/GCD to warrant their place as instant-only spells.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  6. #16
    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 Rongway View Post
    This would be a damage loss because it's one less Dualcast that gets used on a Verslowspell. It wastes Impact and puts you in a worse position by leaving you with Jolt.

    Jolt->Impact->Verslowspell = (240+270+310) potency / (3 GCD) = 273 potency/GCD
    Jolt->Verslowspell->Impact->Verslowspell = (240+310+270+310 potency / (4 GCD) = 282 potency/GCD

    And
    Swiftcast Impact->Verslowspell = (270+310) potency / (2 GCD) = 290 potency/GCD
    Swiftcast Verslowspell = 310 potency/GCD
    It's to address their mobility issue.
    (3)

  7. #17
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,194
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kabooa View Post
    It's to address their mobility issue.
    Oh, that makes more sense, but I'd still just swiftcast a verslowspell on the run.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  8. #18
    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 Rongway View Post
    Oh, that makes more sense, but I'd still just swiftcast a verslowspell on the run.
    Not always up. This allows them to extend a Dualcast chain if required, or, in events like Pantokrator two, at least keep something going even if it's not ideal.
    (2)

  9. 02-10-2019 02:07 PM

  10. #19
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Grimoire-M View Post
    Verwater - 4.5s Cast GCD - Deals water damage with a potency of 350. Cost: MP (same as Veraero), 11 Black Mana
    Additional Effect: Generates 8 White Mana
    - Only usable when Black Mana is above 40

    Verblizzard - 4.5s Cast GCD - Deals ice damage with a potency of 350. Cost: MP (same as Veraero), 11 White Mana
    Additional Effect: Generates 8 Black Mana
    - Only usable when White Mana is above 40

    Mana. Spenders. Numbers are rough but it's meant to be worth using to keep you in Manafication range. Added at the same time.


    Trait: Improved Manafication - Manafication increases the damage of your next three Weaponskills by 30% and has its cooldown reduced to 90s.

    Further facilitating waiting for Manafication. Not as clear whether the cooldown reduction is needed or not.

    Chainspell: 180s Ability - Your next 6 spells have no cast time, have 1.5s recast times, and deal 30% less damage.

    Minor DPS boost. Major Mana and Mobility boost, enables a super fast opener.



    Enhanced Scatter: Trait - Scatter deals Unaspected Damage with a potency of 150 while under the effect of Enhanced Scatter.

    This replaces Displacement at 40. Displacement replaces Tether at 15 (Tether is benched in the Role Action list pending an actual reason to bring it in Raids)

    Enhanced Moulinet: Trait - Enchanted Moulinet now grants Enhanced Scatter.

    More AoE Burst, sorta. It lets you sustain decent AoE longer at least.
    I REALLY like these ones. I'd also add something like this, to add some more incentive to be in melee range.

    Trait - Channeling Mastery: Successfully executing Impact has a 30% chance to grant Enthunder Ready and a 30% chance to grant Enaero Ready. Additionally, Verfire has a 50% chance to grant Enthunder Ready, and Verstone has a 50% chance to grant Enaero Ready.

    Enthunder Ready: 30s duration.

    Enaero Ready: 30s duration.


    Enthunder: Deals additional Lightning damage with a potency of 40 after each auto-attack or weaponskill.
    Additional effect: Increases Black Mana by 2 each time this ability deals damage.
    Additional effect: Ends the effects of Enaero upon activation.
    Can only be executed while under the effects of Enthunder Ready.
    Duration: 21s
    Recast Time: 5s

    Enaero: Deals additional Wind damage with a potency of 40 after each auto-attack or weaponskill.
    Additional effect: Increases White Mana by 2 each time this ability deals damage.
    Additional effect: Ends the effects of Enthunder upon activation.
    Can only be executed while under the effects of Enaero Ready.
    Duration: 21s
    Recast Time: 5s
    (1)

  11. #20
    Player
    Lauront's Avatar
    Join Date
    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Enfire and Enstone would be cool for the AOE phase if procced off of Scatter, with Enholy and Enflare as the AOE finishers (requiring above 70 of both manas), and could all modify Moulinet.
    (0)
    When the game's story becomes self-aware:


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