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  1. #41
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    So, my class and job ideas went through some pretty major revisions since my last edit, so I'm just posting the full thing here, and then I'll go and edit my OP with the same stuff.

    Now with 39% more spoiler tags action!

    Name: Musketeer
    Role: DPS, minor support
    Weapon: Flintlock Pistol

    Class Abilities:
    01 Split Shot: 160 potency.
    02 Leg Shot: Deals 150 potency damage and places a 80% weight effect on enemy for 18 seconds. Weight potency decreases over time.
    04 Hot Shot: Delives an attack with a potency of 50. Places a 40 potency DoT on target for 12 seconds. Can only be used after Split Shot.
    06 Grenade: Delivers an area attack with a potency of 100. 90-second cooldown.
    08 Emergency Potion: Instantly restores own HP. Cure potency 450. Cure potency varies with DEX stat. 90 second cooldown
    10 Phoenix Pinion: Revives target to a weakened state. Cannot be used in battle. 30 second cooldown.
    12 Scattershot: Delivers an attack with a potency of 100 to all enemies in a cone before you.
    15 Tranquilizer Dart: Puts target to sleep. 30 second duration. Cancels auto-attack on use.
    18 Double Charge: Next ability or spell is critical. 120 second cooldown.
    22 Power Potion: Increases Determination by 15%. 15 second duration. 120 second cooldown.
    26 Adrenaline Rush: Recovers own TP over 15 seconds. 60-second cooldown.
    30 Rapid Fire: The next three abilities ignore the global cooldown. 60 second duration. 180 second cooldown.
    34 Scatterburst: Delivers an attack with a potency of 120 with an increased critical chance. Can only be used after Scattershot.
    38 Blast Shot: 180 potency.
    42 Enchanted Ammo: Your Auto-attacks deal an additional 50 potency as unaspected magic damage. 15-second duration. 150-second cooldown.
    46 Sludge Bomb: Creates a designated area in which enemies are afflicted with 30% weight. 18-second duration. 60-second cooldown.
    50 Detonator: 210 potency and grants +10% critical hit rate for 10 seconds. Can only be used after Blast Shot.


    Traits
    08 Enhanced Dexterity
    14 Quick Repeater: Split Shot has a 20% chance to make your next Split Shot deal increased damage.
    16 Enhanced Dexterity II
    20 Enhanced Leg Shot: Your Leg Shot now has a 15% chance to Bind the target for 3 seconds.
    24 Maim and Mend: Damage dealt and HP restored by abilities increased by 10%.
    28 Explosive-Incendiary Ammo: Every tick of Hot Shot has a 15% chance to make your next Hot Shot deal its full periodic damage potency as bonus damage up-front.
    32 Enhanced Dexterity III
    36 Incendiary Grenade: Your grenade now sets the ground ablaze within a 5-yalm radius of the target, dealing 30-potency fire damage to all who are in it.
    40 Very Rapid Fire: Increases the number of abilities that ignore the GCD to 4.
    44 Maim and Mend II: Damage dealt and HP restored by abilities increased by 30%.
    48 Ammo Reserves: Extends the effect of Enchanted Ammo to 21 seconds.


    Musketeer Notes and Changes:
    -I shamelessly stole the base for this revision from Duelle, because he's got some pretty good ideas, though a few of them weren't as good as others.
    - Enchanted Ammo still uses DEX for damage, the bonus damage just targets MDEF rather than DEF.
    -Added the "Blast Shot -> Detonator" combo so there's more time for Hot Shot's DoT to fade before it's used again. This replaces Leaden Salute (which is now a Corsair ability) and Piercing Shot
    -Changed Barrage's name to Rapid Fire, to avoid confusion.
    -Replaced Mortal Shot (Not really a big fan of these kinds of abilities, to be perfectly honest) and Stock Strike (Why would you want to be in melee?) with Power Potion (Now increases Determination, thanks to MartaDemireux) and Phoenix Pinion (Because both WHM and SCH get their revival ability from their class, so might as well go with the flow).
    -Wound up moving around some traits and abilities to make sure everything made sense.
    -Replaced Dead Shot and Enhanced Piercing Shot with two ranks of Maim and Mend, just like any other class that gets a healing job.
    -Changed Field Potion back to Emergency Potion. Because I liked that name better.
    -Replaced Aimed Shot with Tranquilizer, because honestly, being able to sleep mobs is an INCREDIBLY useful bit of support.
    -------------------------------------------------------------------------------------------------------------------
    Job 1: Chemist
    Role: HoT Healer (TP based)
    A Relic Reborn: Quicksilver (Small pistol used by a renowned combat medic)
    Job Abilities:
    30.) Medic's Clip: While active, Enmity caused is reduced, MND and DEX switch scores, multiple abilities have their functionality changed, and certain abilities have a chance of providing Medic's Aim for 10 seconds. Re-using this ability will end the effect.
    ---Emergency Potion: Name changed to Field Potion, put onto Global Cooldown, and becomes ally-targeted with a range of 20 Yalms. Healing potency is now based on MND, and base Healing Potency is now 400.
    ---Phoenix Pinion: Can now be used in-combat, but gains a 7.5 second 'cast' time (Or whatever else would be reasonable).
    ---Grenade: Name changed to Mega Potion Grenade. Heals all allies in a designated area for 400 potency and then applies a 150 potency HoT effect for 15 seconds. Cooldown reduced to 15 seconds.
    ---Medic's Aim: Healing Potency is increased by 10% and TP costs are reduced by 25% for 10 seconds. Alchemist's Potion, Mega-Potion Grenade, Split Shot, and Blast Shot all have a 25% chance of providing Medic's Aim, while Alchemist's X Potion has a 50% chance, and Megalixir has a 100% chance.

    35.) Remedy Dart: Removes a single detrimental effect from the target.

    40.) Restorative Draught: Restores 250 TP. Can only be used after performing a Critical Hit or Critical Heal. 20 second cooldown.

    45.) Field X Potion: Target is healed with 600 potency and given a 300 potency HoT effect for 12 seconds.

    50.) Megalixir: The target and all allies within 5 yalms are healed for 50% of their HP and they regain 10% of their MP and TP every second for the next 10 seconds.

    Chemist notes:
    -I don't really like the idea of 'shooting' someone to heal them. I can understand about shooting potion syringes or something, but I still don't really like the idea.
    -Restorative Draught was added because Kitru made a good point in MartaDemireux's Musketeer thread about using Crit rating as a replacement for Piety in this manner, though I might need to reduce the cooldown...
    -After giving it some thought, gave Phoenix Pinion a 'cast' time when the CHE crystal is equipped, since every other revival spell has one, though like the others said cast time is really only relevant while in battle.
    -Base healing and HoT potencies are primarily there to give an idea of what I mean for this class to do, as I'm not actually initiated into how exactly potency is calculated into actual healing.
    -Changed Field Potion to a full up-front heal. Mega-Potion Grenade and X Potion still apply their HoTs however.
    -May or may not later edit this with 'Cast' times for many of the other healing abilities, if it's really that vital for all healing abilities to have cast times.
    ------------------------------------------------------------------------------------------------------------
    Job 2: Corsair
    Role: DPS/Support
    A Relic Reborn: Fomalhaut (Rather large pistol used by pirate captain who found the original set of enchanted dice)
    Job Abilities:

    Note on Corsair Dice: Rolling a 2 gets the lowest result. A 3-6 gets a low-middle result, 7-11 gets a high-middle result, while a 12 gets the highest result. While any Dice effects are active, the Corsair's damage dealt by all attacks is reduced by 15%.

    30.) Musketeer’s Dice: Rolls a pair of enchanted dice, increasing the attack speed of all allies by 4-12%. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    35.) Marauder's Dice: Rolls a pair of enchanted dice, increasing the Vitality and Piety of all party members by 6-18%, depending on the number rolled. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    40.) Arcanist's Dice: Increases Healing and periodic damage potency for the whole party by 5-15%, depending on the number rolled. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    45.) Leaden Salute: Inflicts massive damage to target and all enemies within 5 yalms of target. 5 minute cooldown.

