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  1. #11
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,131
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Shurrikhan View Post
    snip
    Alright, Blood Gauge combo; Edge of Darkness(becomes Edge of Shadow level 72/74 along with Flood of Darkness becoming Flood of Shadow with a potency of 520) is the the starter with 300 potency(500 for Edge of Shadow), Bloodspiller is middle combo but you get it at level 58 with 100 less potency and level 62 where Bloodspiller is at now increases the potency to where it is at now, Carve and Spit becomes the combo ender, potency remains unchanged. MP Combo, Abyssal Drain at level 30 potency is 300 and potency becomes 500 at level 72/74, Quietus is obtained at 54/56 along with Flood of Darkness with potencies being 350 and 400 respectively, with Quietus potency becoming 500 at level 64. Goal is to have some overlap with some other jobs in terms of DPS while keeping the core DPS of what we currently have the same, and if you still struggle with that idea, let's just agree to disagree...

    Salted Earth just becomes Salt and Darkness at higher levels with a 20 cooldown and no more 90 second cooldown for that ability... since you really care about APM THAT MUCH...

    Darkside basically starts out as 3.x Blood Price at level 30 for the job quest ability, then becoming 3.x Blood Weapon at level 35 but keeps the the Blood Price effect, but also has Bloodbath effect baked in just in case, when you gain Edge of Darkness, you get Blackblood Gauge and the ability to generate 10 Blood Gauge every successful button press(see Reaper combos for more clarification), and at level 50 Blood Weapon becomes Darkside 10% via job quest which maxes out at 20% and still has all of the previous effects it had before, level 70 is where Darkside becomes Living Shadow where the potency of all abilities go up by 200, which the Living Shadow Mastery potency caps out at 500, which is A LOT OF DAMAGE, because might as well throw a bone to the FF11 players out there, duration caps at 30 seconds and is basically the button you press to refresh the buff timer in between you combos since, again, you really care about APM THAT MUCH...

    Shadowbringers basically remains a oGCD with 30 second charge instead 60 seconds, but also generates 50 Blood Gauge upon execution and potency has no change whatsoever...

    And just for good measure; Living Dead now drops your HP to 1 but your cannot go below 1 HP and whenever you deal damage you heal yourself with a cure potency is 1200 and the duration is 20 seconds with no change to the recast timer...

    And at least with enmity combos you know which tanks are nice enough to be second on aggro list...

    EDIT: because I was so tired when I typed this post last night I forgot some other things, such as bringing back Dark Passenger as a 30 second cooldown with 300 potency AND 50% accuracy down on anything hit by it for 15 seconds.

    Delirium restores 6000 MP on a 30 second cooldown.

    And bring back Dark Arts button to give 2 stacks of Dark Arts to be used for MP burst combo on a 30 second cooldown, and have The Blackest Night give 1 Dark Arts stack when it falls off and 2 for when it breaks.

    You know, for AMP for your parser logs thing.
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    Last edited by DRKoftheAzure; 05-10-2023 at 11:11 PM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.