Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 60

Thread: New Caster

  1. #21
    Player

    Join Date
    May 2022
    Posts
    172
    Definitely want a dot focused class like necromancer as previously mentioned, black mage feels like it has taken the spot of generic mage since its skills are basic elements, a more edgy warlock kind of caster that uses more dark/void magic with a lot of dots would be soooo good
    (3)
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

  2. #22
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by MagiusNecros View Post
    Necromancer DoT caster. Hardcast big hitter spells whether it's casting a big hit or a channeled spell that DoT ticks every second. Instant cast spells for double the damage and mana with a Dark Arts mechanic similar to HW DRK Dark Arts or Sage Eukrasia. No Raid buffs. No Utilities. Just pure damage. We need a caster to rival Black Mage.
    Quote Originally Posted by tearagion View Post
    No gimmicks please, just an honest to god caster that hard-casts spells. Preferably with DoTs.
    These people have the right idea. No melee/caster hybrids, no borderline physical ranged mobility, no whacky gimmicks. Just another hardcasting mage please. Whether they're a Hexer, Warlock, Venomancer, Puppetmaster, Necromancer, etc. I don't care that much so long as they aren't aesthetically another elemental job like BLM/SMN/RDM already are.

    I would rather them not adding a Rune Fencer or Geomancer at all if it means they're going to have to do some huge leaps of imagination just to justify their existence like Sage. In other words, don't add anything if you can only give a half-assed compromise. Full-ass or no-ass.
    (11)

  3. #23
    Player
    AriaValkyrie's Avatar
    Join Date
    Aug 2022
    Posts
    43
    Character
    Aria Valkyrie
    World
    Zalera
    Main Class
    Summoner Lv 90
    Let's work on some concepts, then.

    What would the core mechanics of this potential job be? Beyond specifically something like Dark Arts, what would make a unique job?

    Something that builds personal resources to spend (over time or from casts), or MP management like OG Dark Arts?

    Could do something like Scholar from XI, with light/dark arts (as a concept, not as white/black magic) as semi-stances and enhance or change their spells based on their stance. like a Drain type spell to recover MP, or deal higher damage depending.

    If we're going pure selfish, what personal utility do they have, if any? Upkeep buffs/debuffs, some kind of movement ability, personal shields?

    How much variety do they have in their rotation? various spells on cooldowns, combo bonuses, pure priority upkeep? spammed spells like blm?

    Channeled spells like Mch's Flamethrower could be fun, would it purely be a root and don't move situation, or can they still cast while doing so until they move, more like Ten Chi Jin from Nin?

    If an edgelord caster like a lot of people seem to want, do they deal with ashkin, voidkin, the void itself, something purely unaspected, or some new concept?

    There's a lot of things we could go for, but what mechanics would make the job interesting enough to play? I know there was talk about reskinning HW era summoner's core gameplay, but adding some good variety there would be nice, since I remember there being a lot of ruin spam back in the day (fun, but more options wouldn't hurt).
    (0)

  4. #24
    Player
    GeraldW's Avatar
    Join Date
    Sep 2022
    Posts
    3
    Character
    Gerald Winsome
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    I'm expecting time mage considering it'll start at level 80 and who do we know from level 80 content that has a unique weapon and has time based abilities
    (2)

  5. #25
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by tearagion View Post
    No gimmicks please, just an honest to god caster that hard-casts spells. Preferably with DoTs.
    BLM is that, though?

    What I'd like to see is a honest to god caster that hard-casts spells AND HAS NO DOTS. Straight up "bring the damage" nuker that's all about raw power and explosions. Basically what BLM would be if it didn't have Thunder DoTs and didn't have to shift to Ice Phase all the time. Maybe something like Magus, though there'd potentially be too much stepping on toes there.

    .

    I honestly don't want another "melee caster". We already have two in that RDM has its melee phase that it goes into all the time and SMN has a 1-2 melee combo in Ifrit. Not including healers, the game only has 1 full time Caster Job, which is BLM.

    If people want a spellsword or embued weapon Job, that can be the next Melee the game adds. That doesn't need to be taking up a Caster slot.

    .

    As for other Jobs:

    Geomancer - could work here if it's NOT melee focused (again, if it is, it should be Melee - bonus points if it branches from CNJ somehow so WHM can finally benefit from the 2-in-1 that SCH gets, but instead of focusing on heals goes the caster route with Water, Aero, and Earth spells)

    Time Mage - could work as a DoT type mage with the DoTs thematically being bending time and space, weathering the enemy with age, etc. Alternatively, could be a galaxy brain Job where you can do things like stock spells for releasing in burst or have abilities that force DoTs to tick all at once (e.g. as if you hasted the DoT) and other fun stuff like Eden 2. ALTERNATIVELY, could be a time-space mage that focused on the space with spells like Demi/Gravity/Comet/Meteor shenanigans.

    Green Mage - as a debuff mage in FF games in general (and also buffer, but we'll set that aside), Green Mage is thematically the most prone to DoT mage Job you could hope for in a lot of ways. DoTs thematically being its enfeebling spells would make a lot of sense. Though I recall the Devs saying something about wanting to move away from DoTs in general (something about them being harder on the servers somehow), except they keep giving them to healers, so who even knows... Green Mage could have some buff utility if they wanted to go that way to make it distinct from BLM (stuff like Haste and such), though they could just make it a straight up DoT themed mage and call it a day.

