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  1. #11
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by AvenoMatt View Post
    I wouldn't know how to nerf certain jobs but buffing I have some ideas.

    Red Mage
    Increase the damage buff duration from Manafication from 10s to 15s or 20s. At the current moment when you use manafiction for the first few seconds of the buff you are doing your melee combo not gaining any of the benefit from the buff.
    Enchanted Melee combo is magic damage. Unenchanted is not magic.

    Corps-a-corp should have 2 charges.
    Agreed as a don't-see-why-not.

    Displacement and Engagment should possibly have 2 charges as well but atm not sure.
    No opinion really.
    Enchanted melee combo should be buffed. Enchaged Riposte should be as strong as Jolt 2 with a potency of 250. Zwerchhau should be 330.
    Enchanted Riposte is more pps than Jolt 2. 1.5s recast is not to be underestimated. E Reposte is actually more pps than even Veraero. Not necessarily against a potency buff, but this is a point that I feel is worth clarification.

    Embolden should buff all dps and not just melee dps.
    I don't disagree.
    (0)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

  2. #12
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    I think Manafication should be a charged action with 2 chargers that gives +40/40 mana and cd reduced to 60s.
    (0)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  3. #13
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Ninja
    I'll have to recheck. I assumed it still granted extra Ninki on hit. The idea being that Bunshin becomes sort of a hyper Huton window that you aim to maintain, but spend excess amounts on other Ninki skills.
    My only point was that if you've relegated it to Ninki generation alone, you'd effectively be spending 8 Ninki per 15 seconds just to look cool, as Bunshin only regenerates 28-32 and would now cost 40. If it still has potency, however, you'd be spending only 8 Ninki for it, which would be beyond overpowered. As you generate 6 Ninki per strike, you'd generate 48 Ninki per Bunshin. Subtracting its effective cost, you'd generate 16 Ninki per Bunshin or roughly 64 per minute. That would mean you only get to use any skill other Ninki skill once every 75 seconds. I imagine Ninjas would quickly get so sick of it they'd want it removed outright, nuked, buried, exhumed, desecrated, spat on, and buried again. I could certainly be wrong, though.

    Hagakure is meant to be an option, not a straight up use. However it's current implementation is only if delaying Tsubame is a greater offense than losing a Midare. This variant puts varying value between 1, 2, and 3. It isn't meant to be an always use option like previous Hagakure was, it's meant to be compelling choice when the situation arises that's rewarded properly. That said it's directly related to Shoha numbers so meh, you can tweak that for indirect adjustment.
    I just don't understand why you'd make a level 58, 60, and 76 skills all dependent upon one other skill. 3 means of generation, with capping conflict between each other due to increased value per stack per stack (yes, potency/stack^2; not a typo), all for one ability that's far from central to the class (and, at present, only unlocked at level 80). Shouldn't Shoha be better working to tie into the 58, 60, and 76 skills rather than their value all being back-loaded by Shoha?

    Let me spitball an alternative real quick:
    1. Third Eye will now guarantee parry against attacks targeted against you while reducing damage taken from universal ("raidwide") attacks until having mitigated up to 15% of your HP.
    2. New trait: Live by the Sword - Damage mitigated by parrying, dodging, or other means, is stored as latent HP. Parry strength increased by 33%. This latent HP begins to drain at 1% max HP per second after 10 seconds.
    3. New trait: Art of the Sword - Merciful Eyes, Hissatsu: Gyoten, Hissatsu: Yaten, and Hissatsu: Seigan can now ignore a portion of their cooldowns by consuming Kenki proportionate to their remaining recast times to a maximum of 20.
    4. Hissatsu: Gyoten no longer has a default Kenki cost. It now deals 150 potency on a 30-second cooldown. Gyoten may now be used on an ally, freeing the ally from Binds and Heavy effects and intercepting damage against them to a maximum of 30% of your effective HP. Strikes which would deal more than that amount will not be diverted. Damage diverted in this manner may be absorbed and counted towards Live by the Sword.
    5. Hissatsu: Yaten no longer has a default Kenki cost. It now deals 150 potency on a 30-second cooldown.
    6. Merciful Eyes now generates 400 potency of healing in addition to consuming up to 20% latent HP. No longer requires Eyes Opened. 30 second cooldown.
    7. Hissatsu: Seigan no longer requires Eyes Opened. Consumes 20 Kenki to deal 260 potency. 30-second cooldown. Consumes latent HP for further damage, to a maximum of up to 20% latent HP at a time. (If one managed to bank 40% latent HP, you could double-Seigan at 60 Kenki cost and still come out ahead of Shinten in efficiency, though you'd be well behind Senei or Shoha (see below).)
    8. As of level 74, Meditate also generates latent HP at 10% HP per tick.
    9. Shoha can consume latent HP without limit. Costs 20. As efficient when used to consume 20% or less latent HP as Seigan, but more efficient than Seigan at higher levels, since it only costs Kenki once to make use of the full amount of latent HP.
    10. Voila! You now have a deeper survival/counter-attack system that feeds intuitively into more in-combat Shoha casts. Any big raid damage nukes + Third Eye = Shoha. Save up a Shoha for TA window and then grab one more useful TA towards its end for a parting Seigan. And you can be that one jerk of a raid member who insists on attempting to finish the last 3% of the Savage boss's HP on his own by way of self-healing over jump mechanics.
    11. Hagakure (for context), now grants 15 Kenki per Sen and has a cooldown of 30 seconds which may be rushed by Art of the Sword (at up to 192 potency cost -- costly, but better than even 3 lost ticks of Kaiten-Higan or a delayed TG). The recast time is ignored when outside of combat and thus it can freely be used early.
    12. Tsubame-Gaeshi (for context) remains as is, but has a 7-second period of leniency after any Iajutsu in which it may still be used without having to be a consecutive action, greatly delimiting SkS breakpoints for SAM.