    50.) Loaded Dice: For the duration, your currently active Dice effect is treated as if you had gotten the best possible result. 30 second duration. 4 minute cooldown


    Corsair notes:
    -Following Bard's example, Corsair gains three support abilities it can activate at the cost of some of its DPS (Not as much as Bard, because the RNG can potentially screw you over on this), an actual attack (Leaden Salute because that was the Corsair's mythic WS from XI), and a buff to enhance their support skills (In this case, you show the RNG who's boss for 30 seconds).
    -The gambling aspect is a very interesting mechanic in my book, and lore-wise, I was thinking that it'd be explained as a bunch of pirates finding enchanted dice in one of their raids, and discovering that said dice could tilt probability in their favor. I'll edit in the lore for the class and jobs at a later date, but there's a bit of the explanation for you.
    -Mechanically speaking, as I have no clue what would actually even out to be 'equivalent' to the buffs that Bard gives in terms of boosted DPS or what have you, I believe that SE would figure that out themselves if they decided to go with a similar concept. IE, making the low result still acceptable, and making the high result awesome when it happens.
    -Might edit in durations for the rolls later. At the very least, they'll last longer than half a minute, preferably about as long as the average final boss in a 4-man dungeon when the group is at-level, both in terms of actual character level and gear level.
    -I honestly had no clue what else to have Arcanist's Dice boost, so I went with periodic damage and healing potency. I hope people don't rip me apart for giving Corsair a "Direct Damage Raid Cooldown" again, even if it only targets DoTs and so is really only useful versus bosses...
    (0)
    Last edited by DarkStar; 12-13-2013 at 06:57 PM.

  2. #42
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by DarkStar View Post
    -Replaced Mortal Shot (Not really a big fan of these kinds of abilities, to be perfectly honest) and Stock Strike (Why would you want to be in melee?) with Power Potion (Now increases Determination, thanks to MartaDemireux) and Phoenix Pinion (Because both WHM and SCH get their revival ability from their class, so might as well go with the flow).
    Concept-wise, the MSK is not a medic. At most they would be able to look after themselves, which is why I figured it would fit better to have CHM get the rez and utility while MSK would focus on damage. Not to mention that if SCH had to wait until level 40 to get rid of status ailments, I think CHM can wait until lv35 to be able to rez people.

    As far as Stock Strike, it's not something you're gonna run up and use every time. It's there to use when you're being chased around by stuff and you want to give yourself some breathing room fast. Think of a PvP situation where a WAR might pull the CHM using Holmgang, CHM stuns the WAR using Stock Strike then starts looking for a gettaway plan involving Sludge Bomb and creative Leg Shot use (and if Enhanced Leg Shot procs, even better).
    -Replaced Aimed Shot with Tranquilizer, because honestly, being able to sleep mobs is an INCREDIBLY useful bit of support.
    This is more about thematics than anything else. Again, MSK focusing on damage, CHM getting the utility. Aimed Shot and Piercing Shot were there to deal with the complaining we currently see for the other ranged class, Archers, where the fact they have no channeled abilities seem to be a big deal and reason for complaints.
    -I don't really like the idea of 'shooting' someone to heal them. I can understand about shooting potion syringes or something, but I still don't really like the idea.
    Ain't nothing wrong with healing bullets. :O
    -I honestly had no clue what else to have Arcanist's Dice boost, so I went with periodic damage and healing potency. I hope people don't rip me apart for giving Corsair a "Direct Damage Raid Cooldown" again, even if it only targets DoTs and so is really only useful versus bosses...
    Perpetual buffs aren't cooldowns. A cooldown would be Hastega with a duration of 18 seconds that increases the Skill and Spell Speed of the raid by 200%. My Gunner's lv50 ability, Marked for Death is also a cooldown since it lasts 10 seconds and is the sort of thing a raid leader would call for during the burn phase.
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    Last edited by Duelle; 12-13-2013 at 09:22 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #43
    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 DarkStar View Post
    Leg Shot: Deals 150 potency damage and places a 80% weight effect on enemy for 18 seconds. Weight potency decreases over time.
    150 potency with an 80% weight without a CD is pretty powerful, even if it does diminish over time. Remember that you're talking about an rDPS here: the only movement impairing ability that BRD gets is Shadowbind, which break when the target attacks, for good reason. Without stringent limitations on movement impairing effects, classes with full mobility and ranged capability become kiting *gods*, so I would look into doing something to severely restrict the usability of this ability (if it's even kept around).

    Grenade: Delivers an area attack with a potency of 100. 90-second cooldown.
    That's an insanely long CD on an AoE that is, honestly, really bad. Pretty much every other AoE in the entire game (barring status effect AoEs) hits harder than that and doesn't even have a CD. The only thing that even remotely justifies the CD is the trait you get at 36, so you're, effectively, providing an ability at level 6 that it's pointless until 36. If you want it to be a pseudo-clone of Flaming Arrow, just make it like that from the beginning and get rid of the trait. Also, because you're really just copying Flaming Arrow with some *very* minor tweaks, change it up a bit: instead of a ground patch, have it apply a DoT to all targets hit. It's effectively the same thing and actually makes it different.

    Emergency Potion: Instantly restores own HP. Cure potency 450. Cure potency varies with DEX stat. 90 second cooldown
    You want to say "Cure potency varies with current attack power" since it's really just a weaker/lower CD Second Wind, though you *are* making it stronger than Second Wind, over time. PGL has a reason to have Second Wind, given that they're a melee job and are going to take more damage, so I'm not entirely sure I see a reason to give them a survivability CD like this (BRD has no native survivability CDs, which is probably appropriate given that they can just kite stuff indefinitely while still blowing it up).

    I don't really see the point of changing the ability so much. It's not like giving a hardcast MND based heal to MSK would really give it all that much of an advantage and it would make conversion into CHE actually make a bit more sense since there isn't really any precedent for changing every single aspect of an ability when you job swap (Summon I/II/III don't change the range, cast time, or cost; just the "target").

    10 Phoenix Pinion: Revives target to a weakened state. Cannot be used in battle. 30 second cooldown.
    Same thing applies to this as Emergency Potion. There's not really a reason to *not* have a cast time other than you think that using an item should be instant. It can't be used out of combat so it's not like being instant provides any real benefit and the 30 sec CD actually makes it more annoying because you're having to wait 30 secs to pick up more than one person. Just give it the standard 8 second cast and explain it as the caster either searching for it or synthesizing it on the fly.

    22 Power Potion: Increases Determination by 15%. 15 second duration. 120 second cooldown.
    A buff to Determination doesn't actually do all that much because Determination is worth something like 15-20% of the same number of points of main stat. The de/buffs that are labelled as "determination up/down" are actually increases or decreases to damage dealt and don't actually affect the determination stat. Just make it a damage and healing buff since that's what you're trying to do in the first place.

    Adrenaline Rush: Recovers own TP over 15 seconds. 60-second cooldown.
    The devs are getting rid of Invigorate on BRD for a reason. BRDs (and this class as well) are going to be able to keep up damage on an effectively constant basis thanks to range and mobility so providing them with additional resource gain (especially given that you're providing them with a 25% uptime resource gain that can and should be used on CD since it's an over time effect which makes it effectively impossible to waste since you can just keep shooting all the while).

    Rapid Fire: The next three abilities ignore the global cooldown. 60 second duration. 180 second cooldown.
    That doesn't really work. The only ability that's off-GCD that can be chain cast has a 2.5 sec CD to prevent it from being automatically chaincast, not to mention that you still can't use abilities while another is animating (some of which last a full 2 seconds) so you're not really providing a consistent benefit. It would make more sense to just have it increase attack speed (not skill speed) by an extreme amount (50%, 75% with talent) for a short duration (~7.5 seconds).

    34 Scatterburst: Delivers an attack with a potency of 120 with an increased critical chance. Can only be used after Scattershot.
    Not entirely sure I see the logic in having a single target attack as the tier 2 combo of an AoE.

    Blast Shot: 180 potency.
    Really not sure I see the point of this given that you've got Split Shot, which, with the trait, makes it deal effectively the same damage. You should either give this a secondary effect so that you're not effectively duplicating Split Shot or replace it with something else entirely (and make Detonator combo off of Split Shot).

