Results -9 to 0 of 332

Threaded View

  1. #11
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Machinist (MCH)

    I like the hypercharge gauge with the heat blast mechanic. It feels pretty nice to consistently fire attacks nonstop.
    I like but also dislike Wildfire - as a Single Target skill under heat blast, it basically makes or breaks our damage.
    Drill is nice, hits hard and has a low cooldown.

    To be honest, I'm not a big fan of Air Anchor only giving a small amount of battery gauge. Sometimes, if there is a lot of enemies to AoE down, you wouldn't be using your 700 potency AoE attack, which also means you wouldn't be generating battery gauge either ... Perhaps changing Air Anchor to be a 700 potency attack with a splash damage at 50% on all the other surrounding enemies in addition to gaining battery would make it feel a lot better. Air Anchor looks like an AoE skill too rather than a single target skill in my opinion.

    Flamethrower - change into a skill that does more damage under Bioblaster, kinda like a combo effect where a bioblaster DoT will cause Flamethrower to apply an extra DoT. As it is currently, Flamethrower doesn't get used for its full duration since it's slightly weaker than using our AoE (which also gets 5 points into our gauge), which is a shame considering how nice the animation looks. However, it also forces the character to remain at a standstill, which goes against what most people assume a ranged DPS would have - full mobility.

    Monk (MNK):
    Get a more fully developed chakra gauge - use different chi attacks based on the gauge, or have the gauge transition into enabling better chi attacks. As for chi attacks, we could have a couple of them, ranging from a melee DoT (Touch of Death revamped), regular ranged AoE, a big finisher ranged AoE, a Single target attack , a single target finisher attack

    Anatman - I like the animation and the pose, but I don't see it being used outside of downtime - how about turning it into a channeling skill that gives multiple buffs to the monk instead, where the channeling effect acts similar to Collective Unconscious's channeling effect that it renews the existing buffs' original duration until you cancel it or until the duration of the channel expires? Afterward, the buff itself will start counting down naturally. That way, the skill can be used instantly during combat, but can also be used in downtime to activate the skill ahead of time. Anatman has a special meaning, and unlocking it at Lv 78 speaks volumes about what this skill was initially intended to do - pause the spread of light and keep the self stable / contained, transcending the self outside the constraints of the body. In more detail, the self would refer to the 3 souls and 7 spirits. I wanted Anatman to live up to its name since the current skill's effect doesn't do it true justice.

    As for the buffs themselves, Anatman can give a 15 second buff that does the following:
    1. Activates all 3 fist stances passive effects (Damage up, Defense up, Movement Speed up)
    2. Increase damage and a regeneration buff to self
    3. Remove the chakra consumption requirements for actions that use the chakra gauge [7 stacks] - Similar to Inner Release

    I think a change like this to Anatman, coupled with a developed Chakra Gauge and chi skills other than just Enlightenment and Forbidden Chakra, would make this job very enjoyable.
    (0)
    Last edited by AnotherPerson; 07-01-2021 at 11:12 PM.