

My expectations:
Tanks:
Paladin gets buffed.
Warrior becomes unplayable garbage (Again)
Dark Knight gets nerfed. Also, get an even more annoying mechanic than Dark Arts.
mDPS:
Monk now gets reduced SkS during Internal Release and Perfect Balance because "Don't you guys have attack speed?"
Dragoon now also provides 100% uptime on 10% magical resistance down debuff for no reason.
Ninja's Trick Attack now also stuns bosses for the duration with no diminishing returns.
rDPS:
Bard's Foe Requiem is now redesigned. It is now a 120s CD skill that provides 5% vulnerability to a target. Since it was unfair that Machinists could do some utility better than them. Also, Bard song's now passively provide current Foe Requiem's 3% vulnerability effect to all targets within 50 yalms. These effects stack.
Machinist now does unaspected damage to reduce the synergy with Dragoon's Piercing debuff. Also, Flamethrower is redesigned to now have a 50% chance to increase or decrease Heat by 20 because it was activating Overheat too consistently.
Mages:
Summoner now has Fire IV instead of Ruin. Ruin IV is now replaced by Ultima which deals 5000 potency to the target and all nearby enemies. Radiant Shield now also generates one full LB gauge any time an ally is attacked. Raise is now instant and oGCD, it also now restores nearby allies MP to 100%.
Black Mage Fire I traited into Fire V for 20 extra potency. Blizzard I traited into Blizzard V for 20 extra potency. Blizzard III now restores 100% MP upon cast and refreshes Astral Fire's duration to maximum because Umbral Ice is so annoying to prevent you from casting Fire IV. Casting Fire IV now increases the damage of subsequent Fire IV's by 20 potency this effect stacks and is refreshed each Fire IV cast. Job is also renamed "Fire IV Mage"
Red Mage Verraise MP cost reduced by 1%. This should help with MP issues encountered when people actually bring alongRaisebitchRed Mages
Healers:
Scholar now also has HoTs in addition to shields to reduce the divide between "HoT" healers and "Barrier" healers.
Astrologist cards now are 300% more potent.
White Mage is made simpler by deleting Regen, Aero, Aero II, Aero III, all oGCD's, Medica and Medica II. Lilies redesigned so that each Cure or Cure II on a player who's in combat, injured, left handed, with ping between 40ms and 92ms, who's name contains the letters T and V (Unless they have an apostrophe in their name in which case the letters Q and Z are required) will generate a Lily up to a maximum of 3. Lilies are expended on Cure III's and will increase the radius of its effect by 5%, 10%, 50000% depending on how many Lilies are consumed.
Please look forward to it.


Dragoon:
-Remove Impulse Drive completely
-Let True Thrust open up both combos
-Remove Heavy Thrust
-Let the Heavy Thrust 10% DMG buff added to Vorpal Thrust (like SAM's Jinpu and WAR's Storm's Eye
The logic here is we don't need TWO combo starting GCDs. Every other melee (including tanks, who are also technically melee) open their combos with the same weaponskill (Spinning Edge, Hard Slash, Heavy Swing, etc). Removing Impulse Drive gains us one new ability slot. Heavy Thrust no longer combos (used to combo with Ring of Thorns). This is a useless skill in that you use it every 24 seconds between combos, but they can just roll the damage buff into our combos like with MNK, SAM and WAR. There's no need to have a stand-alone skill with a single purpose of a self buff unless they let it interact in some other way (like BRD's Straight Shot). MCH's Hotshot is similar. Doesn't combo, just adds damage buff....pointless.
Need to let Dragonfire Dive grant a Dragon Gaze stack because it sucks that DRG doesn't get to their burst phase for over a minute into the opener. Letting DFD give us an eye means we can open with LotD.