    Enchanted Ammo: Your Auto-attacks deal an additional 50 potency as unaspected magic damage. 15-second duration. 150-second cooldown.
    Why not just make it a stance that consumes MP while it's active instead of making it a CD? It's *enchanted* ammo, so it makes sense and allows the MSK to actually get some use out of its MP. The trait could either increase damage, decrease cost, or provide some kind of proc benefit, like a 5% chance to reduce the target's resistance by 10% for 10 seconds with every hit.

    Detonator: 210 potency and grants +10% critical hit rate for 10 seconds. Can only be used after Blast Shot.
    It's the big damage attack *and* it's a self-buff. Not entirely sure I think it makes all that much sense, especially given that there's not really all that much complexity to the rotation. As written, the rotation is just going to be

    Medic's Clip: While active, Enmity caused is reduced, MND and DEX switch scores, multiple abilities have their functionality changed, and certain abilities have a chance of providing Medic's Aim for 10 seconds. Re-using this ability will end the effect.
    Not *entirely* sure why you made it reduce enmity generated, given that an enmity reduction ability should probably be part of the MSK's wheelbox and could just as easily be used by Chemist without giving them a global enmity reduction (keep in mind, SCH has to use its pet and shields to achieve lower enmity while WHM has to use Shroud; BRD has Quelling Shots as a native ability so it might be appropriate to give it to MSK as well).

    There isn't really precedent for changing an ability's name upon class change so I'm not entirely sure that it should be done.

    ---Grenade: Name changed to Mega Potion Grenade. Heals all allies in a designated area for 400 potency and then applies a 150 potency HoT effect for 15 seconds. Cooldown reduced to 15 seconds.
    As written, this is in direct conflict with the Grenade trait you provided. If you really wanted to make it not just a powered up ranged clone of Medica II (Medica II is 200 potency with 100 potency for 15 seconds), change it up a bit. Have the HoT effect become a healing puddle. You could remove the CD and just have it be so that only a single patch can be out at a single time, which allows the CHE to spam AoE heal a bit at reduced efficiency while still being able to use it "efficiently", similar to how WHM can use follow up a Medica II cast with some Medica spam if they really need to throw down the AoE healing.

    Medic's Aim: Healing Potency is increased by 10% and TP costs are reduced by 25% for 10 seconds. Alchemist's Potion, Mega-Potion Grenade, Split Shot, and Blast Shot all have a 25% chance of providing Medic's Aim, while Alchemist's X Potion has a 50% chance, and Megalixir has a 100% chance.
    That's a *lot* of stuff that can regularly provide global bonuses. The procs that WHM gets are all specific to certain abilities, not global, (that's increasing efficiency of all of your heals by 46.7%) and have *much* lower proc chances (25% proc chance means that you could expect to maintain a near 100% uptime just by spamming Potion). You need to reduce the number of abilities that can proc it and reduce the proc chances themselves.

    I also don't really see how the name "Medic's Aim" makes all that much sense, given that you're *already* guaranteed to hit people with your heals. You don't even really need to name it in the first place, given that you could just include those benefits as additional effects applied to the abilities upon job changing, which also allows you to specific the procs (i.e. Potion has a 25% chance to reduce TP cost of your next heal by 50%) and change up the effects so that they're not nearly as borked as written.

    Restorative Draught: Restores 250 TP. Can only be used after performing a Critical Hit or Critical Heal. 20 second cooldown.
    250 TP is one quarter of your max TP. Given crit rates, you could easily expect to be able to use it every 20 seconds (since the proc that activates it can activate while the ability is on CD). You need to reduce the potential TP gain by lot. One possible solution would be to remove the CD and make it an over time effect (120 TP over 12 seconds, which is a 50% increase in TP regeneration): since it's an over time effect, chain casting has a drastically diminished value while still allowing you to gain some degree of additional benefit from chain crits.

    45.) Field X Potion: Target is healed with 600 potency and given a 300 potency HoT effect for 12 seconds.
    That's a potency 1800 heal (600 + 4 ticks of 300). Given that you're trying to make this the "Cure II" of the class, you really need to fix it. Since it's your big heal, it needs to be frontloaded but you obviously want this to fulfill a similar role as Regen. One thing you could do is have it be a small amount of instant healing (200 potency) with a HoT effect (75 potency for 18 seconds) and, when you heal a target already affected by this ability (i.e. receiving the HoT), the initial heal is increased by 450 to 650 (6 x 75) but the HoT effect isn't applied. This turns it into both a maintenance heal like Regen *and* a burst heal like Cure II.

    50.) Megalixir: The target and all allies within 5 yalms are healed for 50% of their HP and they regain 10% of their MP and TP every second for the next 10 seconds.
    You didn't list a CD, but I'm going to assume that you meant it to be something like 5 minutes. Even if it were something even higher like the 7 min that Hallowed Ground has, *that's borked as hell*. 50% of max hp *and* fully restoring *all* of their TP and MP is *insanely* strong. That's stronger than the tier 2 Healer LB. The WHM uber-heal, Benediction, has a 5 min CD and fully heals a *single* target without affecting their resources at all.

    This needs to be powered down *a crapton*.

    May or may not later edit this with 'Cast' times for many of the other healing abilities, if it's really that vital for all healing abilities to have cast times.
    It is vital for healing abilities to have cast times. Without them, you get into the same situation that BRD has when weighed against the other DPS classes, because you'd be giving CHE full mobility to go along with their full healing capability.

    Note on Corsair Dice: Rolling a 2 gets the lowest result. A 3-6 gets a low-middle result, 7-11 gets a high-middle result, while a 12 gets the highest result. While any Dice effects are active, the Corsair's damage dealt by all attacks is reduced by 15%.
    These aren't balanced at all. First off, they have no uptime limitation so they can be kept up *at all time*. Since it's only coming at the cost of 15% of their own DPS, they'd just keep them up all the time because the benefits, especially when they're applied to more than one target, are *monumentally* more valuable than a slight reduction in damage. On top of this, since the benefits are determined upon use, you could just stand around for a little while, casting and recasting the dice you want until you get the dice roll that you want and then keep it up at all times.

    You need to find a way to force limited uptime upon the abilities, and, if you *really* want to have the random aspect of it (once again, I don't really agree with this), have the randomness occur continually rather than just at the point of activation (i.e. the roll is made every 6 seconds and the buff size changes accordingly). As to the buff types themselves, I'm strangely ambivalent. Attack speed increase works for only buffing DoW classes, but the other buffs are kind of funky. Healers benefit from 2 of the dice types (Marauder's with increased PIE) and Arcanist's (increased Healing potency). Casters only really benefit from Arcanist's, given that BLM and SMN are both designed to have effectively unlimited resource pools (Aetherflow for SMN and Umbral Ice for BLM), and, even then, only SMN is going to get an appreciable benefit since the only periodic damage that BLM has is Thunder and Thunder's DoT is pretty mediocre (Thunder's real value is in Thundercloud, which gives you a free, instant-ast Thunder III with fully frontloaded damage along with the existing DoT; the DoT is just there to activate the proc). Marauder's has *really* questionable for a number of reasons. Increasing hp without healing a commensurate amount simply leaves you at current hp and the ability to be healed up to a higher value so everyone would have to be healed in order to actually get any value of it; tanks are all about predictability so the random value of it wouldn't really do what it should; the fact that it's a raidwide increase to eHP means that the only times it would be useful would be for burst AoE damage scenarios, like the primal signature attacks, which are already relatively easy to survive unless your healers are oblivious or you're woefully undergeared.

    Assuming you fix the general issues concerning the dice, you should probably reevaluate the benefits. As it stands, DoW classes get way more than anyone else thanks to Musketeer's Dice, which needs to be fixed either by making Musketeer's Dice provide a benefit in line with the benefits that the other roles/classes get. If you wanted to buff the other Dice, a more useful benefit for Marauder's dice would be to have it be something like a raidwide Bloodbath, so that everyone heals for 5-15% of their damage dealt, which is a useful benefit for everyone but especially beneficial for tanks/healers (tanks because they're self healing and healers because it's, for all intents and purposes, an AoE heal which decreases their load). As for Arcanist's, you could have it be a spell speed clone of Musketeer's; considering Army's Paeon and Mage's Ballad, it's not like you can't just mirror them.