    Ten -> Enhanced Dagger -> Chi -> Enhanced Dagger -> Jin -> Enhanced Dagger. It doesn't serve to make ninjutsu better, it offers ninja some more manipulation tools as well as increased downtime-uptime. It's not necessarily a power buff - it's a usability buff. Not interrupting weaponskills means that if anything forces you off boss midcombo you can still generate ninki without dropping your main combo.
    I guess I'm just curious why the same wasn't done for all the other weaponskills, while simply buffing Throwing Daggers themselves? (I'd argue that Meditation, Piercing Talon, and Enpi could also use slight to significant buffs.) With current oGCD times, Suiton-Kassatsu-Hyosho or TCJ itself is usually long enough to cover any periods of forced melee downtime.
    (1)

  4. #14
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Summoner:

    -Festeruin removed,

    -Energy siphon is now a downtime spell '' give II stack of etherflow in combat,
    no target required '' 0 potency'
    -Energy drain deal 100 potency first target, 40 on the others .
    -devotion is no longer a pet spell ''.

    -Ifrit potency increase slightly 60-> 100

    -Bahamut and pheonix auto hit .
    follow less the summoner'' with yalms increase ''

    -egi assault are more powerfull, give 2 stack of ruin IV ''30 sec cd,
    and do not stack by 2 anymore.

    - Red mage:

    Engagement 150-> 200

    Acceleration 35 s -> 25 s.

    Ninja rework and potency increase,
    trick attack nerf de 10%->5% .

    -Samourai global potency increase to be more close to black mage .

    Monk '' global potency nerf,
    but will remain the 3rd biggest dps.

    Dancer: Devilment 20%->25% .

    Machinist Potency slightly increase .

    WHM: assizes nerf 400 potency -> 200 potency '' 5% mana deleted ''

    AST: card buff 15 s-> 20 s

    PLD clemency nerf healing potency 1200-> 900
    (0)
    Last edited by remiff; 08-26-2019 at 11:11 AM.

  5. #15
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    SMN

    Dots extended to 33 secs to line up better with current trance rotation or to simply just remove the buff to ruin from dots.

    Honestly I want ruin to be buffed and remove ruins dependency on dots.

    Give us back aether flow and change energy drain back to what it was, remove energy siphon as it serves little purpose.

    Egi assault needs to be reduced to 1 stack and just give 2 ruin IVs.

    Scale pets better currently they scale really weirdly I’m not completely 100% but Ifrit potency isn’t is actual potency.

    Aetherpact needs to come from the SMN themselves since it can’t come from a Demi summons thus holding up the rotation.

    Ifrit and titan need some kind of gap closer for mobs that are constantly on the run.

    Demi summons need to attack on Summon none of this attack delay crap unless forced to, they also need to sit still so I say maybe give it something like can be 15yalms from SMN or something.

    Demi summons need to auto attack on their own leaving us to control ekindle of course. Also no more ghosting attacks which fits into the movement part.

    There is plenty more I would like to see but that stuff has been covered multiple times in other SMN threads. Also making Rez a role ability would be nice.
    (0)

  6. #16
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by SaberMaxwell View Post
    Enchanted Melee combo is magic damage. Unenchanted is not magic.
    I wasn't sure if it was counted as magic but I still feel like it needs it's duration extended.

    Enchanted Riposte is more pps than Jolt 2. 1.5s recast is not to be underestimated. E Reposte is actually more pps than even Veraero. Not necessarily against a potency buff, but this is a point that I feel is worth clarification.
    I know that it's still more dps in the end but it still feels week and in all honesty RDM needs more personal dps and raising the potency of the enchanted combo seems like the best/safest way to do that instead of increasing the potencies of all it's regular attack spells.
    (0)

