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  1. #1
    Player
    ExileOmnisoul's Avatar
    Join Date
    May 2018
    Posts
    17
    Character
    Solus Astrablaze
    World
    Adamantoise
    Main Class
    Paladin Lv 90

    What job changes do you want for Dawntrail

    Here are my changes:

    PLD
    Sheltron applies intervention to another party member
    Reduce Royal Authority stacks granted to 1

    WAR
    Bloodwhetting applies Nascent Flash to another party member and potency reduced

    DRK
    Oblation is now applies a regen instead a shield

    GNB
    Heart of Light applies a small shield in addition

    WHM
    A new opt In/ opt out feature to allow/reject rescue
    Raise is now a role action
    A new AOE mitigation (not shield) has been added
    Afflatus Rapture buffed
    Cure 1 upgrades to Cure 2
    Medica 1 upgrades to Medica 2

    SCH
    A new opt In/ opt out feature to allow/reject rescue
    Summon Eos has been removed. Summon is always active
    Resurrection is now role action Raise
    Physick upgrades to Aldoquium
    Recitation gains protraction if not triggered 10secs after activation

    AST
    A new opt In/ opt out feature to allow/reject rescue
    Ascend is now role action Raise
    Divination enter battle with all three seals revealed.
    AST cards no longer apply effects. AST Cards while now temporarily reveal a seal then disappear. When using Divination, certain spells will be replaced by seals. Selecting the previously revealed seals in sequential order will grant the party increased damage dealt for all matches.


    SGE
    A new opt In/ opt out feature to allow/reject rescue
    Egeiro is now role action Raise

    DRG
    Battle Litany renamed Dragon Sight
    A new shield ability added
    Life surge has been removed

    MNK
    MNK’s AOE rotation is now learned in order while leveling
    Anatman now grants now grants Solar/ Lunar Nadi in better MNK opener

    NIN
    The amount of time to execute a mudra combination after input has been increased to 10secs

    SAM
    Hissatsu: Gyoten and Hissatsu: Yaten no longer cost gauge

    RPR
    Plentiful Harvest is now a passive trait allowing the use of Enshroud

    BRD
    Adjustments have been made to the Song Gauge to better align with raid buffs
    A third action has been added to the Song Gauge finisher
    Raging Strikes has been removed/ Radiant Finale has been adjusted

    MCH
    An AOE turret has been added
    Auto Crossbow has been removed
    Flamethrower can now only be used in overheat and will reduce the cooldown of Gauss Round and Ricochet every server tick
    Drill and Chainsaw now share a cooldown timer

    DNC
    Improvisation now applies damage mitigation
    Improvisation Finish now cures by an amount proportional to the amount of time spent using Improvisation

    BLM
    Ultima consumes (2) polygots to execute

    SMN
    Simple tooltips
    No longer learns resurrection
    Summon Carbuncle has been removed
    All summons now have a third utility ability which can be activated at anytime, once per crystal reset
    Crismon Cyclone is now a utility ability
    Radiant Aegis is now a utility ability
    A new spell has been added to replenish a single summon crystal so SMN can avoid burst

    RDM
    The white and black mana meter has been changed to a counter gauge to synch better AOE rotation
    (0)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I already wrote what I would like, about a year ago now. How time flies...

    I'll just copy paste it and put it in tags so as not to bloat the post into an entire novel

    WHM:

    Stuff that would be nice to have:

    Cure1 upgrades to Cure2, Medica1 upgrades to Medica2
    New trait: When under the effect of Medica2, Cure3's MP cost is halved
    Plenary Indulgence moved to level 74
    Afflatus Rapture moved to level 70 (now available in UCOB!)

    New skill: Stoneskin (learned at 52 alongside lily gauge), GCD that puts a shield on the target equal to 300p heal, costs 1 lily
    New skill: Afflatus Tragedy (learned at 62, upgrades to Misery at 76), basically a downgrade from Misery, does 800p damage, this is just to help new players get into the idea of 'use lilies, get big hit that compensates the lost dps'
    New skill: Afflatus Bastion (upgrade from Stoneskin at 70), increases the shield from 300 to 400p
    New skill: Afflatus Sanctuary (Learned at level 70 alongside Afflatus Rapture), GCD that shields all nearby party members equal to 200p healing, costs 1 lily

    Returning skill: Divine Seal (learned at 40), 2min CD that buffs healing actions by 20%, so 'Temperance without the damage mitigation', becomes Temperance at 80
    Returning skill: Protect (learned at 10 or something), 60s CD that gives 5% damage mitigation for 10sec, upgrades to Plenary at 74. Plenary would retain the 5% damage reduction, in addition to it's current effect.