    Leaden Salute: Inflicts massive damage to target and all enemies within 5 yalms of target. 5 minute cooldown.
    A 5 min AoE nuke is kind of out of place. The long-CD AoE nuke niche is kind of fulfilled by the caster limit break, and this really muscles in on that. It also doesn't really jive with COR's whole "support" role. Death From Above, the AoE that BRD's get, is a 10% damage debuff, so it's both an attack and a support mechanism (and, because BRD honestly has better AoE damage abilities, it's more of a support ability than a damage ability). I would reduce the CD and effect to something less absurd while finding some way for it to provide a level of support, possibly acting like an AoE that drops a patch with a Virus-like effect (i.e reduce INT/MIN/STR/DEX by 15%).
    (1)

  4. #44
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    So, the main reason I'm posting right now is just to let people know that I am still working on this idea. It's just that with the recent release of 2.1, I've been too busy enjoying the game to worry about my interpretation of a yet-to-be-released class. However, looking over Kitru's post, I can see that I did indeed mess a few things up. So, I'm going to touch on everything she had a criticism about, taking it from the top.

    150 potency with an 80% weight without a CD is pretty powerful, even if it does diminish over time. Remember that you're talking about an rDPS here: the only movement impairing ability that BRD gets is Shadowbind, which break when the target attacks, for good reason. Without stringent limitations on movement impairing effects, classes with full mobility and ranged capability become kiting *gods*, so I would look into doing something to severely restrict the usability of this ability (if it's even kept around).
    I was under the impression that both Stone and Blizzard inflicted Weight and had similar potencies. Unless the power of the effect is a lot less, in which case, I'd appreciate knowing what percentage they use so I can edit that in.

    That's an insanely long CD on an AoE that is, honestly, really bad. Pretty much every other AoE in the entire game (barring status effect AoEs) hits harder than that and doesn't even have a CD. The only thing that even remotely justifies the CD is the trait you get at 36, so you're, effectively, providing an ability at level 6 that it's pointless until 36. If you want it to be a pseudo-clone of Flaming Arrow, just make it like that from the beginning and get rid of the trait. Also, because you're really just copying Flaming Arrow with some *very* minor tweaks, change it up a bit: instead of a ground patch, have it apply a DoT to all targets hit. It's effectively the same thing and actually makes it different.
    This was actually a typo on my part. I had intended to cut the cooldown to 10 seconds. However, I suppose you're right. I'll be improving the base potency a bit, say to about 125 perhaps, and then changing the trait so it instead inflicts a physical damage DoT, and then changing the name of the trait to "Fragmentation Grenade" to reflect this.

    Again, though, thanks for catching the problem with the cooldown.

    You want to say "Cure potency varies with current attack power" since it's really just a weaker/lower CD Second Wind, though you *are* making it stronger than Second Wind, over time. PGL has a reason to have Second Wind, given that they're a melee job and are going to take more damage, so I'm not entirely sure I see a reason to give them a survivability CD like this (BRD has no native survivability CDs, which is probably appropriate given that they can just kite stuff indefinitely while still blowing it up).

    I don't really see the point of changing the ability so much. It's not like giving a hardcast MND based heal to MSK would really give it all that much of an advantage and it would make conversion into CHE actually make a bit more sense since there isn't really any precedent for changing every single aspect of an ability when you job swap (Summon I/II/III don't change the range, cast time, or cost; just the "target").
    Again, thanks for pointing out an issue with the description. I had forgotten that Monk's Second Wind read that it varies with Attack Power. And considering that Monk is my main class, I'm especially ashamed about that typo. ><

    As for the rest of your comment, I'm not really that big on the idea of making Chemist reliant on a cross-class skill for a base-line heal. I suppose I could make it the new level 30 Chemist skill, but that'd mean the other skills that CHE is reliant on would have to get their functionality changed the moment you equip the soul crystal. That'd also mean a lot of other things would need to change, which I'll go into once we get to Chemist.

    So, for the time being at least, Emergency Potion is here to stay. Next!

    Same thing applies to this as Emergency Potion. There's not really a reason to *not* have a cast time other than you think that using an item should be instant. It can't be used out of combat so it's not like being instant provides any real benefit and the 30 sec CD actually makes it more annoying because you're having to wait 30 secs to pick up more than one person. Just give it the standard 8 second cast and explain it as the caster either searching for it or synthesizing it on the fly.
    Okay, here at least I completely agree with you, and you're right about the lack of a cast time. As you say later on in your post, cast times on healing abilities are necessary for balance, so I guess I'll go with that.

    A buff to Determination doesn't actually do all that much because Determination is worth something like 15-20% of the same number of points of main stat. The de/buffs that are labelled as "determination up/down" are actually increases or decreases to damage dealt and don't actually affect the determination stat. Just make it a damage and healing buff since that's what you're trying to do in the first place.
    That was actually my original plan, but it seems that you're the only person who likes that idea. My initial beta-reader didn't like the idea because it was "Maim and Mend on a cooldown", and the only other person to comment on it was MartaDemireux, who thought a Determination buff would be more interesting than a direct buff to damage and healing.

    Honestly, I'm just gonna go back to my old idea of it boosting damage if a Musketeer or Corsair or Healing if a Chemist, and if anyone else complains about that, I'm just going to ignore them.
    The devs are getting rid of Invigorate on BRD for a reason. BRDs (and this class as well) are going to be able to keep up damage on an effectively constant basis thanks to range and mobility so providing them with additional resource gain (especially given that you're providing them with a 25% uptime resource gain that can and should be used on CD since it's an over time effect which makes it effectively impossible to waste since you can just keep shooting all the while).
    I went with the 'over-time' effect because I didn't feel like stealing Lancer's Invigorate and giving it a new name. I originally built this in because I believed that a class that can keep attacking even while it's running to avoid AoEs would be quickly starved of TP, but since apparently this was never a problem for Archer/Bard, I guess it likely wouldn't be a problem for Musketeer either. Plus, since Chemist has Restorative Draught (which I'll comment on when we get to it), this isn't really necessary anymore I guess. Maybe I'll see about replacing it with an enmity shedding skill...

    That doesn't really work. The only ability that's off-GCD that can be chain cast has a 2.5 sec CD to prevent it from being automatically chaincast, not to mention that you still can't use abilities while another is animating (some of which last a full 2 seconds) so you're not really providing a consistent benefit. It would make more sense to just have it increase attack speed (not skill speed) by an extreme amount (50%, 75% with talent) for a short duration (~7.5 seconds).
    Hmm...I'm not sure I understand what you're talking about, but I can still see that as-written this ability isn't quite as useful as I thought it'd be. As such, I think I'll go with your suggestion anyway.

    Not entirely sure I see the logic in having a single target attack as the tier 2 combo of an AoE.
    This was a typo. Scatterburst is also supposed to be a conical AoE. Thank you for catching this.

    Really not sure I see the point of this given that you've got Split Shot, which, with the trait, makes it deal effectively the same damage. You should either give this a secondary effect so that you're not effectively duplicating Split Shot or replace it with something else entirely (and make Detonator combo off of Split Shot).
    Not sure what I see you mean about Split Shot doing the same damage as Blast Shot with the trait, but whatever. I'll think on this some more. Maybe give it a debuff that lowers the enemy's resistance to whatever damage type Pistols would use.

    Why not just make it a stance that consumes MP while it's active instead of making it a CD? It's *enchanted* ammo, so it makes sense and allows the MSK to actually get some use out of its MP. The trait could either increase damage, decrease cost, or provide some kind of proc benefit, like a 5% chance to reduce the target's resistance by 10% for 10 seconds with every hit.
    Pugilist/Monk doesn't get any native use of its MP. Lancer/Dragoon doesn't get any native use of its MP. Marauder/Warrior doesn't get any native use of its MP. The only Disciple of War classes that get any native use out of their MP are Gladiator/Paladin through Flash, and Archer/Bard through its songs. And in the case of the songs, the MP drain acts more like a 'soft duration/cooldown' near as I can tell. So, as such, until you can provide a better reasoning for why I should change this, I'm keeping it as-is.

