maybe take a look at Synonyms for Musketeer i was thinking gunner
http://thesaurus.com/browse/Musketeer
some of them are amusing
maybe take a look at Synonyms for Musketeer i was thinking gunner
http://thesaurus.com/browse/Musketeer
some of them are amusing
It's pretty obvious that they're going to be going with a piratical theme for the Musketeer (based in Limsa, Merlwyb is a pirate admiral and is one, the boss in Pharos Sirius is a pirate), which is why most people think it'll be Corsair (well, that and Corsair just sounds cool). Other piratical names could be Buccaneer and Privateer, though I think Corsair still works the best.
* 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)
I dunno. The culture is definitely piratical even if the government is moving in a more authoritarian bent, though I think that it's less "police state" and more "enforced civilization", since without a strong authoritative presence, I doubt a city of pirates, privateers, and other rogues would be able to do anything for the collective good. Merlwyb might be a military dictator, but, as far as I've been able to tell, she's been a benevolent, even if draconian, one. Of course, I think the draconian and militaristic bent of her rule is just as cultural as it is practical since she's simply applying the tenets of maritime command, which were historically *incredibly* severe, to the city as a whole.
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...
Last edited by DarkStar; 12-13-2013 at 06:57 PM.
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).
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.-Replaced Aimed Shot with Tranquilizer, because honestly, being able to sleep mobs is an INCREDIBLY useful bit of support.
Ain't nothing wrong with healing bullets. :O-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.
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.-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...
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)
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).
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.Grenade: Delivers an area attack with a potency of 100. 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).Emergency Potion: Instantly restores own HP. Cure potency 450. Cure potency varies with DEX stat. 90 second cooldown
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").
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.10 Phoenix Pinion: Revives target to a weakened state. Cannot be used in battle. 30 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.22 Power Potion: Increases Determination by 15%. 15 second duration. 120 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).Adrenaline Rush: Recovers own TP over 15 seconds. 60-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).Rapid Fire: The next three abilities ignore the global cooldown. 60 second duration. 180 second cooldown.
Not entirely sure I see the logic in having a single target attack as the tier 2 combo of an AoE.34 Scatterburst: Delivers an attack with a potency of 120 with an increased critical chance. Can only be used after Scattershot.
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).Blast Shot: 180 potency.
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.Enchanted Ammo: Your Auto-attacks deal an additional 50 potency as unaspected magic damage. 15-second duration. 150-second cooldown.
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 beDetonator: 210 potency and grants +10% critical hit rate for 10 seconds. Can only be used after Blast Shot.
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).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.
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.
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.---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.
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.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.
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.
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.Restorative Draught: Restores 250 TP. Can only be used after performing a Critical Hit or Critical Heal. 20 second cooldown.
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.45.) Field X Potion: Target is healed with 600 potency and given a 300 potency HoT effect for 12 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.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.
This needs to be powered down *a crapton*.
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.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.
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.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%.
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.
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%).Leaden Salute: Inflicts massive damage to target and all enemies within 5 yalms of target. 5 minute cooldown.
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.
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.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).
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.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.
Again, though, thanks for catching the problem with the cooldown.
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. ><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").
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!
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.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.
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.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.
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.
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...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).
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.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).
This was a typo. Scatterburst is also supposed to be a conical AoE. Thank you for catching this.Not entirely sure I see the logic in having a single target attack as the tier 2 combo of an AoE.
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.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).
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.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.
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 rotation is just going to be...?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
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.
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.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.
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!
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.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.
I'll think on this.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.
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.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.
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?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*.
I was not aware of this. I'll look into giving the healing abilities appropriate 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.
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.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.
Speaking of which, the fact that you're not saying anything about it tells me that you approve of that ability. Hooray!
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?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%).
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.
Last edited by DarkStar; 12-18-2013 at 10:08 AM.
|
![]() |
![]() |
![]() |
|