    Stuff that's actually like, the important part of the idea

    New gauge, tentatively named 'Nature Gauge', goes from 0-100, builds by using damage or non-Lily healing spells.

    Water, a 15s CD GCD that is 40p stronger than the current Stone rank you have. Upgrades to Banish at 72. Gives 5 Nature Gauge
    Dia rescaled to 12s duration (so it feels more 'bursty'), potency adjusted to compensate. Gives 1 Nature Gauge on cast, and 1 per tick (total of 5)
    Stone/Glare gives 1 Nature gauge per cast

    50 Nature Gauge can be offered to receive the Blessing of the Elementals. It's a 500p AOE GCD heal spell, which also grants one stack of each of three buffs (either as actual buffs or represented on the gauge, dev's choice).
    The three buffs are earth, wind and water aligned. While having at least one stack of the respective element, your next Stone&Glare/Aero&Dia/Water&Banish are upgraded to Quake, Tornado and Flood respectively.
    Quake, Tornado and Flood replace their base forms on the bar (like Inner Chaos and Fell Cleave on WAR, no hotbar concerns), and the potency gain over their base forms totals up (between the three of them) to one Glare of potency.
    Thus, they function as a 'damage refund' for the GCD healing skill that provides the buffs. They are also AOE with damage falloff, so you could use these in AOE pulls in dungeons (and Tornado would apply the DOT to all enemies!)

    The main meat of what I want would only require two new keybinds, the rest is just 'nice stuff on top'. Even if I were to get the 'nice stuff' too, that's only 2 more binds, as most of it is actually just 'lower level version of skill we already have'


    SCH:

    Re-add two DOTs, Miasma and Shadowflare. Assuming Broil V is going to be a thing, and that it's 300p:

    Biolysisis: 30s duration, 35p per tick (total 350p)
    Mias-malady: 1.5s cast time, 24s duration, 100p on cast, 30p per tick (total 340p)
    Shadowflare: Instantcast, 150p AOE centered on enemy. Drops a puddle under enemy for 12s (limit of one puddle), 50p per tick. Total 350p per enemy. Due to numbers, it's a gain to upkeep in AOE, instead of just using AOW.

    Also, /petglamour "Seraph" "Feo Ul"


    AST:

    Major Arcana: now autodraws one every 60s. If you have one already, it's discarded and a new one is drawn. Use it or lose it

    Minor Arcana: now draws a Minor Arcana every 15s. Unlike Majors, you can stock an additional Minor Arcana. When one is held in reserve, the timer pauses (like capping on Lilies), so its not for holding to dump in burst, just to help prevent overcap

    Playing Major Arcana is still OGCD, but Minor Arcana are GCD.

    Additionally, Sleeve Draw would return, becoming a 2charge, 60s charge time action. When you use it, your currently drawn Minor Arcana becomes a Lady of it's suit. Just to make sure it's got some juice for the burst window

    Now for Card effects (im not good with names):

    Balance: 10% damage, 15s

    Bole: 20% damage mitigation, 15s. Additionally, grants 3 stacks of Bole's Bulwark, causing the enemy that strikes the bearer of this buff to take 10% of that ally's Max HP as damage and consuming one stack.

    Arrow: Grants 10 stacks of 'Arrow's Assault' (12 if the target is PhysRanged), increasing Autoattack rate by 400%. One stack is consumed for each Autoattack dealt under it's effect, and upon consuming all stacks, the Autoattack rate returns to normal.
    Additionally, if the target of this card is the AST, grants 5 stacks of Arrow's Assault, speeding up the recast time of the AST to 1.5s for the next 5 GCD attacks, and making cast times of those spells instant.

