Quote Originally Posted by FenyxRising View Post
No thanks, PvP jobs, while at least somewhat engaging, have been dumbed down infinitely from ShB.

Imagine having only 6 buttons in PvE ?
I didn't think people needed to have this spelled out but PSA for basically anyone who thinks this is what we mean with "how about we use PvP jobs as a template for PvE jobs"...

The key suggestion here is using the core mechanics of a PvP job, but not condensed in 6-7 buttons like in PvP but instead EXPANDED to full kits like in PvE. Examples (from various eras of PvP):

HP-Spender + Lifestealer DRK
  • Using HP as a resource for offensive / defensive purposes (Dark Arts for example), with limitations on how much you can spend (cooldown, mostly)
  • Implement recovery tools, most likely a frequently available lifesteal that will cover your own expenses of effective HP spending per minute + providing probably 10-25% more HP recovery beyond that as leeway / defensive bonus
  • "Minus Strike" effect on specific actions hitting harder the lower your HP is (so damage version of Essential Dignity essentially)
  • Adjustment on defensives or max HP to make playing this way safer / more viable.
  • Maybe make Darkside duration a resource (we are overcapping it by 12min or so every 10min.

Shift RDM
  • Using White/Black Shift for a variety of different effects (however, not that either provides 0 DPS and the other provides all)
  • Maybe make engaging into a Shift tied to having overcapped Mana of a type
  • Implement mono-Mana spenders that can be used if you overcapped a type of mana, increasing the mana gain of the other
  • Engagement providing a self-shield because they badly need one

Junction GNB
  • Junction: Tank, DPS, Healer available with Draw & Junction, effects activated by using "Continuation" or "Fated Circle" (recommended, other actions can be chosen to be added)
  • Junction: Tank provides HP shield effects similar to Brutal Shell (with more potency) or % mitigation (like hold Inner Beast)
  • Junction: Healer provides... Healing, can be Regen or direct heal, maybe as a small AOE healing pulse?
  • Junction: DPS provides essentially "Greased Lightning" providing 5% haste, up to 3 stacks, for 30s. This is so maintaining 3 stacks is desired, but sitting in Junction: DPS the entire time is not.
  • Draw & Junction would be functionally identical to BLU's "Aetherial Mimicry".

Assorted other additions:
White Mage - Seraph Strike, additional offensive capabilities
Scholar - Biolysis spread, once again
Black Mage - maybe a Swiftcast/HP Shield tied to Aetherial Manipulation? Might be slightly overkill if not actually bad though.
Summoner - Fester once again providing additional potency, either by itself under a specific condition or enhancing the potency of another action when used (Ruin spells? Gemshine combos?)

These are some spitball ideas based on how the PvP jobs function, which can be implemented as PvE variants to enhance or rework current job kits.