Quote Originally Posted by Cabalabob View Post
What new skills are we hoping to see for our existing jobs with the expansion? Obviously we’ll be getting upgrades to existing skills and probably some new skills to increase our dps. But other than that, what else are you hoping to see added on that’s new?

PLD
A raise spell, probably with some limits placed on it like a cooldown and requiring requiescat or all your mp to use it or something, but there is honestly very little else I want for PLD at this point.

WAR
No idea, WAR is in a very good spot right now and already has a bloated arsenal, I can’t picture anything they could add that wouldn’t be met with “oh so now WAR can do that too?”. But if I had to pick something? Maybe give it a discount version of cover? E.G. defender: link yourself to a target party member, take 50% of the damage taken by the target in their place. Cost 50 beast gauge.

DRK
I think DRK really needs to bring in some self sustain this expansion, it’s fallen so far behind the other tanks it’s gotten absurd. Perhaps some kind of dark magic version of PLDs confiteor combo that drains health.

GNB
I was thinking it would be fun for GNB to get a reverse passage of arms, where they debuff the enemy with a conal attack rather than protect the party. Think BLU’s phantom flurry but with a damage down debuff. E.G. lionheart: slash the enemy in a cone before you dealing damage over the next 5 seconds, pressing the ability again deals a final strike, applies a stacking damage down debuff for each hit.
Ok I was really wondering if I should reply but I re-read your suggestions and I think I need to give some input...

Paladin - for starters, Paladin can take many routes and changes that can make it a better tank, such as a Trait that will give Paladins Spellspeed equal to Skillspeed / Spells will scale with Skillspeed, giving Sentinel (and equivalents for other tanks) an extra effect a la Vengeance making Passage of Arms either have a high damage ranged finisher after 5s (to compensate for dmg loss) or making it like Temperance.

Or how about we just plain remove Cover's 50 Oath cost so it stops being a terrible cooldown that people don't want to experiment with?

A Raise that can only be used in your most prominent damage phase AND cost you your entire MP is quite frankly the worst idea I have seen for Paladin so far. Nobody would ever use this, full-stop. You'd sacrifice a beyond-stupid amount of damage that you'd probably be better off if your Healer hardcasted a Raise.

Warrior - plenty of ways they could make Warrior more interesting, such as making a two-fold gauge system, "Wrath & Abandon" (the buff names of their rage stacks in Heavensward) to spend on Inner Beast / Fell Cleave or AOE variants respectively and different combos granting different amounts of gauge (and them interacting with each other). Or Upheaval and Orogeny being decoupled from each other and being sort of a combo, like using Upheaval makes the next Orogeny do Upheaval potency and Orogeny making next Upheaval AOE.

But an awful version of Cover *along with* a damage cost? This one people "might" use in an absolute pinch but nowhere else. Unlike Cover this is just a pain split, so you might generate more negative effects from it.


Putting it bluntly out here - don't suggest things that cost you a metric ton of damage to use.

Dark Knight - DRK isn't so far behind in terms of survival as people think they are and more recovery isn't a necessity, however it would be fitting. Some suggestions from the top of my head:

- Stalwart Soul: Combo finisher now has 200-300 heal potency (think like Souleater).
- TBN break: grants a regen effect (meh) OR make Dark Arts: Edge/Flood of Shadow have heal potency (like 600p)
- Shadow Wall: a portion of damage taken is compiled and will heal for that amount after effect finishes
- Blood Spender / MP Spender (either/or): add heal potency to it

Among other things - give Dark Mind the Addle treatment so it is 20% magic, 10% physical reduction. This would help a TON for the complaints about pre-70 survival and would deal with some of the shenanigans we have like with P11S having virtually no worthwhile usecase for this ability. And as with Paladin, a trait to deal with the skillspeed-spellspeed conundrum would be splendid.

Gunbreaker - I like the idea, mainly because I find channeled abilities if they don't last too long interesting. We have a similar thing in PvP, Relentless Rush (their Limit Break) works exactly like this, except it's a circle AOE and they can move. As much as I dread it, could also see a Continuation for Fated Circle happen, or changing the cartridge combo into frontal cleaves (with like -70-80% after first target because my lord would that be broken in Ultimates with two targets).

You got good ideas, you got some bad ideas. Keep cooking with the tip I gave you.