Results 1 to 10 of 16

Hybrid View

  1. #1
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ehayte View Post
    (I just read another person's new version and GMN and it is VERY similar to this, I promise I had these ideas a while ago!!)
    Haha, no problem. Small world, people are bound to have similar ideas.

    GEO:

    As said above, Cleric Stance is an ability to give healers the ability to solo. This is why I made it so Cleric Stance is entirely swapped by Geomancy in one of my ideas when the CNJ equips the GEO soul. GEO as a DPS has no need for Cleric Stance and therefor it becomes entirely useless. I'm more of a fan of altering a class ability for a specific job than to completely negate it. As it stands with your idea, Cleric Stance would swap the users MND and INT as well as boost DPS by 20% and hurt healing by 80%. This is essentially just a 20% bonus to DPS as a DPS shouldn't be healing. However you're now also faced with the drop of INT and increase of MND. To me this seems like a waste of an ability slot.

    Also as said above, GEO needs some form of MP restoral. BLM has UI, SMN has Aether, GEO will have just SoS which isn't very potent. This is why both of my ideas incorporate a second form of MP restoral.

    I'm not entirely sure of how your combo system works. The format doesn't follow what is already established in game. Unless of course I'm misreading it and your abilities are backwards compatable in combos. For example: It sounds like you mean for Aero II > Tornado > EB. But because of EB's text it sounds like you need to choose between either AeroII > Tornado OR EB > Tornado.

    It also looks like your concept of GEO is along the same lines of BRD, a DPS with the ability to support. With this, I think some potencies need to be reduced. For instance Earth has a 460 potency and no established recast (default 2.5s) which would make it way powerful.

    TIM:

    First off Stop seems to be pretty overpowered. TIM already has Sleepga (30s) and Lethargy (Slow+Heavy (12s)). 30s Bind is pretty intense as well. Also, pairing Sleep and Bind seems redundant to me. Assuming people are out of attack range they effectively do the same thing and both wear off upon taking damage.

    Gravity won't have much use to a TIM. If a boss is immune that's an ability that goes entirely unused. Every boss will pretty much have to be immune. Most bosses (all bosses?) have HP values in the 10's of thousands. If a boss has 40k HP, first tick alone does 800 damage. A healer does NOT want that kind of damage on top of their heals. If there's no recast on Continuum, couldn't the TIM just drop it to fire off some Fires on trash mobs? They'll have Thunder as well remember similar to how WHM/SCH have their DoTs.

    A SCH's Fey Light increases skill speed by 30% for 30s with a recast of 60s in an AoE. You could get by with Quick being 30% with current recast and duration. Though you'd have to know which member had the best base skillspeed to make best use of this and you'd fall into having to maintain this buff at all times possible.

    Problems I see with Rewind right off the bat are with Titan. Group might die to stomps before the effect triggers and would only heal for 600HP after suffering 3k damage due to the first hit triggering it. Don't forget Blizzard II is a shorter range than Medica as well, 5y VS 20y.

    I'm not entirely sure I see very good synergy either with UI/AF. They have their cures on the UI cycle so they will never run out of MP. There presently isn't a way to differentiate removing a stack of a debuff either which makes multiple forms of Fire pointless. I'm not even aware of many debuffs that stack as well outside of one or two bosses that have other mechanics to remove it. It's really hard to find a system that works with UI/AF for a healer. Main reason why I chose to make a crowd control DPS instead of a healer. It would certainly be nice to see as a healer but talk about a balancing nightmare.
    (0)

  2. #2
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by MartaDemireux View Post
    It also looks like your concept of GEO is along the same lines of BRD, a DPS with the ability to support. With this, I think some potencies need to be reduced.
    The devs have stated that they want Bard to be effectively equal in DPS to the other DPS so making their damage lower than the other DPS isn't really appropriate. Keep in mind, the ability for Bard to reduce its damage to increase resource regeneration (i.e. the entirety of its "support" capability) is entirely optional. If you wanted to allow Geomancer to provide a similar benefit, you may want to consider having full DPS be stanceless and support be a stance that allows your other abilities to buff your allies while reducing your own damage. This way Geomancer is fully capable damage all the time and capable/balanced support when it's needed.

    For instance Earth has a 460 potency and no established recast (default 2.5s) which would make it way powerful.
    I'm reasonably sure that *all* persistent ground effects in the game tick on the same 3s interval server as DoTs do (and I'm not sure that the devs would change that for a single ability) so it would more likely be 75 potency tick every 3, using his numbers. Of course, because that tick is effectively a DoT, if you chain cast Stone II>Earth to recast the quake as soon as possible, you're only getting 252 potency per GCD (170 + 210 + 75 * 5 / 3) thanks to replacing the Quake. Of course, a 75 damage tick is almost outrageously high, so it's more likely that it would be brought down to 40 (Flame Arrow is the BRD's, is 35 potency, and on a 60 sec CD), which give you 223.33.
    (0)