This is more of a hopeful but. I'm hoping that they either give titan/garuda/ifrit egi the demi-bahamut design and treatment or they get rid of the egis entirely and rework summoner around demi-summon gameplay.
In that case I'd like to have a Lily rework.
Secret of the Lily:
- upon healing HP with Cure I or Cure II, a Lily is generated and angelic wings spread from the back of the White Mage. The more Lilies, the prettier the wings!
- +1% healing bonus if your entire armor is dyed with Pure White Dye or white by default
Secret of the Lily II:
- fixed the tooltip. It now states clearly that this trait doesn't add anything useful. The mechanic remains the same.





Your comment doesn't relate to main stats at all. "Flavor" in jobs is achieved by action names, animations, appearance, and lore. Not which version of Main Stat the job is looking for in their gear. If we reduced all the main stats to just Power, future tanks wouldn't be relegated to bulky plate armors and healers wouldn't be forced to wear dresses. We could have more interesting things like barrier tanks in robes (a tank job that wears gear currently restricted to healers), or alchemical healers in vests and utility gear (a healer job that wears gear currently restricted to rangers).
Error 3102 Club, Order of the 52nd Hour

Monk: receives "Kick Attacks" trait at level 74. This trait grants a 75% chance to proc a kick attack for 50 potency with each successful auto-attack.
* Kick attacks trigger the global cool down. Kick attacks can only occur once per global cool down.
* Kick attacks are prioritized over player input of other weaponskills.
* Each kick attack consumes a stack of Greased Lightning.
Blue Mage: no longer a limited job! Blue Mages can now queue as any role in the Duty Finder and Raid Finder.
* Blue Mages are automatically granted the power of the Echo upon entering an instance.
* Blue Mages can now learn "Ultima" from Ultima Weapon. Ultima must be successfully cast in order to learn the spell. Chance to learn is approximately 1% (10/1024).
Dragoon: receives the "Summon Wyvern" Job Action at level 80. A summoned wyvern continuously attacks the current target with its sharp, piercing fangs.
* Attacks performed by the summoned wyvern deal Blunt damage.
* Cooldown: 7200 seconds.
* Grants permanent "Dragon Sight" effect to summoning player while wyvern is active.
* Grants "Bonded Grief" effect to summoning player if wyvern dies or if the distance between the player and the wyvern exceeds 5 yalms. Effect duration: 7200 seconds.
* "Bonded Grief": increases the cooldown of all weaponskills by 50%.
Samurai: receives "Konzen-ittai" trait at level 72. Konzen-ittai supplements the effects of Meikyo Shisui when used.
* Grants additional effect to Meikyo Shisui: increases the Limit Gauge to its maximum.
* Grants additional effect to Meikyo Shisui: grants three stacks of "Yaegasumi". Effect duration: permanent until player is incapacitated.
* One stack of Yaegasumi is consumed when successfully executing a Limit Break.
* The Limit Gauge is not depleted when using a Limit Break while under the effects of Yaegasumi.
* Cannot receive damage or negative status effects when charging or executing a Limit Break while under the effects of Yaegasumi.
Summoner: the following Job Actions have been changed:
* Ruin I, III => Summon Ifrit
* Bio I, II, III => Summon Garuda
* Miasma I, III => Summon Titan
* Ruin II, IV => Summon Leviathan
* Tri-Bind => Summon Ramuh
* Shadow Flare => Summon Shiva
New Job Actions have been added: "Blood Pact: Rage", "Blood Pact: Ward"* The cooldown for "Enkindle" has been adjusted: 180s => 7200s.
- "Blood Pact: Rage": Order your summoned pet to perform a randomly chosen special attack. Cooldown: 120 seconds.
- "Blood Pact: Rage": Order your summoned pet to bestow a randomly chosen status enhancement on nearby party members. Effect duration: 15 seconds. Effect range: 5 yalms. Cooldown: 120 seconds.
* Blood Pact: Rage and Blood Pact: Ward share a recast timer.
Last edited by Meta; 05-17-2019 at 09:53 AM.
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