    Also, yes, it's enchanted ammo. That doesn't mean the Musketeer was the one doing the enchanting. This is fantasy. It's entirely possible your invisible ammo pouch could hold pre-enchanted ammo, just like how your Archer/Bard's invisible quiver could have arrows enchanted with wind magic, AKA, Wind Bite.

    It's the big damage attack *and* it's a self-buff. Not entirely sure I think it makes all that much sense, especially given that there's not really all that much complexity to the rotation. As written, the rotation is just going to be
    The rotation is just going to be...?

    But regardless, I'll think on what Detonator could do, but honestly, I still like the idea of it giving a boost to crit rate, particularly since it's the level 50 ability.

    Not *entirely* sure why you made it reduce enmity generated, given that an enmity reduction ability should probably be part of the MSK's wheelbox and could just as easily be used by Chemist without giving them a global enmity reduction (keep in mind, SCH has to use its pet and shields to achieve lower enmity while WHM has to use Shroud; BRD has Quelling Shots as a native ability so it might be appropriate to give it to MSK as well).

    There isn't really precedent for changing an ability's name upon class change so I'm not entirely sure that it should be done.
    I made it reduce enmity because, outside of its main heal, all of Chemist's healing skills include HoTs, which a WHM friend of mine says generate HUGE amounts of hate. Thus, a global enmity reduction would be necessary to keep Chemist a viable healer. The only alternative would be to change how HoTs generate hate, but I was under the impression that these class ideas were being made under the impression that features such as base enmity generation would remain basically the same throughout the entire lifespan of the game.

    Besides, it's not like this gives the Chemist free reign to do craptons of damage without generating any hate whatsoever, considering they swap DEX and MND when in their 'healing stance', if that's what you were worried about.

    As for changing an ability's name, I don't see why it SHOULDN'T be done. Also, you did it yourself with your Thief into Ninja idea. NEXT!

    As written, this is in direct conflict with the Grenade trait you provided. If you really wanted to make it not just a powered up ranged clone of Medica II (Medica II is 200 potency with 100 potency for 15 seconds), change it up a bit. Have the HoT effect become a healing puddle. You could remove the CD and just have it be so that only a single patch can be out at a single time, which allows the CHE to spam AoE heal a bit at reduced efficiency while still being able to use it "efficiently", similar to how WHM can use follow up a Medica II cast with some Medica spam if they really need to throw down the AoE healing.
    Refer to what I said earlier about Grenade. As for it being a "Powered Up ranged clone of Medica II", I actually had never even looked at Medica II while I was making it. I was more looking at Cure III. However, that "Healing Puddle" idea is an interesting suggestion, and I might go with that instead. I'll need to think about it more later.

    That's a *lot* of stuff that can regularly provide global bonuses. The procs that WHM gets are all specific to certain abilities, not global, (that's increasing efficiency of all of your heals by 46.7%) and have *much* lower proc chances (25% proc chance means that you could expect to maintain a near 100% uptime just by spamming Potion). You need to reduce the number of abilities that can proc it and reduce the proc chances themselves.

    I also don't really see how the name "Medic's Aim" makes all that much sense, given that you're *already* guaranteed to hit people with your heals. You don't even really need to name it in the first place, given that you could just include those benefits as additional effects applied to the abilities upon job changing, which also allows you to specific the procs (i.e. Potion has a 25% chance to reduce TP cost of your next heal by 50%) and change up the effects so that they're not nearly as borked as written.
    I'll think on this.

    That's a potency 1800 heal (600 + 4 ticks of 300). Given that you're trying to make this the "Cure II" of the class, you really need to fix it. Since it's your big heal, it needs to be frontloaded but you obviously want this to fulfill a similar role as Regen. One thing you could do is have it be a small amount of instant healing (200 potency) with a HoT effect (75 potency for 18 seconds) and, when you heal a target already affected by this ability (i.e. receiving the HoT), the initial heal is increased by 450 to 650 (6 x 75) but the HoT effect isn't applied. This turns it into both a maintenance heal like Regen *and* a burst heal like Cure II.
    Funny how I completely missed the overall potency. Anyway, I think I'll use your suggestion, since that is kind what I was trying to go for. Turn it into a maintenance heal that also turns Potion into a burst heal when used on the same target.

    You didn't list a CD, but I'm going to assume that you meant it to be something like 5 minutes. Even if it were something even higher like the 7 min that Hallowed Ground has, *that's borked as hell*. 50% of max hp *and* fully restoring *all* of their TP and MP is *insanely* strong. That's stronger than the tier 2 Healer LB. The WHM uber-heal, Benediction, has a 5 min CD and fully heals a *single* target without affecting their resources at all.

    This needs to be powered down *a crapton*.
    Yes, I did in fact intend it to have a 5 minute cooldown. Once more, thank you for catching that typo. I'm thinking I'm going to reduce the resource regeneration to 3% per 3 seconds for 15 seconds, perhaps?

    It is vital for healing abilities to have cast times. Without them, you get into the same situation that BRD has when weighed against the other DPS classes, because you'd be giving CHE full mobility to go along with their full healing capability.
    I was not aware of this. I'll look into giving the healing abilities appropriate cast times.

    These aren't balanced at all. First off, they have no uptime limitation so they can be kept up *at all time*. Since it's only coming at the cost of 15% of their own DPS, they'd just keep them up all the time because the benefits, especially when they're applied to more than one target, are *monumentally* more valuable than a slight reduction in damage. On top of this, since the benefits are determined upon use, you could just stand around for a little while, casting and recasting the dice you want until you get the dice roll that you want and then keep it up at all times.

    You need to find a way to force limited uptime upon the abilities, and, if you *really* want to have the random aspect of it (once again, I don't really agree with this), have the randomness occur continually rather than just at the point of activation (i.e. the roll is made every 6 seconds and the buff size changes accordingly). As to the buff types themselves, I'm strangely ambivalent. Attack speed increase works for only buffing DoW classes, but the other buffs are kind of funky. Healers benefit from 2 of the dice types (Marauder's with increased PIE) and Arcanist's (increased Healing potency). Casters only really benefit from Arcanist's, given that BLM and SMN are both designed to have effectively unlimited resource pools (Aetherflow for SMN and Umbral Ice for BLM), and, even then, only SMN is going to get an appreciable benefit since the only periodic damage that BLM has is Thunder and Thunder's DoT is pretty mediocre (Thunder's real value is in Thundercloud, which gives you a free, instant-ast Thunder III with fully frontloaded damage along with the existing DoT; the DoT is just there to activate the proc). Marauder's has *really* questionable for a number of reasons. Increasing hp without healing a commensurate amount simply leaves you at current hp and the ability to be healed up to a higher value so everyone would have to be healed in order to actually get any value of it; tanks are all about predictability so the random value of it wouldn't really do what it should; the fact that it's a raidwide increase to eHP means that the only times it would be useful would be for burst AoE damage scenarios, like the primal signature attacks, which are already relatively easy to survive unless your healers are oblivious or you're woefully undergeared.

    Assuming you fix the general issues concerning the dice, you should probably reevaluate the benefits. As it stands, DoW classes get way more than anyone else thanks to Musketeer's Dice, which needs to be fixed either by making Musketeer's Dice provide a benefit in line with the benefits that the other roles/classes get. If you wanted to buff the other Dice, a more useful benefit for Marauder's dice would be to have it be something like a raidwide Bloodbath, so that everyone heals for 5-15% of their damage dealt, which is a useful benefit for everyone but especially beneficial for tanks/healers (tanks because they're self healing and healers because it's, for all intents and purposes, an AoE heal which decreases their load). As for Arcanist's, you could have it be a spell speed clone of Musketeer's; considering Army's Paeon and Mage's Ballad, it's not like you can't just mirror them.
    I'm going to leave Musketeer's Dice mainly as-is. The attack speed bonus is lesser than what Monk gets through Greased Lightning, which honestly was what I was going with. However, I do like your suggestions for Marauder's and Arcanist's dice, and I'll use those ideas for them. Also, I think I'll go with your suggestion to make it continually re-roll over the duration, so that Loaded Dice, once again, has a reason for existence.

