why when asking balance noone says
My skill "xxx" is too powerful/cheap this has to change?
/Joking
Maybe the skills listed need balance.
why when asking balance noone says
My skill "xxx" is too powerful/cheap this has to change?
/Joking
Maybe the skills listed need balance.
1. I'd agree with this, but at high level content you're better off using Dragon Kick -> Twin Snakes -> Rockbreaker. The TP cost is fine if you're not spamming it like a fool...though if they're going to keep the TP as is, increase potency a bit. I usually only use it for ADS to Silence (yes, this is a monk who actually Silences ADS, and does it well).Please Contribute!
MONK
1) Arm of the Destroyer – tp to 100
2) Fists of Wind – restore 20tp per auto-attack
3) Greased Lightning – duration to 14s
4) Haymaker – make off-GCD
5) Perfect Balance – retain stance upon expiration; cd to 210s (from 240s)
6) Shoulder Tackle – add Bind/Heavy, remove Stun; dur to 3s, cd to 75s, tp to 100 (from 2s, 90s, 120tp)*
*now usable during boss encounters that require a stun-rotation
{more to come}{please give minor, plausible balance changes}
2. No, that's kinda powerful, and as a MNK if you're running that low on TP you're not timing Invigorate right, you're spamming AoE, or you're in a party with pretty bad DPS. I WOULD prefer something else other than the movement speed boost though, as outside of some circumstantial battles (Titan EX), you're not going to need that movement speed. Maybe a faster auto-attack speed along with it, or it increasing the duration of each new stack of GL while it's on by 3-5 seconds? Give us SOME reason to use this over Fists of Earth (switched to for unblockable boss bursts) and Fists of Fire (if it's not on when you don't need FoE, there's something wrong with you).
3. I agree with an increased time for Greased Lightning, see my suggestion above.
4. I agree with this, and have wondered why it wasn't like that to begin with, especially since you can't spam it.
5. Cooldown is fine on it, though I agree it starting you off on a stance would be nice...maybe Opo-opo?
6. Not sure on this, since it doesn't see much use from me to begin with unless I'm dealing with a bad tank who doesn't stun.
Dragoon
Ring of Thorns: Add a 5% piercing resistance down effect for 20 seconds when combo'd with HT. The ability as it is is barely useful and fairly underwhelming. It's only marginally better than doomspike for one GCD after HT in situations where you can't line up all the mobs. The debuff would make Ring of Thorns quite a bit more useful in the pre-DS spam set up, and would also add a little bit more functionality to bard/drg AoE combo. This also allows a drg to get half the piercing resist of disembowel on mob's that can't be attacked from the rear if more of those crop up in the future.
Jump: I would like this to be made into a gap closer like Spineshatter Dive and Dragonfire Dive. I know dragoon already has a 3 other gap closers but they all have an additional effect that makes them a poor choices in certain situations and long cool downs. A nice simple nothing added gap closer that has a reasonably short cooldown would be nice.
Warrior
Enhanced Bloodbath: Warrior already gets double duration on bloodbath but I think the % hp restored needs to be increased as well. I find bloodbath to be far more useful on DRG than it is on WAR, since as a DRG I am both doing much higher damage and taking a significant amount less, granted my drg is i93 and my warrior is i77, this would be the case even with equal gear. Healers have told me they can't even tell when bloodbath is on and one has described it as trying to put out a fire with a squirt gun. I don't have an idea of what % it should be to still be fairly balanced but actually useful. Maybe 50%?
Warrior/Paladin/WHM
Actually instant Holmgang/Hallowed Ground/Benediction.
Bard
Army's Paeon: Increase TP regen slightly. maybe by 10 or 20 TP per tick.
Last edited by Onihi; 04-09-2014 at 03:40 PM.
Black Mage could use a minor boost to it's damage. while they are AoE kings it means nothing in endgame most of the time. they are only second to last on single target dmg and that is before movement comes into play. interupting a spell is always a big dmg loose. lowering scathe potency in 2.1 was unnecessary as well. more survivability through mana wand/ward is fine but in the first place blm are there to dps and not to show off how they can take mountain buster to the face
I agree with this 100%. BLM single target dps needs a little love. BLM aoe could use a little bit of a nerf to bring it in line with SMN and BRD. Give BLMs one more utility spell for raids. Could be a silence or raise from the arcanist skills.
Monk is perfect at the moment. Monk is the highest dps in the game. The only thing I would change about monk is make it so they can silence in any form.
Dragoon could use a little bump in dps to be balanced with monk.
Bards are ok imho, they already get their full rotation w/o having to worry about movement or position. They also contribute to other dps/heals significantly.
SMN is fine dps wise. I think egi AI could use some major overhauls and the pet bar could use some love too.
Well, bards were healers/buffers back in time. When they were true support, instead of being confused between support and dps because the game lacks of support options/classes
Haymaker off GCD is fine.
Rest is BS.
First off, that's not an animation lock. An animation lock (i.e. using limit break) literally locks you in place and you can't do anything. Secondly, the reason you can't use your CDs is because you can't activate anything while casting. You can surely use those moves on anything with out a cast time (e.g. regen) and to put this into perspective, bards can't use bloodletter while casting any of their songs.Presence of Mind and Divine Seal need to be off global cooldown for White Mage.
Regen would be nice also, but might be OP.
EDIT: Let me clarify I suppose. Let me weave them between my spell casting like bards Bloodletter... so I dont have to suffer the stupid animation lock.
Summoner: Tri-Disaster that actually binds, its a good defense when being chased by multpile mobs, but not when it doesnt work
1.) Put Holy's potency back to what it was originally. Changing it hasn't stopped speed running, or frankly even slowed it down. Just give WHM it's ONE decent nuke, and only AoE back at original potency, especially for the mana cost.
2.) Make Freeze useful. I don't care how but for the love of god make it useful in ANY way.
3.) Make Enkindle more than a slightly crappier Fester. The CD is way too long for the paltry damage it deals.
4.) Dragonfire dive should be more than an AoE jump but with worse damage. There are any number of ways you can do this, add it to the Power Surge buff, add a DoT burn, add an AoE circle on the ground where it hits. Again, CD is way too long for the low damage.
5.) Buff enhanced pet actions to at least 50% proc. Crits are already rare enough on pets, but sticking a 20% chance onto something that already has about a 15% chance to happen, and even then only lasts for 8 seconds, is just a slap in the face.
BLM change lethargy to a simple silence skill, 45 second cool down, no damage dealt required. Off GCD. Otherwise everything seems fine balance wise. Just need more silence options.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.