    Ewer: Grants 1000mp over 15s. Additionally, Grants 3 stacks of Ewer Overflowing, causing the next 3 attacks dealt by a healer to strike a second time for 100% of the spell's potency. Additional effects are not applied. This second strike cannot crit or DHit

    Spear: 10% Physical damage, 15s

    Spire: 10% Magic damage, 15s


    A Note on Minor Arcana: Knaves, Lords, Ladies are 7 8 and 9 respectively. Due to not having a duration, these effects will last on the target until they are overwritten by another card, or KO removes them.


    X of Staves: Increases the next 5 attacks dealt by the target ally by 60p. Additionally, increases the damage of the first attack dealt by target ally after this effect is applied, by 5 potency, multiplied by the face value of the arcana.

    X of Rings: Deals 100p in counterattack damage each time the target ally is struck, up to 3 times. Additionally, deals an additional 5 potency, multiplied by the face value of the arcana, for the first counterattack only.

    X of Knives: Causes the next 6 Autoattacks to deal a second strike for 50p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes.
    if the concept of 'potency value not divisible by 5' is too much for the engine, make it 'first autoattack has bonus damage of '5 x face value'' like the rest

    X of Cups: Causes the next 3 healer damage spells to cost half MP, and to strike a second time for 100p. Additional effects are not applied twice. Additionally, the first of these spells deals bonus damage equal to 5 potency, multiplied by the face value of the arcana

    X of Crowns: Increases the next 5 instances of Magic damage dealt by 60p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes.
    see arrow if game can't handle non-5 values

    X of Irons: Increases the next 5 instances of Physical damage dealt by 60p. Additionally, a bonus potency equal to the arcana face value is applied to each of these bonus strikes. Additionally, if the target of this card is the AST, the next 5 instances of magic damage are instead considered physical, allowing them to benefit from the Spear's effect


    Lastly, Astrodyne would be condensed so that rather than being three buffs with one effect each, the reward for getting more seals is still one buff, but it consolidates all previous 'reward buffs' into itself. Buff cap is already straining at the thought of these extra Minor Arcana effects. Additionally, Astrodyne's effects are lowered in potency (in my mind) because they'd be up more often. This is because I'd have Minor Arcana give seals too, leading to much higher uptime on Astrodyne


    SGE:

    1: Dosis, Pneuma, Diagnosis, Prognosis, Dyskrasia and Phlegma, and any Eukrasian variants thereof (in other words, everything that currently has MP costs) now costs ZERO MP.

    2: Soteria, Krasis, Zoe now have a 5 second cooldown, and an MP cost (maybe 1000 idk). Eukrasia now has an MP cost, albeit slightly lower (maybe 700, comparatively speaking)

    3: E.Diagnosis, E.Prognosis and E.Dosis now have their base form's potency, with the additional effect being just that, additional, potencies adjusted to compensate. This means E.Diagnosis is 450p, with a shield equal to 120% of HP restored. E.Prognosis is 300p, shield equal to 100% of HP restored (yes it went down by 20p, it's not a big deal). E.Dosis now does 330p up-front damage, with a DOT effect of 35 for 30sec (same total, but half of it is now frontloaded). Currently, if you accidentally Eukrasia before a cast but don't need the Eukrasia, you have to either click it off (clunky) or suck up the loss of effectiveness. With this, all you lose is the MP cost. Which still sucks, just not as much.

    4: Toxicon now has a 5sec cooldown, and an MP cost. Toxicon 2 is removed. Addersting is reworked as a resource into a 0-100 gauge. Addersgall is reworked into a 0-100 gauge. Addersgall is generated both passively at a rate of 1 per second, and actively via the class's skills. All previous costs of 'one Addersgall' now cost 25 Addersgall. Yes this means you can pool 4 Druocholes instead of 3.

    5: A new button, Pankardia (MP cost 1000), is added as a level 68 skill. It's effect would be 'Applies 4 stacks of PanKardion to all nearby allies. When Kardion heals, every ally with PanKardion receives a heal of the same potency, consuming one stack per Kardion heal triggered.'

    6: Soteria has it's effect changed to 'Applies 4 stacks of Soteria to self. Each Kardion heal is increased by 50% of the damage dealt by the attack that triggered the heal, consuming one stack. Area-Effect skills only count the primary target.'