    Speaking of which, the fact that you're not saying anything about it tells me that you approve of that ability. Hooray!

    A 5 min AoE nuke is kind of out of place. The long-CD AoE nuke niche is kind of fulfilled by the caster limit break, and this really muscles in on that. It also doesn't really jive with COR's whole "support" role. Death From Above, the AoE that BRD's get, is a 10% damage debuff, so it's both an attack and a support mechanism (and, because BRD honestly has better AoE damage abilities, it's more of a support ability than a damage ability). I would reduce the CD and effect to something less absurd while finding some way for it to provide a level of support, possibly acting like an AoE that drops a patch with a Virus-like effect (i.e reduce INT/MIN/STR/DEX by 15%).
    Hmm, I think I'll go with that idea of yours. Call the debuff while they're standing in the patch "Lead Dust" or something, I guess. Give it a 2-3 minute cooldown and, obviously, drop the damage potency way down. Maybe 200 potency?


    Anyway, thanks for your feedback and catching all those typos. I'll be working on this idea some more, and when I feel it's ready to get torn apart again, I'll post the latest revision.
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    Last edited by DarkStar; 12-18-2013 at 10:08 AM.

  5. #45
    Player
    Kitru's Avatar
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    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by DarkStar View Post
    I was under the impression that both Stone and Blizzard inflicted Weight and had similar potencies. Unless the power of the effect is a lot less, in which case, I'd appreciate knowing what percentage they use so I can edit that in.
    The difference is that Stone and Blizzard are cast time abilities for classes that have to rely on cast times for 99% of their damage. MSK is going to have no cast times, which means that they can throw the slow, start kiting, and still have full DPS.

    Not sure what I see you mean about Split Shot doing the same damage as Blast Shot with the trait, but whatever. I'll think on this some more. Maybe give it a debuff that lowers the enemy's resistance to whatever damage type Pistols would use.
    The Quick Repeater trait provides a 20% chance to increase the damage of your next Split Shot. Unless the increase in damage is less than double (wherein it's not really an appreciable benefit like a trait should provide), you're going to end up with Split Shot doing as much or more damage than Blast Shot.

    The larger point is that you have two attacks that are just straight damage used to start their relevant combos. You could remove Blast Shot completely and it would play exactly the same as you intend with one fewer ability. DRG, which is the only class that has 2 completely separate combo trees, has Impulse Drive be a comparatively high damage attack that has a positional requirement so that the starter attacks of the two combos are actually mechanically different. You're not doing that here, and I would recommend that you either get rid of Blast Shot or have Blast Shot provide some different effect so that it is an appreciably different attack than Split Shot.

    And in the case of the songs, the MP drain acts more like a 'soft duration/cooldown' near as I can tell. So, as such, until you can provide a better reasoning for why I should change this, I'm keeping it as-is.
    It wasn't so much a "you have to change this" so much as "eh, here's an idea that might make it a bit more interesting". The point of the MP drain *was* to have it act as a soft CD so that it's not just a barely modified Barrage. Either way, it's not really something that is really an issue; that was more of a thematic suggestion.

    Also, yes, it's enchanted ammo. That doesn't mean the Musketeer was the one doing the enchanting. This is fantasy. It's entirely possible your invisible ammo pouch could hold pre-enchanted ammo, just like how your Archer/Bard's invisible quiver could have arrows enchanted with wind magic, AKA, Wind Bite.
    The game actually refers to Windbite as a technique that the guildmaster teaches you, as opposed to carrying a special type of arrow. Just because it's a DoW class or any ability doesn't use MP doesn't mean that the ability isn't thematically supposed to be a pseudo-magical effect. GLA gets Circle of Scorn which is *explicitly* magical, MRD can make a shockwave with an axe, MNK can wrap its fists in elements, etc.

    The rotation is just going to be...?
    I'm not entirely sure what happened here. I remember doing the calculation to determine the attack string, but I guess it got eaten by the editing process somehow. As written, the attack string you've current got implemented is Split>Hot>Blast>Detonator>Blast>Detonator. That's *monumentally* boring, especially since there isn't anything that mixes it up like the procs that BLM and BRD get; it's just the same 4 buttons repeated ad nauseum for the entire fight with no real variation.

    I made it reduce enmity because, outside of its main heal, all of Chemist's healing skills include HoTs, which a WHM friend of mine says generate HUGE amounts of hate.
    HoTs do not generate appreciably more hate than any other healing effect. The reason that Medica II is such an absurd enmity generator is because it places a HoT on *8 people at once*. The only time that HoTs are even an enmity issue otherwise are when the healer throws a HoT before an add spawns or the tank starts the fight and that's not because of the *amount* of enmity generated, but the time that it's generated.

    Yes, I did in fact intend it to have a 5 minute cooldown. Once more, thank you for catching that typo. I'm thinking I'm going to reduce the resource regeneration to 3% per 3 seconds for 15 seconds, perhaps?
    Massive percentage based healing like that coupled with resource regeneration gets into a *really* weird place, even with a CD, especially when it's recovering both TP *and* MP. It's perfectly acceptable to leave TP out of it, especially given that resource issues are really only encountered by healers (the only time a DoW should run out of TP is if they're AoE spamming for an extended period and don't allow themselves some time to cool off). Rather than going with percents, since you're making it an AoE, it would probably be better to simply use potencies: heal potency approaching 800-1000 (which is the same as getting 2-2.5 Cures on everyone at once) and some level of refresh potency (refresh is weird as hell so I've got no real clue how the listed potencies effect the gained mp). It's important to rein in the potency of stuff because you're making it an AoE. Benediction is a 5 min CD that fully heals a *single* target and does nothing to their resource pool. You're asking for something on the same CD that heals multiple people while also restoring their resources, which is, for balance purposes, going to dilute the effects considerably.

    Speaking of which, the fact that you're not saying anything about it tells me that you approve of that ability. Hooray!
    Lol, there's a bit of a difference between "approval" and "not having a problem with it" but take the victories where you find them.

    Hmm, I think I'll go with that idea of yours. Call the debuff while they're standing in the patch "Lead Dust" or something, I guess. Give it a 2-3 minute cooldown and, obviously, drop the damage potency way down. Maybe 200 potency?
    Now that 2.1 has dropped and we've learned that BRDs no longer get appreciable value out of Rain of Death, the secondary effect probably needs to be reevaluated. A simple solution could be having the patch cause any enemy that stands in it to be Blinded, which is of the same theme while also weakening it to a similar level as Rain of Death's secondary effect. As a 2 min CD, you could probably get away with it being a potency 150-200 initial attack and have the ground patch tick for potency 20-25 for the 30 sec duration that the patch is around. You could even conceivably bring the CD down to 1 minute so that it's comparable to BRD's Flaming Arrow (if it's on GCD, you can have the frontloaded damage be approx. your expected mean potency per GCD from special attacks with the DoT mirroring Flaming Arrow's); the debuff aspect would be explained by either being a job ability rather than a class ability, justified by slightly lower tick damage, or ignored completely because abilities aren't balance on a one-for-one basis but as completely suites belonging to a class/job.
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  6. #46
    Player
    DarkStar's Avatar
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    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    Alright, the latest revision of Musketeer! Again, quite a few changes here, so just posting the fully-revised version in a new post before editing the OP.