  7. #17
    Player
    Nielk's Avatar
    Join Date
    Nov 2013
    Posts
    64
    Character
    Nielk Sachi
    World
    Gilgamesh
    Main Class
    Alchemist Lv 80
    Ninja Buff
    ~~~~~~~~~~~~~~~~~~
    1. TenChiJin LV 70 : Move Finally Removed And Given Job Trait Poison Daggers 25% Physical amg and magical Dmg Increase for your Mudras (Or just make TCJ Your able to move and NOT be a BLM when you press it.)
    2. Bushin : Copys all your Combos Including full dmg and Shadowfang Dot Like in the Pre Beta. / or Just give us Duality We'll Take either one
    3. ShadowFang : gives a personal Slashing Down That only Ninja Can get boost of off (Stormblood shadowfang.)
    4. Mudras : No Longer Get Interrupted by Combos Like Gust Slash. Because thats horrible for 3 sets of Mudras, (Bunny only Exist if your mess up ur mudras)
    5. All Combos Potency increase.
    6. Sneak Attack : is brought back. (if your nerfing Trick to 5% then give us Sneak attack aswell so we have a choice if boss is low HP to use instead or Hitting adds.)
    (0)

  8. #18
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    For RDM:
    • Manafication now gives a flat 40/40 Mana, while Enhanced Manafication increases this to 50/50 Mana.
    • Embolden reworked: now increases ALL personal damage by 10% and ALL allied damage by 5%, no longer diminishes over time.
    • Verraise is now a 90 sec CD with two charges.
    • Jolt II and Scatter now give 4/4 Mana; Impact gives 2/2 Mana per target struck, up to 5 targets; Scorch now gives 10/10 Mana.
    • Enhanced Displacement also reduces the CD of Displacement and Corps-a-corps by 5 sec.
    • New trait at 80, "Enhanced Redoublement": Reduces the recast time of Enchanted Redoublement, Verflare and Verholy to 1.5 sec.
    Primary goal is to give it some small bumps to reduce the gap between it and BLM (without eliminating it entirely, of course). A lot of these could be listed under "just generally making the rotation flow better": Having Jolt 2/Scatter/Impact provide more Mana than the V2s, reducing the CD of our gap-closer to match the increased combo rate afforded by Scorch, generally getting through the combo faster to reach Scorch, etc.
    Kind of debating whether it would be more interesting to have Displacement and Engagement have separate CD times but still put each other on CD (ie Displacement puts Engagement on CD for 30 sec too, Engagement puts Displacement on CD for 35 sec) or just have Engagement be reduced in CD too. In my ideal world I'd go a step further and remove Engagement, then make Displacement only castable within 10-15 sec of Corps-a-corps and send you back to where you last cast Corps-a-corps from. Or flat out remove their damage and swap Engagement for a barrier skill. But that's just me.

    For SMN:
    • Ruin spells once again deal max damage regardless of the DoTs on the target.
    • Enhanced Dreadwyrm Stance effect changed to now automatically Summon Bahamut while active, a la Enhanced Firebird Stance. Dreadwyrm Aether and Enhanced Dreadwyrm Stance II removed.
    • Energy Drain/Siphon and Aetherflow mechanics removed. Fester and Bane now share 2 charges with a 20 sec recovery.
    • Painflare is now a trait: Bane also deals 150 potency damage to affected targets with either Miasma or Bio on them. This damage does not increase if targets have both.
    • Enkindle becomes Enkindle Bahamut/Phoenix during a Trance. Dreadwyrm Trance becomes Deathflare while active.
    • Mountain Buster now also stuns all affected enemies.
    Primary goal is to make the rotation less... busy, and clean up some excess buttons. Aetherflow is largely vestigial to the job at this point, and adding Egi Assaults as separate oGCDs has made it cluttered.
    While I would personally advocate for a complete rework to streamline the two (using Aetherflow to command the Egis directly), or perhaps to treat the Stances as an advancement of Aetherflow, the best we can do for now is slap down the high number of oGCDs per-minute.

    For both SMN and SCH: All Pet Command spells list the ability's effects in the tooltip and can (optionally) be placed on the pet hotbar.
    (2)
    Last edited by Archwizard; 08-27-2019 at 06:46 PM.

  9. #19
    Player
    finnegandadaeon's Avatar
    Join Date
    Sep 2015
    Posts
    34
    Character
    Finnedorn Herbjornson
    World
    Ragnarok
    Main Class
    Astrologian Lv 90
    Ast

    Card- duration buffed to 25 secs
    Divination- buffed to 8/6/4%
    Horoscope- radius buffed to 30 y -when the buff time expires the heals procs authomatically
    Sleeve draw- effect changed into- grants u a seal u don’t have- refresh your draw cooldown and redraw stacks
    (0)

  10. #20
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    AST

    Malefic IV - Buffed to 260
    Combust III - Buffed to 50 per tick or 500 overall.
    Horoscope - Detonates on it's own once duration runs out.
    Earthly Star - Restores 10% of the AST max MP upon detonation. If allowed to upgrade to Greater Dominance 15% is restored instead. You don't have to be in the circle to get the MP restoration effect.
    Redraw - Always pulls a card with a different seal then the last drawn card. This one I am a bit iffy about about you are still able to pull a card with a seal you already have just not with the seal you last pulled.
    Sleeve Draw - Always pulls a card with a different seal then the last played card. Again iffy but it will help when trying to get all seals in your opener and again you can still pull a seal you already have just not the seal you last played.
    Collective Unconscious - Healing potency increased to 120 per tick.
    Neutral Sect - Allows Celestial Opposition and Intersection to have both sect effects. Potentially OP but just an idea.
    (0)

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