    Yoshi P already kinda said no to Necromancer because he doesn't want WoLs to do things that are pretty generally accepted as evil. Hence why Green Mage as an enfeebling themed Job might work as a close second to that kind of playstyle for people that want a DoT focused thing.
    (3)

  6. #26
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    990
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    I just don’t think we will get a DoT based job. I don’t think the devs like dots much tbh. I can definitely see puppetmaster or geomancer. Those jobs have been hinted especially geomancer.

    With Krile having a huge role next expansion I can see her becoming the new caster. Hopefully geomancer. Sorry I’m biased but I really love the job so much.
    (1)

  7. #27
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    I hope we don't get Geomancer. All the casters we have right now are already Geomancers/Elemenatlists. Summoner uses Fire, Wind and Earth. Black Mage uses Fire, Ice and Lightning. Red Mage uses Fire, Wind, Earth and Lightning. Geomancer will be more of the same. I don't want more of the same. And I certainly don't want something that uses Water. Offensive water magic is so visually boring there's a reason most games don't even bother with it.
    (3)

  8. #28
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Renathras View Post
    Yoshi P already kinda said no to Necromancer because he doesn't want WoLs to do things that are pretty generally accepted as evil. Hence why Green Mage as an enfeebling themed Job might work as a close second to that kind of playstyle for people that want a DoT focused thing.
    Whitebrim Massacre goes brr. Also Garleans see you as a monster, and you were a walking death machine in Shadowbringer.

    Green Mage in it's entries fits more IMO as a Tank given it's defensives and debuffing abilities which would be interesting although I can see Time Mage making for an amazing Magic Tank.

    I feel like if they wanted to remove DoTs why keep them on:
    Healers(DoT)
    BRD(2 DoTs)
    PLD(CoS, Goring)
    GNB(Sonic Break, Bow Shock)
    DRK(Salted Earth, Living Shadow)
    DRG(Disembowel, Chaos Thrust)
    SAM(Higanbana)
    NIN(Doton)
    MCH(Bioblaster, AQ)
    BLM(Thunder)
    SMN(Slipstream)
    BLU(Bad Breath, Aqua Breath, Song of Torment, Aetherial Spark, Mustard Bomb, Nightbloom)

    15 out of the 20 existing jobs has them. I have this feeling DoTs from Summoner got ejected because another job is probably gonna have them as a class defining feature. Kinda like how Reaper has "Heavy Thrust" as one of it's "gimmicks".

    Oh man could you imagine if a new class gets Kaiten but named different as it's class gimmick? Oh the salt...
    (2)
    Last edited by MagiusNecros; 09-22-2022 at 08:01 PM.

  9. #29
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    A DoT centric job could work, instead of just maintaining them. Stuff like how bard's DoTs gave procs for other skills (making them essential to manage, which isn't the case anymore since they don't synergise with anything now, they are just there) or BLM lighning spells proccing themselves to become big damage insta casts.
    (1)

  10. #30
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    I find a DoT centric job to be unlikely.
    They didn't strip existing jobs of their DoTs to make room for another one, they did so because they're a pain to balance and because too many debuffs up at a time causes issues. Frankly I'm amazed BRD still has two DoTs, and wouldn't be surprised if it lost one in 7.0.

    One weak DoT that doesn't have 100% uptime is one thing, but when you have multiple DoTs competing with what are supposed to be powerful spells, you run into issues like SMN had. When you're base potency is something like 30, and your only seem to count in multiples of 5, you don't have much wiggle room to adjust your damage output, you either buff to 35 or nerf to 25. Then when you get to your burst phase, your nuke spells can't do too much damage or you end up obliterating everyone else in the damage logs, so you end up with a Burst phase that's weaker than most jobs sustained damage.

    The only way I could see a DoT centric job working now is if they have ONE DoT, but they can modify it or have it interact with mechanics in some way. Such as spells that increase the potency of the already applied DoT or spells that deal more damage if the target is already afflicted with the DoT. But that still comes with the 'difficult to balance' problem.


    Quote Originally Posted by MagiusNecros View Post
    I feel like if they wanted to remove DoTs why keep them on:
    Healers(DoT)
    BRD(2 DoTs)
    PLD(CoS, Goring)
    GNB(Sonic Break, Bow Shock)
    DRK(Salted Earth, Living Shadow)
    DRG(Disembowel, Chaos Thrust)
    SAM(Higanbana)
    NIN(Doton)
    MCH(Bioblaster, AQ)
    BLM(Thunder)
    SMN(Slipstream)
    BLU(Bad Breath, Aqua Breath, Song of Torment, Aetherial Spark, Mustard Bomb, Nightbloom)
    First off, you can't count BLU.
    Second, only seven of those jobs have DoTs that you're supposed to maintain 100% uptime on, and four of them are healers so you could say it's a trait of the role. SMN used to be one of them and it had three of them all by itself.
    Chaos thrust is 40 potency, Higanbana is 45 potency, and both of BRDs DoTs total 35 potency combined.
    It's why, even as the selfish DPS poster boy, SAM's weaponskills are themselves even weaker than NIN's in terms of raw potency. That's not asignificant issue by itself, but when you're talking about adding a job with multiple, significant DoT effects, you're going to end up with individual spells with pitiful potencies, and then when it comes to level scaling and burst phases (#2minutewindow) balance will be a nightmare.
    (3)
    Last edited by Seraphor; 09-22-2022 at 10:18 PM.

Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast