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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    New Class: Minstrel (Radical Change to Bard Job)

    Hello everyone, so after playing with bard I do have to say that Square Enix really missed an opportunity to make Bards into an individual class with its own identity, and there are many players including myself that would have loved to see a proper bard type class introduced into the game. Now I know the chances of this happening are very low but if Square Enix could do such a massive game changing thing like removing all the daggers from gladiators in favor of the rogue class, I can definitely see something like this happening if there is enough demand for it.

    Minstrel (Disciples of Magic)


    1.) Weapon: Harp
    2.) Role: Healer
    3.) Guild: Ul'dah (Minstrel Guild)
    4.) Armor: Light/Cloth
    5.) Attributes: Mind + Piety
    6.) Job: Bard (Minstrel 30 + Arcanist 15)

    Class Actions


    (MP Cost is based on a level 1 Character. As you level up, MP Cost of all spells will increase.)

    1.) Foe Requiem (Spell)
    Effect: Deals unaspected channeled damage over time with a potency of 80 for 12 seconds to the enemy. Effect is cancelled with movement.
    Level: 1
    MP Cost: 1 (Per Tick)
    Cast Time: Instant
    Cooldown: 4 Seconds
    Range: 20 Yards
    Radius: 0 Yards

    2.) Soothing Melody (Spell)
    Effect: Grants a channeled healing over time effect with a cure potency of 200 for 12 seconds to the party member. Effect is cancelled with movement.
    Level: 2
    MP Cost: 3 (Per Tick)
    Cast Time: Instant
    Cooldown: 4 Seconds
    Range: 20 Yards
    Radius: 0 Yards

    3.) Dark Threnody (Spell)
    Effect: Deals dark damage with a potency of 50. Additional Effect: Dark damage overtime with potency of 25, and blinds the enemy for 18 seconds. Could be used while channeling Foe Requiem
    Level: 4
    MP Cost: 6
    Cast Time: Instant
    Cooldown: 2.5 Seconds
    Range: 20 yards
    Radius: 0 Yards

    4.) Marcato (Ability)
    Effect: Transforms the next channeled spell into an instant cast. Consumes all the MP that was necessary to channel that spell, and reduces the potency of the channeled effect by 1/2.
    Level: 6
    MP Cost: Varies by spell
    Cast Time: Instant
    Cooldown: 20 seconds
    Range: 0 Yards
    Radius: 0 Yards

    5.) Swiftsong (Spell)
    Effect: Increases Movement speed of all nearby party members as long as they remain within hearing distance. Effect ends upon reuse or when enmity is generated. Cannot be used in combat.
    Level: 8
    MP Cost: 10
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 0 Yards
    Radius: 20 Yards

    6.) Renewing Carol (Spell)
    Effect: Grants a healing overtime effect with a cure potency of 150 to the party member for the next 18 seconds. Could be used with Soothing Melody.
    Level: 10
    MP Cost: 12
    Cast Time: 3 seconds
    Cooldown: 2.5 Seconds
    Range: 20 Yards
    Radius: 10 Yards

    7.) Goddess Hymn (Spell)
    Effect: Resurrects target to a weakened state. Cannot be used when in combat
    Level: 12
    MP Cost: 31
    Cast Time: 8 seconds
    Cooldown: 2.5 Seconds
    Range: 20 Yards
    Radius: 0 Yards

    8.) Light Threnody (Spell)
    Effect: Deals light damage with a potency of 150. Additional Effect: Dia (Defense Down). Could be used while channeling Foe Requiem
    Level: 15
    MP Cost: 14
    Cast Time: Instant
    Cooldown: 10 seconds
    Range: 20 yards
    Radius: 10 yards

    9.) Warding Round (Spell)
    Effect: Removes a single detrimental effect from target. Could be used while channeling Soothing Melody.
    Level: 18
    MP Cost: 15
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 20 Yards
    Radius: 10 Yards

    10.) Dazing Sirvente (Spell)
    Effect: Inflicts target with slow for 15s. Could be used while channeling Foe Requiem
    Level: 22
    MP Cost: 7
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 20 Yards
    Radius: 10 Yards

    11.) Foe Lullaby (Spell)
    Effect: Inflicts target with sleep for 30s. Cancels auto-attack and channeled effects upon execution. Could be used while channeling Foe Requiem
    Level: 26
    MP Cost: 8
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 20 Yards
    Radius: 10 Yards

    12.) Troubadour (Ability)
    Effect: Spreads your target’s Foe Requiem or Soothing Melody to all nearby allies or enemies. Duration: Time remaining on original effect. If you use a spell that can be used while channeling any of these two spells all allies or enemies will receive the effect. (Maximum of 3 targets)
    Level: 30
    MP Cost: Doubles the MP drain per tick
    Cast Time: Instant
    Cooldown: 10 seconds
    Range: 20 Yards
    Radius: 0 Yards

    13.) Healing Operetta (Spell)
    Effect: Restore target's HP. Cure Potency: 300, Could be used while channeling Soothing Melody.
    Level: 34
    MP Cost: 15
    Cast Time: 2 Seconds
    Cooldown: 5 Seconds
    Range: 20 Yards
    Radius: 0 Yards

    14.) Pianissimo (Ability)
    Effect: Doubles the potency of your Foe Requiem or Soothing Melody, but reduces the duration of the channeled effect by 1/2, and depletes the MP necessary to channel the spell at twice the speed.
    Level: 38
    MP Cost: (Varies by spell)
    Cast Time: Instant
    Cooldown: 30 seconds
    Range: 20 Yards
    Radius: 10 Yards

    15.) Magic Finale (Spell)
    Effect: Removes one beneficial status effect from the enemy. Could be used while channeling Foe Requiem.
    Level: 42
    MP Cost: 14
    Cast Time: 5 Seconds
    Cooldown: 60 Seconds
    Range: 20 Yards
    Radius: 0 Yards

    16.) Elemental Requiem
    Effect: Reduces the elemental resistances of the enemy by 10%. Could be used while channeling Foe Requiem.
    Level: 46
    MP Cost: 16
    Cast Time: 5 Seconds
    Cooldown: 15 Seconds
    Range: 20 Yards
    Radius: 0 Yards

    17.) Victory March (Spell)
    Effect: Grants a healing overtime effect with a cure potency of 550 to all nearby party members.
    Level: 50
    MP Cost: 26
    Cast Time: 3.5 seconds
    Cooldown: 180 seconds
    Range: 20 Yards
    Radius: 10 Yards

    Class Traits


    1.) Enhanced Piety
    Effect: Increases Piety by 2.
    Level: 8

    2.) Enhanced Piety II
    Effect: Increases Piety by 4.
    Level: 14

    3.) Renewing Finale
    Effect: If renewing carol is used while channeling soothing melody the cure potency of the regen effect is doubled.
    Level: 16

    4.) Disorienting Notes
    Effect: When channeling Foe Requiem the enemy is inflicted with heavy, and it has a 10% chance of binding the enemy.
    Level: 20

    5.) Enhanced Piety III
    Effect: Increases Piety by 6.
    Level: 14

    6.) Hymn of Rebirth
    Effect: Allows you to cast “Goddess Hymn” during combat.
    Level: 28

    7.) Enhanced Warding Round
    Effect: If Warding Round is used while channeling Soothing Melody it’ll remove a detrimental effects every tick, until Soothing Melody finishes Channeling.
    Level: 32

    8.) Swiftcast
    Effect: Swiftsong provides a quick casting bonus of 10% when you enter combat, effect wears off upon the first spell used during combat.
    Level: 36

    9.) Musical Notes
    Effect: Increases the potency of Soothing Melody and Foe Requiem by 20%.
    Level: 40

    10.) Saboteur Finale
    Effect: Magic Finale now removes 2 enhancement effects from the enemy.
    Level: 44

    11.) Impending Victory
    Effect: Allows you to use Victory March during combat.
    Level: 48

    Bard (Job)

    1.) Mage's Ballad (Spell)
    Refreshes MP of all nearby party members while lowering own healing dealt by 10%. TP is drained while singing. Refresh effect is lost if party members move out of hearing distance, and ends upon reuse. Cannot be used with other song enhancements.
    Level: 30
    MP Cost: N/A
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 0 Yards
    Radius: 20 Yards

    2.) Sorcery Etude (Spell)
    Increases the Magic Accuracy of all nearby party members while lowering own healing dealt by 10%. TP is drained while singing. Magic Accuracy effect is lost if party members move out of hearing distance, and ends upon reuse. Cannot be used with other song enhancements.
    Level: 35
    MP Cost: N/A
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 0 Yards
    Radius: 20 Yards

    3.) Army Paeon (Spell)
    Refreshes TP of all nearby party members while lowering own healing dealt by 10%. TP is drained while singing. Refresh effect is lost if party members move out of hearing distance, and ends upon reuse. Cannot be used with other song enhancements.
    Level: 40
    MP Cost: N/A
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 0 Yards
    Radius: 20 Yards

    4.) Sword Madrigal (Spell)
    Increases the Accuracy of all nearby party members while lowering own healing dealt by 10%. TP is drained while singing. Accuracy effect is lost if party members move out of hearing distance, and ends upon reuse. Cannot be used with other song enhancements.
    Level: 45
    MP Cost: N/A
    Cast Time: 3 Seconds
    Cooldown: 2.5 Seconds
    Range: 0 Yards
    Radius: 20 Yards

    5.) Soul Voice (Ability)
    Doubles the effectiveness of all songs for 30s.
    Level: 50
    MP Cost: N/A
    Cast Time: Instant
    Cooldown: 300 Seconds
    Range: 0 Yards
    Radius: 0 Yards

    Cross Class Actions

    1.) Conjurer: Cure / Stoneskin

    2.) Arcanist: Physick / Eye for an Eye

    3.) Puglist: Featherfoot / Second Wind / Mantra
    (36)
    Last edited by Brightshadow; 08-27-2014 at 03:50 AM.

  2. #2
    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 Brightshadow View Post
    Hello everyone, so after playing with bard I do have to say that Square Enix really missed an opportunity to make Bards into an individual class with its own identity, and there are many players including myself that would have loved to see a proper bard type class introduced into the game. Now I know the chances of this happening are low but if Square Enix could do such a massive game changing thing like removing all the daggers from gladiators to make rogues more unique, I can definitely see something like this happening if there is enough demand for it.
    Assuming that you understand that a class that is useless outside of buffs cannot exist in a trinity-focused MMO, this hypothetical minstrel would probably be a healer akin to the Bard seen in Rift. I'd probably design it around recovery songs with effects determined by a primary tune (could layer the mechanics to be like in RL music, with melody, harmony and percussion).
    (1)
    Last edited by Duelle; 08-01-2014 at 12:08 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. #3
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Sorry I had to add information first because of the dumb post limitation. But here is the basic idea the Bard uses healing overtime effects.

    Advantages of the Class:
    1.) Great Healing Overtime Mechanics
    2.) Great Tank Healer
    3.) Gains unique mechanics that allow them to become decent group healers.

    Disadvantages of the Class:
    1.) Has weak AOE healing.
    2.) Has weak burst healing.
    3.) Requires a steeper learning curve.

    Don't forget to like the first post if you like this idea. More support the better chance of something like this happening.
    (8)
    Last edited by Brightshadow; 08-01-2014 at 12:01 PM.

  4. #4
    Player
    xxAtticusxx's Avatar
    Join Date
    Aug 2013
    Posts
    85
    Character
    K'aio Tia
    World
    Omega
    Main Class
    White Mage Lv 80
    Love it! I love HoT healers Plus, I love my Ranger jobs, so this is a win-win :3
    (7)

  5. #5
    Player
    Lazearus's Avatar
    Join Date
    Aug 2013
    Posts
    112
    Character
    Blueberry Pie
    World
    Masamune
    Main Class
    Conjurer Lv 50
    I main SCH and would love to have a similar job that focuses on support. I'm up for this!

    Sadly though, magic finale will be kind of useless considering SE will definitely dictate what buffs can be removed.
    (1)

  6. #6
    Player
    Gelesto's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    206
    Character
    Gelesto T'ki
    World
    Omega
    Main Class
    Gladiator Lv 80
    I stopped reading "After Long ago..."
    (2)

  7. #7
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    I hate support classes/jobs/specs etc. In this game with the small parties it just doesn't work. The bard is the only support and that's basically limited in support. Giving each job support options is a much better and that's the way they've went.
    (1)

  8. #8
    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 Brightshadow View Post
    Post
    Might want to add a little more burst healing, otherwise it would be very weak in 4-man dungeons.