    7: Zoe has it's effect changed to 'Applies 4 stacks of Zoe to self. Causes Kardion and Pankardion to additionally apply a barrier, equal to 25% of the amount healed by the original effect, consuming one stack. Multiple applications of this barrier may overlap, strengthening the barrier's effectiveness. Does not stack with Eukrasian Prognosis.'

    8: Krasis has it's effect changed to 'Applies 4 stacks of Krasis to self. Allows any non-instant spell to be cast with zero cast time, consuming one stack.'

    9: Toxicon has it's effect changed to 'Drains the Addersting Gauge to 0, and applies 4 stacks of Toxicon to self. Offensive spells have increased potency, scaling based on how much Addersting was consumed. Consumes one stack per offensive spell used.' (at the moment, I'm thinking a 1:1 rate, so 100 gauge is 100p boost for 4 hits, but this can be spent earlier if needed, to reset the gauge to 0 and re-jig when you hit 100 to line up with raidbuffs better, for optimization gamers to play with)

    10: Triggering a Kardion heal in any way generates 1 Addersting. Spending Soteria, Zoe and Krasis stacks have the additional effect of 'Increases Addersting gauge by 4.' (All 4 stacks total up to 16 gauge, 20 in total due to the Kardion triggering) Eukrasia grants 8 gauge on use. Spending Toxicon charges causes the Addersgall gauge to increase by 4 each. Addersgall spenders still retain their MP restoration effects, but the MP restoration potency might be rebalanced.

    11: Phlegma has a 'Eukrasian' variant, which is a target-based circle AOE (like Phlegma currently is), does 50% of your current Phlegma's damage to the target and all enemies near it (and consumes a charge of Phlegma), but additionally applies Eukrasian Dosis to all targets hit for 15 seconds (this would mean a total potency of 475 per target in an AOE, over 15 sec), and uses Phlegma's current animation. Main Phlegma now uses Toxicon 1's animation, because it's our hardest hit and that animation is in the trailer for the game so it deserves to be front and center.

    12: Rhizomata has it's effect changed to 'Adds 25 Addersgall. Causes the next MP cost to be reduced to 0. Duration: 10sec.'

    13: Eukrasian Diagnosis' shield break effect changed from 'Grants one Addersting' to 'Grants Phlegmatic, allowing the cast of Phlegma without spending a charge'. This would not be a 100% refund (600 vs 660 of 2x Dosis), but it's better than what we have now. Also, going into a burst window with a E.Diagnosis, then spending your Phlegmatic charge, followed by the natural 2 Phlegma charges is probably a DPS gain for those optimization types, and would be a bit like DRK banking it's Dark Arts charge for raidbuffs

    14: Pepsis now costs 500mp, has a very low CD (maybe 5sec), and generates 8 Addersting on use (even if it doesn't do anything you get the gauge). When Eukrasian Diagnosis or Eukrasian Prognosis break, they leave a buff on that player called Second Opinion for about 5 seconds. When Pepsis is used, it consumes Second Opinion to heal that player for the amount of HP the barrier protected for. Essentially, if you ever played a Character Action game like Viewtiful Joe, Wonderful 101, whatever, and used the Ukemi (jump button right as you land, instantly heal back the damage you took), it's that with a bit more leniency. And it gives Pepsis a much more interesting use case.


    damn thats a lotta words

    I don't play tank or DPS enough to make ideas for them usually. Well, I did one for PLD when we knew it was getting changed for 6.3 (but not how it was getting changed) I guess
    (3)
    Last edited by ForsakenRoe; 09-23-2023 at 07:32 PM.

  3. #3
    Player
    Tiramu's Avatar
    Join Date
    Sep 2022
    Location
    Limsa, allied to Gridania
    Posts
    287
    Character
    Tira Mu
    World
    Raiden
    Main Class
    White Mage Lv 90
    I dont reqlly have many job specific wants, but one thing I'd really like is to be able to make hotbar pallettes that have level ranges for each job. So hotbar 1 could have a variation that defaults for a particular job within x and y level range.

