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  1. #22
    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 again from the critique, I like input.

    To address your points:

    Point-In-Line: Here is the current version I have created: "Point-in-Line: An instant cast ability that automatically parries and counters a targeted foe's attack for 75% of the damage. Timing must be correct in order to use." And to go with it, "Double-Touch (Trait): Whenever Point-in-Line is successfully used, the user will receive a "Double-Touch" buff for 15 seconds. Double-Touch boost the damage done by melee attacks/skills by 25% ".

    Arcane Cycle:
    - Each rotation of the elements gives a stack, like: 1st spell > 2nd spell (1st Element's weakness)> 3rd spell (2nd's weakness)> 4th spell (3rd's weakness) > 5th spell (4th's weakness) > 6th spell (5th's weakness) > 1st spell (6th's weakness).

    - As for why the stack goes onto the enemy, I want them to feel like an enfeeble/debuff, they would stack on your enemy and you would use it against them. I had also designed it to be more in use during longer battles like bosses and trials, with fencing being more for quick damage and dealing with trash mobs. However, I can see your point about it not being very "free-floating" and have to concur. I have been playing with some ideas about splitting the cycle two shorter cycles that would add the stacks to you or foe depending on which stack is used (Fire > Thunder > Wind > Fire and Water > Ice > Earth >Water) and an abilities that would let your place or grab tallies from one or the other. That way, you can use stacks that are on you for somethings and stacks of foes for other things.

    - As for the DoT time, what if I make them 9 seconds long and change Cycle Through to something like "For every successful opposing spell cast on an Attunement debuff, 1 second will be taken off of the Elemental Spells DoT. DoT times can only go down to x seconds."?

    Red Mage:
    - I really didn't want to give them a specific scenario to stick out in, I wanted them to have fluidity via their utility, with Enchant being their main tool to augment the party's strength. I mean other then WHM/SCH (complement each other), WHM/BRD (Manasong), and DRG/BRD (Impulse Drive + Disembowel to boost BRD's damage), I don't know of any other pairings.
    - Having said all that, I can see how lame Spike, Aetheric Cleanse, and Elemental Burst can look. I might remove Aetheric Cleanse for something more interesting.

    Fencer vs Elementalist
    I have read Matra's Fencer => Red Mage/Mystic Knight Proposal. Matra's proposals are were what got me interested in making class ideas (I have a second class/job idea thread floating around somewhere). >w>()
    For me, I don't like the idea of a Fencer just stumbling into magic, it just seems random. I also felt that Red Mage using the spells from other classes (Conjurer and Thaumaturge) and having none of their own didn't fit with XIV, who gave each magic job the bulk of spells via their class.
    The reason I picked Elementalist as the class is because, just like Fencer, it came from the Tactic Advanced series and uses a rapier (you even need a Fencer's skill to unlock both Red Mage and Elementalist) but also uses debuffing, elemental spells. I just fused the two together and left Elementalist's name because it seemed more descriptive of the class.
    As for the elemental blade idea, I would rather save that for an actual Spell Blade/Mystic Knight/Rune Knight/etc job (maybe for a two-handed sword or another special sword). More jobs, more things to do. ;D
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    Last edited by Mimilu; 06-08-2014 at 11:19 AM.