    I'm not keen on the buffs because you're essentially making this proposed class mandatory for raiding. You have a healer than can increase accuracy AND raid damage, whereas WHM and SCH can't even hope to match that. You followed the one-buff-per-class rule, which is a plus, but you're essentially forcing at least one minstrel into every party.

    Using SCH as a comparison point doesn't really work since the SCH has to sacrifice healing potential in order to pull out Selene, while Selene's buff doesn't last long enough to make a difference and is generally not counted on because of that. The devs went to great trouble to limit buff reliance in the game so far, and I don't think it'd be good to go against it at this point.
    (1)
    * 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. #9
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Duelle View Post
    you're essentially forcing at least one minstrel into every party
    and thats why we wont see any buffers in FFXIV , reliance on 1 class to show up or there is no point in trying (because SE will balance the game based on minstrel present ,because if u balance around not being present , when is....the game is easy mode), bard isnt gamebreaking because they do the lowest dps in similar gear/skill to other dps , but since bard boost mage dps and regens healer mp isnt that bad that is /isnt required in order to raid.

    in other games with bigger party yeah u can have buffers (tho devs are removing that overtime) , 20+ u are guarenteed that even 1-2 players are buffers, with 8 slots , 2 taken by tanks 2 by healers....ugh....no way

    Buffers are and always will be the least played role (ask any EQ/Eq2/FFXI player) , why is that? because u arent tanking anything or healing any wounds or casting nuke spells , meleeing with a badass weapon , u are on the sides looking pretty , u make every1 around better but thats it.
    (0)

  10. #10
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by xxAtticusxx View Post
    Love it! I love HoT healers Plus, I love my Ranger jobs, so this is a win-win :3
    Thank You, I really appreciate you liking the idea don't forget to give it a like so we can catch Square Enix Attention.

    Quote Originally Posted by Lazearus View Post
    I main SCH and would love to have a similar job that focuses on support. I'm up for this!

    Sadly though, magic finale will be kind of useless considering SE will definitely dictate what buffs can be removed.
    Magic Finale was intended for some trash enemies not really bosses, Remember Bard in this idea is a healer not a DPS so its not really their main role to focus on heals.

    Quote Originally Posted by Gelesto View Post
    I stopped reading "After Long ago..."
    Well you missed out on some good mechanics.

    Quote Originally Posted by Saccharin View Post
    I hate support classes/jobs/specs etc. In this game with the small parties it just doesn't work. The bard is the only support and that's basically limited in support. Giving each job support options is a much better and that's the way they've went.
    This thread has nothing to do with Bard support capabilities its more about making them healers. They will be able to provide buffs however though they will only come from the job and be limited to 1 buff per bard so you'll need 4 bards to get all those enhancements.

    Quote Originally Posted by Duelle View Post
    Might want to add a little more burst healing, otherwise it would be very weak in 4-man dungeons.

    I'm not keen on the buffs because you're essentially making this proposed class mandatory for raiding. You have a healer than can increase accuracy AND raid damage, whereas WHM and SCH can't even hope to match that. You followed the one-buff-per-class rule, which is a plus, but you're essentially forcing at least one minstrel into every party.

    Using SCH as a comparison point doesn't really work since the SCH has to sacrifice healing potential in order to pull out Selene, while Selene's buff doesn't last long enough to make a difference and is generally not counted on because of that. The devs went to great trouble to limit buff reliance in the game so far, and I don't think it'd be good to go against it at this point.
    1.) The reason why I didn't give Bard any burst healing is because Soothing Melody has a potency of 300 which is 100 less than cure making them 100% capable of handling the stress of battle.

    2.) There buffs are limited to one per bard, and it would make sense for them to be able to provide better buffs than white mage and scholar; however, they aren't going to be mandatory because there healing won't be as precise as a white mages or scholar.

    3.) Scholar gets 2 for the price of 1 so they really aren't sacrificing anything.
    (1)

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