    I'd like to have more dps options and mechanics for healers, tier 1 heals to upgrade into tier 2 heals, and BLM to get a binding spell and maybe something akin to Lightspeed to make AOEs during pulls more practical.

    Id also like better customisation options for controllers, being able to configure buttons how I want them, especially for accessing the second crossbar.
    (0)
    Last edited by Tiramu; 09-23-2023 at 10:17 PM.

  4. #4
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    702
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Bard needs major help, to much to list. It's a very punishing job for no reward. It either needs major potency buffs or the job needs to be simplified. Also, something needs to be done about the Song Gauges in general. Songs need to be usable without a target. They also need to persist through death. Nothing feels worse than using a song, dying, then reviving and waiting 40 seconds to use your next song to keep your rotation aligned. Sometimes I miss Flaming Arrow but I accept it's gone. Shadowbite should combo off Ladonsbite and not be proc based. Sidewinder needs some kind of change. It's just boring and exists and isn't as engaging as Bloodletter. Radiant Finale shouldn't need to sort through song ration to use its max potency. If you die, this is really difficult to get aligned. A bad bard on the team is a big hinderance.

    Red Mage mostly just needs potency buffs. Res removed from SMN if we're going to go full throttle on RDM being the support caster. Red Mage mostly just has major mobility issues. Needs a Scathe or something it can use to keep uptime without destroying its combos. RDM res needs to be use-able during Melee Combo without interrupting it. Really, Melee Combo just shouldn't be ruined at all for any skills used in between melees. Red Mage also needs a secondary way of regaining MP that isn't solely Lucid Dreaming.

    A Swiftcast of some sort for Dancer's dances. Flourish should turn into Fan Dance IV. There is no reason for it to be its own button. Devilment should turn into Starfall Dance. There is no reason for it to be its own button. Make Dance Partner less clunky to dance swap.

    Remove Dragon Sight completely from Dragoon. I stopped playing that job because it's completely obnoxious to use on controller and I will never play that job again until that skill is removed or at the very least turned into a DRG version of Dance Partner.
    (5)
    Last edited by Bonoki; 09-23-2023 at 11:49 PM.
    99.99% chance probably a Titanman alt

  5. #5
    Player
    BrewCityMonk's Avatar
    Join Date
    Mar 2019
    Posts
    15
    Character
    Asura Wrathe
    World
    Behemoth
    Main Class
    Monk Lv 100
    Monk needs a projectile. A fireball, drunken fire breath, throw some rocks, something other than the one move that takes 5 charges to use.
    (4)

  6. #6
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,241
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    drg: there is that one thing from shb i wanna have back. whenever you finish a combo the first skill of your next combo will be an upgraded version of it... give back the shb requirement for that... success in doing the correct positional for that last skill in the combo.

    now, im aware its more likely they gonna nerf positionals further how they did for years (or getting rid of it completely) but i'm a big fan of that mechanic and i want it back.
    (2)

  7. 09-23-2023 10:51 PM
    Reason
    post completely broke for some reason

  8. #7
    Player
    sharplysurreal's Avatar
    Join Date
    Aug 2017
    Posts
    28
    Character
    Lamora Crescent
    World
    Leviathan
    Main Class
    Dragoon Lv 92
    Quote Originally Posted by Bonoki View Post
    Bard needs major help, to much to list. It's a very punishing job for no reward. It either needs major potency buffs or the job needs to be simplified. Also, something needs to be done about the Song Gauges in general. Songs need to be usable without a target. They also need to persist through death. Nothing feels worse than using a song, dying, then reviving and waiting 40 seconds to use your next song to keep your rotation aligned. Sometimes I miss Flaming Arrow but I accept it's gone. Shadowbite should combo off Ladonsbite and not be proc based. Sidewinder needs some kind of change. It's just boring and exists and isn't as engaging as Bloodletter. Radiant Finale shouldn't need to sort through song ration to use its max potency. If you die, this is really difficult to get aligned. A bad bard on the team is a big hinderance.

    Red Mage mostly just needs potency buffs. Res removed from SMN if we're going to go full throttle on RDM being the support caster. Red Mage mostly just has major mobility issues. Needs a Scathe or something it can use to keep uptime without destroying its combos. RDM res needs to be use-able during Melee Combo without interrupting it. Really, Melee Combo just shouldn't be ruined at all for any skills used in between melees.

