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  1. #31
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,336
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Yeah but I mean that wouldn't be a big deal, as having carby out for 2s less just means 1 less GCD in which you can apple the shield to yourself, it's not like Carby does anything else for us any more.

    But more importantly, while making us marginally less mobile it'd not actually change any damage or so since 2s < GCD-duration.

    If we want to do such a "simple" fix, I propose:

    * Reduce each minor summon by 1 charge.
    * Make each minor summon a 2-stage cast: We cast for 2.5s (yes, full GCD!), at the end of this the summon appears, now a 3.5s (!) castbar starts that we can override with another spell, but if we don't we deal the superattack by that minor (their on-summon attack is now this) at the end of the 3.5s. We can also walk during the cast, Bard-PvP-style, slowed.
    * Massively increase the damage of that on-summon attack to make up for all the lost time, all this potency will now by folded into it, so probably 1600-2000 potency each, but that'd actually feel really like an FF summon, no? Bonus points if they deal 100% AoE damage despite being balanced for single target. Extra bonus if they're mechanically distinct, like Ifrit dealing its damage as a 15s DoT or so.
    * Total cycle time remains the same, as charges are removed to make space for these new walking casts + there's one Ruin III to drop at the end anyways (but again, all potency is retained, just folded into the on-summon attacks).
    (1)
    Last edited by Carighan; 12-10-2024 at 10:51 PM.