    Name: Musketeer
    Role: DPS, minor support
    Weapon: Flintlock Pistol

    Class Abilities
    01 Split Shot: 160 potency.
    02 Leg Shot: Deals 150 potency damage and places a 80% weight effect on enemy for 18 seconds. Weight potency decreases over time. 30 second cooldown.
    04 Blast Shot: 180 potency with a 10% higher crit chance. Can only be used after Split Shot
    06 Grenade: Delivers an area attack with a potency of 120.
    08 Emergency Potion: Instantly restores own HP. Cure potency 450. Cure potency varies with DEX stat. 90 second cooldown
    10 Phoenix Pinion: Revives target to a weakened state. Cannot be used in battle. 8 second cast time.
    12 Double Charge: Next ability or spell is critical. 120 second cooldown..
    15 Tranquilizer Dart: Puts target to sleep. 30 second duration. Cancels auto-attack on use.
    18 Scattershot: Delivers an attack with a potency of 100 to all enemies in a cone before you
    22 Hot Shot: Delives an attack with a potency of 50. Places a 40 potency DoT on target for 12 seconds. Can only be used after Split Shot.
    26 Enchanted Ammo: While active, every Auto-Attack drains a small amount of your MP and deals an additional 20 potency of unaspected magic damage. Automatically de-activates if MP reaches 0, and can only be re-activated when MP is full.
    30 Detonator: 200 potency and grants +5% extra damage for 8 seconds. Can only be used after Blast Shot.
    34 Scatterburst: Delivers an attack with a potency of 120 with an increased critical chance to all enemies in a cone before you. Can only be used after Scattershot.
    38 Trick Shooting: Enmity caused is reduced by 20% for the next 20 seconds. 60-second cooldown.
    42 Rapid Fire: Increases Attack Speed by 50% for 8 seconds. 180 second cooldown
    46 Power Potion: Increases damage dealt by 20%. 15 second duration. 120 second cooldown.
    50 Slug Shot: 190 potency and lowers the enemy's resistance to Piercing Damage by 10% for 12 seconds. Can only be used after Split Shot.


    Traits
    08 Enhanced Dexterity
    14 Quick Repeater: Blast Shot has a 20% chance to make your next Split Shot deal increased damage.
    16 Enhanced Dexterity II
    20 Fragmentation Grenade: Your grenades are now packed with shrapnel, causing a physical DoT with 20 potency to all targets affected by the Grenade for 18 seconds.
    24 Maim and Mend: Damage dealt and HP restored by abilities increased by 10%.
    28 Incendiary Ammunition: Auto-Attacks against a target suffering from Hot Shot have a 10% chance of dealing an additional 15% fire aspected physical damage.
    32 Enhanced Dexterity III
    36 Enduring Enchantments: The MP drained per auto-attack while using Enchanted Ammo is reduced by half.
    40 Trigger Happy: Ability critical hits have a 20% chance of increasing Auto-Attack Speed by 25%.
    44 Maim and Mend II: Damage dealt and HP restored by abilities increased by 30%.
    48 Very Rapid Fire: Increases the Attack Speed bonus to 75%.


    Musketeer Notes and Changes:
    -Big thanks to Kitru for noticing lots of things I didn't in the last revision.
    -Changed what Blast Shot did, changed Rapid Repeater to proc off of Blast Shot rather than Split Shot, had it combo off of Split Shot, and then dropped one more ability into comboing off of Split Shot, so hopefully now there's more things for a Musketeer to do when it isn't popping cooldowns.
    -Changed the functionality of several skills as well as their placement.
    -Returned Power Potion to its original ideal of increasing Damage and Healing depending on which Job Crystal is equipped. I refuse to change its effect again, though I might mess around with the power some more.
    -Changed or replaced the effects of some abilities and traits.
    --------------------------------------------------------------------------------------------------------------------------------
    Job 1: Chemist
    Role: HoT Healer (TP based)
    A Relic Reborn: Quicksilver (Small pistol used by a renowned combat medic)

    Job Abilities
    *Power Potion: Increases Healing rather than Damage while the Chemist crystal is equipped.

    30.) Medic's Clip: While active, Enmity caused is reduced, MND and DEX switch scores, multiple abilities have their functionality changed, and certain abilities have a chance of providing Medic's Aim for 10 seconds. Re-using this ability will end the effect.
    ---Emergency Potion: Name changed to Field Potion, put onto Global Cooldown, and becomes ally-targeted. Healing potency is now based on MND, and base Healing Potency is now 400. Gains a 2.5 second cast time, and there is a 15% chance that the next Field X-Potion will not consume TP.
    ---Phoenix Pinion: Can now be used in-combat.
    ---Grenade: Name changed to Mega Potion Grenade. Heals all allies in a designated area for 200 potency and then drops a 'puddle' of healing vapors that last for 15 seconds and provides a 100 potency HoT effect to anyone standing in them. There can only ever be one 'puddle' active at a time; If this ability is used again before the previous 'puddle' has expired, it will immediately end. Has a 15% chance that the next Field Potion is a guaranteed crit. 2.5 second cast time.

    35.) Remedy Dart: Removes a single detrimental effect from the target. 1 second cast time.

    40.) Restorative Draught: Increases TP regeneration by 50% for 12 seconds. Can only be used after performing a Critical Hit or Critical Heal.

    45.) Field X Potion: Target is healed with 200 potency and given a 75 potency HoT effect for 18 seconds. Any Field X Potions used on the target while the HoT is still active gain an additional 450 potency but don't apply the HoT effect. 2.5 second cast time.

    50.) Megalixir: The target and all allies within 5 yalms are healed for 50% of their total health, and gain Refresh with a potency of 300 for 15 seconds (Or whatever potency and duration would make a dent in their MP reserves). 300 second cooldown.


    Chemist notes:
    -Gave every healing skill except Megalixir a cast time appropriate to the ability.
    -Massively nerved Megalixir because it was a lot more powerful than I had intended. The other skills have all gotten minor nerfs as well, for much the same reason.
    -Medic's Aim removed, self-buff effects are now built into each of the healing abilities.
    -Changed up Restorative Draught to hopefully be less OP and, at the same time, more useful.
    -Changed Mega Potion Grenade's functionality, as well as Field X Potion.
    ------------------------------------------------------------------------------------------------------------
    Job 2: Corsair
    Role: DPS/Support
    A Relic Reborn: Fomalhaut (Rather large pistol used by pirate captain who found the original set of enchanted dice)

    Job Abilities:
    Note on Corsair Dice: Rolling a 2 gets the lowest result. A 3-6 gets a low-middle result, 7-11 gets a high-middle result, while a 12 gets the highest result. While any Dice effects are active, the Corsair's damage dealt by all attacks is reduced by 15%. Dice are re-rolled every 15 seconds.

    30.) Musketeer’s Dice: Rolls a pair of enchanted dice, increasing the attack speed of all allies by 4-12%. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    35.) Marauder's Dice: Rolls a pair of enchanted dice, giving all allies a 5-15% Health Drain effect on all attacks and skills/spells. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice

    40.) Arcanist's Dice: Rolls a pair of enchanted dice, increasing the Casting Speed of all allies by 4-12%. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    45.) Leaden Salute: Inflicts 350 potency damage to target and all enemies within 5 yalms of target, and a cloud of dust left behind causes a perpetual Blind effect to anyone standing inside the area of effect for 30 seconds. 60 second cooldown

    50.) Loaded Dice: For the duration, your currently active Dice effect is treated as if you had gotten the best possible result, and it ignores any 're-rolls' that might've occurred during its duration, but forces a 're-roll' at the end. 30 second duration. 4 minute cooldown


    Corsair notes:
    -Massively changed the effects of Marauder's and Arcanist's dice.
    -All dice effects are now forced to 're-roll' every 15 seconds to keep the random feature in the effects.
    -Changed almost everything about Leaden Salute, without going overboard like what Rain of Death apparently did. I hope.
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    Last edited by DarkStar; 12-21-2013 at 06:11 PM.

  7. #47
    Player
    NeonC's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Neon Sea
    World
    Excalibur
    Main Class
    Archer Lv 50
    I want an attack that places a lock on a target where you get like 5 sec to mash out as many shots as you can on them and an emote where you blow the smoke off the barrel of the gun.
    (1)

  8. #48
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I probably should not bump a thread that's almost a year old, but I don't think I should make a new thread just to post an idea that is not going to matter in less than a week. Here's one last musketeer concept I was working on.

    Musketeer/銃術士
    Mechanics - Musketeer can switch between pistol and musket, and some of their shots require one or the other.

    Weapons - Kits: Kits are composed of pistol(s) and musket.