    A Swiftcast of some sort for Dancer's dances. Flourish should turn into Fan Dance IV. There is no reason for it to be its own button. Devilment should turn into Starfall Dance. There is no reason for it to be its own button. Make Dance Partner less clunky to dance swap.

    Remove Dragon Sight completely from Dragoon. I stopped playing that job because it's completely obnoxious to use on controller and I will never play that job again until that skill is removed or at the very least turned into a DRG version of Dance Partner.
    agreed on dragon sight and using it as a ps5 player, it is quite obnoxious
    (2)

  9. #8
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    WHM:
    Buff that costs a lily to increase the duration of the next Regen or Medica II's HoT ticks.
    Return WHM's raid buff, Protect. Make the effect smaller, but in exchange do not balance new content with it in mind.
    Hard upgrade of Cure 1 to Cure 2 like everyone wants.

    MCH:
    Give us a reason to want to use Flamethrower on cooldown, and I'm not picky as to what shape that takes. Right now you have no reason to use it until all your other heat and cooldowns are expended, and only on groups of mobs. Expand the cone to 180 degrees.

    SMN:
    Purely cosmetic, let us swap out Ifrit/Titan/Garuda for the other three main summons. Although I'd like a system to be in place where you could put any summon on any type, it'd probably be too much hassle to devise alternate attack effects for all six for each gem ability. I'd settle for them making each of Leviathan, Ramuh, and Shiva direct alternates to one of the original three. I'd really like it if we could also unlock other summons that got shifted around like Diabolos or Alexander via a drop from the respective fights. SCH could get a similar treatment too, to give them more fairy choices.

    DoL:
    Let us quick-gather at timed nodes. Do not delete a node just because you exited it. Put legendary nodes on a 30 minute cooldown after gathering, rather than a timed spawn. It's ridiculous to have to sit around for ~25 minutes to do the thing you wanted to do because you just missed the window on the handful of items you needed to bang out a craft.
    (3)

  10. #9
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,167
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Bard: more songs, quit it with the laser beam archery skills SE lol. High potency attack song just for dps, could be tacked on to the end or start of Apex combo. Regen song. Requiem. I’d like to have a reason for MP to exist again for Bard ( please note other bards: I am aware this is an extremely unpopular opinion lol )
    Also Wide Volley needs to come back, this is a matter of utmost importance Yoshi-P. Well…to me lol. It just looked so cool! Plus it’s super lame to me that Machinist and Bard have literally identical AoE attacks. Why does Dancer get to be the only unique one? *cries in conal aoe* (which to be fair is more a 180 fan shape than cone lol)


    Scholar: actual ways to support party that aren’t just more boring, long-cool-down set-and-forget oGCDs. GCD buffs, debuffs, stuff that’s actually tactical lol. Please SE no more direct heal-bombs for SCH lol we have far too many already. Don’t just lazily slap some old DoTs back into the kit and call it a day either, make an effort please design team. Also again please stop copy/pasting skills from existing jobs onto new ones. There’s absolutely no reason why Scholar and Sage have literally identical AoE attacks, especially when it’s the vast majority of your casts in 4-man dungeons. And that’s barely the tip of the iceberg…

    Astrologian: I just want actual card interaction skills like Time Dilation. Also please do something about Astrodyne with the rework, it’s so lame that the apparently ‘support healers’ main job mechanic revolves around personal dps lol. They should rename it 120s Alignodyne.

    Bonus:

    Dancer: anything really lol it’s already lots of fun so I think whatever it gets will be a bonus really (unless it’s something ridiculous ofc lol)
    Red Mage: Same as above, I’d love more support/utility for it but it also already has plenty

    I feel like Summoner needs it’s own thread to discuss what I’d like to see because as many others have said, it needs…like, a lot lol. That said I think the ‘foundation’ they’ve build is good, they just forgot to put something nice on top of it lol (or much of anything at all)
    (0)

  11. #10
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,295
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    I just want Leviathan built into Summoner in some way.

    And NO to removing resurrection. It's a ritualistic spell that fits summoner and I like having res support options.
    (5)

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