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  1. #20
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Snip
    Thank you for the critique.

    Do address your points:
    - Tactical Wheel: I had originally though about giving each element a Tactical Wheel buff but was worried that it might be unfair to give them one trait that could possibly gives them one of six different buffs but you are right that it would probably make it more interesting/useful. As for the parrying buff, I made that with GEO in mind. I designed GEO to focus more on parrying as there main defense, to go more with the fencing theme the classes have and their DEX-based physical moves. What if I boost the chance of the Tactical Wheel buff happening to 50% and the Terrain chance to 75%? I'll also add buffs for the individual elements too.
    - Percents: When I did all the percents, I was worried that if I made them happen too often the class/jobs would be broken. I'll go boost some of them... >w>()
    - Point-In-Line: What if Point-In-Line was an instant cast-ability that automatically parried the enemy's attack? You have to use it at the right time for it to work and get the Double-Touch trait buff.

    Arcane Cycle
    - Casting the spells in the correct order is necessary BUT you can start anywhere on the cycle you want, I just started it with Fire because it's the first spell you get.
    - The Arcane Cycle stack is placed on the enemy. For abilities that use Arcane Cycles, you have to have a foe with stacks selected to use them.
    - The Arcane Cycle is based on the Attunement debuff and using the opposite elemental spell to it. Example: You use Burn and wait for the DoT to end and the Fire-Attunement debuff to pop up, you need to use Drown, then Shock when the Water-Attunement debuff is up, and so on until you finish of with casting Burn on an Ice-Attuned foe.
    -You don't have to cast the spells on the same enemy. You just need to cast it on an enemy that has the correct attunement debuff on them. This is where RDM's Elemental Burst and Doublecast comes in. I'll remove the Arcane Cycle cost on Elemental Burst to make it easier.
    - As for the 18 seconds, the last trait ELM gets at 48, Cycle Through, reduces DoT's time to 9. I had designed the DoTs to force players to use magic and melee combat to maximize damage versus specializing in one or the other like the other DPSs.
    -You can have multiple Arcane Cycle stacks on multiple foes.

    Red Mage
    -Red Mage was designed to be a single-target-supporting DPS versus Bard, which is a group-supporting DPS (at least in my eyes it is. :B ).
    - I had designed their abilities to be a bit lackluster just for that reason, Enchant and Doublecast. I also did it to give them things that Bard, the only other support job, didn't have, like a debuff-remover (to help healers) and something to give spike damage to tanks.
    - Doublecast was designed to help spread Enchantments and Elemental Spell DoTs. It allows you to cast two of the same spell on up to two targets. With Enchant up, the two spells become Enchantments.
    - Elemental Burst is RDM's equivalent to ACN/SMN/SCH's Bane but instead of using it after placing a DoT on an enemy, you us it before to make it an AoE.
    - I'll also be boosting Spike's damage output. >w>

    Geomancer
    - I like both of your ideas. I think I will change them a little to "applying the debuff to enemies in the area, when the Geomancer casts the Terrain spell" and changing the Terrains to effect your allies as well, so long as the Geomancer who cast it is in the AoE.
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    Last edited by Mimilu; 06-06-2014 at 03:03 AM.