    Abilities

    01 Split Shot - Delivers two attacks with a potency of X per shot.
    02 Hot Shot - Delivers an attack with a potency of X and places a DoT effect with a potency of X for 15 seconds. Additional Effect: Pistol.
    04 Overcharge - Increases the cost of your next ability by 100% to make it a guaranteed critical. 2 minute cooldown.
    06 Field Potion - Restores own HP. Cure potency 150. Potency scales with DEX. 2.5 second cast time. Can be cast while moving.
    08 Trick Shot - Requires Pistol. Delivers an attack with a potency of X and one extra target with decreased potency.
    10 Grenade - Delivers an area attack with a potency of 200. 4 yalm radius. 90-second cooldown.
    12 Leg Shot - Places a 60% weight effect on enemy for 18 seconds. Weight potency decreases over time.
    15 Aimed Shot - 2.5 second cast time. Delivers an attack with a potency of X. 10 second cooldown. Additional Effect: Musket.
    18 Quickdraw - Changes your weapon from pistol to musket and vice versa. 10 second cooldown.
    22 Barrage (MSK) - Requires Pistol. Channeled attack. Repeatedly shoot at target enemy over 9 seconds. 90 second cooldown.
    26 Hair Trigger - Increases skill speed by 75%. 15 second duration. 2 minute cooldown.
    30 Scattershot - Requires Musket. Delivers an attack with a potency of 100 to all enemies in a cone before you.
    34 Gun and Run - Your next shot increases movement speed by 50% for 10 seconds.
    38 Piercing Shot - Requires Pistol. Delivers an attack with a potency of X. Increases damage target takes from physical attacks by 10%. 25 second duration. 3 minute cooldown.
    42 Tar Bomb - Creates a designated area in which enemies are afflicted with 30% weight. 18-second duration. 60-second cooldown.
    46 Stock Strike - Stuns target enemy for 3 seconds. Requires melee range. 20-second cooldown.
    50 Leaden Salute - Requires Musket. Delivers an attack with a potency of X. 3 seconds after target is affected, target explodes, dealing damage to all enemies near it.

    Traits
    08 Enhanced Dexterity (Musketeer) - Increases DEX by 2.
    14 Quick Repeater - Your shots have a 15% chance to increase the potency of your next Split Shot.
    16 Enhanced Dexterity II (Musketeer) - Increases DEX by 4.
    20 Two-Gun - Allows the use of two pistols.
    24 Ubercharge - Overcharge now increases the cost of your next ability by 75%.
    28 Enhanced Grenade - Increases the radius of your grenades to 8 yalms.
    32 Tactical Barrage - Increases TP regen rate while under the effect of Barrage (MSK).
    36 Sniper Training - Your shots have a 10% chance to make your next Aimed Shot instant.
    40 Enhanced Leg Shot - Your leg shot now places an 80% slow effect.
    44 Enhanced Hair Trigger - Hair Trigger now increases skill speed by 150%.
    50 Combustion - Using Hot Shot on enemies standing in a tar patch sets it on fire, dealing X potency damage every second for 6 seconds.

    Achievements
    Aim for the top, gun I-V: Attain musketeer level 10-50

    Notes

    * This musketeer is designed around built-in weapon swaps. I tried to make it as organic as possible, which is not an easy thing to do despite there being only two weapons.
    * Part of why I decided "kits" should be MSK's weapon choice is because what we have seen so far are NOT muskets. They are flintlock pistols. Muskets are long-barreled weapons that were the precursor to the modern rifle, and it would be odd to call the double-barreled pistols the yellowjackets and Merlwyb use muskets.
    * Kits also accomodate the MSK getting a second pistol to use once they hit lv20 without requiring additional weapons.
    * The idea here is that your options are limited to the current weapon, with both weapons having roles within gameplay. Pistol shots are more for debuffing and minor damage, while musket shots are damage-focused. In doing so we'd be both accurate while also not letting the pistol models in-game go to waste.
    * I do realize this would be more difficult to develop due to the need to animate two weapons. The best way (IMO) to unify the animations would be having both stand with the left foot front and the right foot back. When using a pistol the stance would be similar to that of how policemen pose/hold pistols (until you get the trait Two-Gun). The footwork happens to coincide with the posture used when firing a rifle/musket, so it would save the animators some time I would think.
    * I have a feeling there should be some sort of benefit or mechanic to further encourage switches (like, say, being in pistol mode causes TP to regenerate faster while musket stops or greatly lowers TP regen or something). I'm just not too sure how to balance something like that.
    * That said, I'll admit this concept was influenced a little by the gunners in Revelation Online and Lost Ark.

    Chemist/アイテム士
    Abilities
    30 Combat Medic - Increases healing by X. Disables auto-attacks and prevents the use of abilities that switch you to or require Musket. Allows Split Shot and Barrage to be used on allies. Replaces Field Potion with Alchemist's Potion and Grenade with Mega-Potion Grenade. Effect ends upon reuse.
    **Split Shot - Restores a little HP.
    **Barrage - Restores HP over 9 seconds.
    **Alchemist's Potion - Restores HP. 2.5 second cast time. Can be cast while moving.
    **Mega-Potion Grenade - Restores HP of target and all allies within 8 yalms.
    35 Remedy Dart - Removes one status ailment
    40 Phoenix Pinion - Revives ally in a weakened state
    45 Tranquilizer Dart - Puts target to sleep for 20 seconds (8 seconds in PvP)
    50 Megalixir - Recovers 50% of target's max HP over 12 seconds

    Quests
    30 Practical Medicine
    35 In the name of science
    40 Affable Apothecaries
    45 Unwanted Side-effects
    50 A teaspoon of sugar...
    50 A Relic Reborn: Mercury kit => Asclepius (final form)

    Achivements
    I bring them healing bullets - Complete the chemist job quest "A teaspoon of sugar..."
    By the power of medicine - Obtain a mercury kit in the quest A Relic Reborn

    Notes

    * Chemist is designed around being more mobile than WHM or SCH.
    * A CHM's options for healing would be Split Shot, Barrage for focused healing, Mega-Potion Grenade for AOE heals and Alchemist's Potion as their standard "cure"-type ability.
    * Because CHM's main heal can be case while moving, I figure overall healing throughput should be split between Split Shot's healing bullets, alchemist's potion and what uptime is possible with Barrage.

    Gunner/ガンナー
    Abilities
    30 Mortal Shot - Requires Musket. Delivers an attack with a potency of 200. Can only be used when target's HP is below 30%. 15 Second cooldown.
    35 Quickshot - Delivers an attack with a potency of 10. Additional Effect: Silence. 35 second cooldown.
    40 Juggle - Requires Pistol. Requires melee range. Delivers a channeled attack that slowly pushes target away from you. Additional Effect: Pacification.
    45 Explosive Rounds - Your next 3 shots deal additional fire damage to target and enemies within 2 yalms.
    50 Marked for Death - Increases physical damage taken by target by 10%. 2 minute cooldown.

    Quests
    30 The big iron
    35 A gun gone gung-ho
    40 On honeyed words
    45 Arms of the angels
    50 Showdown at high noon
    50 A Relic Reborn: Exeter Kit => Fomalhaut Kit (final form).

    Achivements
    Three-Gun - Complete the gunner job quest "Showdown at high noon"
    Arms gone wild - Obtain an exeter kit in the quest A Relic Reborn.

    Notes

    * I'm not ashamed to say I was thinking of westerns too much while coming up with the quests for gunner.
    * I'm also not ashamed to say I'd want the AF would be something along the lines of what we saw with Vash the Stampede or Dante from Devil May Cry.
    * With the above in mind, Juggle is meant to be a peeling ability that also does damage but puts you at risk since you have to stand still. As far as where I got the idea for juggle...well... (yes, I'm aware it looks silly)


    Anyway, glad I got that out of my system. Now I can be pleasantly surprised or disappointed with the reveal on the 20th without any regrets. :O
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    Last edited by Duelle; 12-15-2014 at 08:35 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #49
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    At this point, honestly, I'll be happy if it's just a healing class. I mean, we've already got Ninja DPS and Dark Knight has been revealed to be a Tank, so all we need is a healer and we'd have interesting new examples of each role.

    Also, I love you for the veiled Wild ARMs reference. Now I'm tempted to make either a female Midlander named Virginia Maxwell, or a male Midlander named Ashley Winchester, and have them start out as Musketeer.
    (1)

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