I've never actually played Dota haha. FF12 had an Oil spell that worked similarly. Upon further consideration, I could see this as a ground based AoE (Doton, Flaming Arror) that when stood upon, places the Slick debuff that would increase fire damage taken by a set percentage.
DRG
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Dragon Killer (Trait): Deals 20% more damage against Dragon-type enemies. Breezing through Twintania, Nael, and Bahamut like a boss!
How about new traits/procs?...
I'd love to be able to throw a Piercing Talon and have my next Doom Spike have increased range if used on the same enemy, teleporting the DRG next to the target and striking the full distance in that line of movement at reduced TP cost instead. (Like HT->RoT, but more stylish and less often used.)
(Rest hidden to avoid rant.)
To be honest, more than any particular ability I'd like to see more mechanic-inducing traits/styles, etc. and traits cross-classable to give hybrid-ish class use a turn, at least in non-endgame open world or specialized content -- deemphasize the particular abilities but retain the way they work through other means, making ability makeup a bit more malleable. Make the other differences more inherent to their damage and generation properties instead. [Simplify the way the particular classes are made (their particular potency values per ability and precise rotations) to something that does the same due to more core concepts rather than best spreadsheet outcome, such that additional (even player-unique) abilities could be added more seamlessly while also allowing for more diversity/"specs" in Jobs and classes (Aeris, Templar and Ravene Dragoons; Sky Seer and Battlerite Monks; Evoker, Iconic and Archonic Summoners; etc. via different unique key abilities/traits, the base skill sets/traits, Xclass abilities/traits, and gear choices.]
Same idea for jobs too, of course--more flexible ability makeup around central concepts. Bards = Songs; Ninja = Ninjutsu; Monks = Chakra; DRG = Jumps/DragonSoul; BLM = Advanced dark-wheel magic access; WHM = Advanced light-wheel magic access; SCH = advanced Ley magic access; SMN = Summons; PLD = Oaths/Boon; WAR = Defiance/Wrath; etc..
Yeah... Too many new abilities in my mind, and most of them using a slightly untraditional "spec" of their respective job... for me to throw just one ability out. : (
Last edited by Shurrikhan; 12-04-2014 at 09:54 AM.
If i could fantasize about a few.
SMN - Contagion removed from Garudas list of abilities and replaced with a new move, perhaps one that inflicts a gravity effect (nice for PVP). Contagion instead added as a Summoner ability with recast remaining the same. (Basically, because if this remains a Garuda exclusive, any new pet added after her is going to be weighed against Contagions extreme usefulness, and those new pets will probably suck in comparison)
NIN(THFGDI) - Traits
**Enhanced Ninjutsu - Increases potency of Ninjutsu spells
Raiten - Damage increased from 360 to 380
Huton - Duration increased from 70s to 80s
Suiton - Duration increased from 10s to 20s
Doton - Potency increased from 30 to 35, Duration from 24 to 30
Hyoton - Potency increased from 140 to 180.
Kaiton - Potency increased to 200
Fuma Shuriken - Potency increased to 260.
**Enhanced Shadowfang - Duration increased from 18s to 30s
NIN - Abilities:
**Evisceration - Delivers an Attack with a potency of 100
Combo Action: Shadowfang
Combo potency: 260
Combo Bonus: Increased Critical hit Rate +10%
duration: 15s
**Rudra's Storm - Delivers an Attack with the potency of 100
Combo Action: Aeolian Edge ---Combo Potency: 370
Combo Bonus: Gravity(20%) Duration: 15s
In regards to Rudra's, I imagine it like a new "Step" in our "1/2/3" combos, every job could have one, a fourth step thats More powerful/as powerful as 3, but with an added bonus. IDK, I think it could work. Adding a third step to some of our "1/2s" wouldn't be bad either. A bit more micromanaging but that makes the job a bit more involved and fun to me.
Last edited by BlaiseArath; 12-04-2014 at 09:54 AM.
Presence of mind for BLM
SMN
- ability that can change locations my body with my pets body(like teleport).
- some heavy aoe attack with aetherflow stacks that can be used after bane.
- shiva egi , will do permafrost 15 yard range for 10sec and special skill let you get extra aetherflow stack
-90K
Finally an ability that defeats the 90K boss.
Oh and BRD is not support, it is a full time DPS with better raid utility compared to other DPS jobs.
DRG :
Give them breaths FFS. Ice breath (heavy), fire breath (DoT) and thunder breath (paralysis) are what make the dragoons fun in tactics (besides the nice range of spears and loljump ofc)
(effects in brackets would be debuffs applied by the breaths)
NIN :
only thing I can think of is a lag proof QoL : can't do twice the same mudra in a row. But it would defeat the purpose of mudras so idk.
Also maybe "Smoke Bomb" as an enmity reducer for burst opening on adds (burst, perfect dodge & smoke bomb to avoid being hammered in return and allow tank to get hate if they missed it)
BRD :
the healing song from job quests. I want that
and maybe WAR could enjoy an "all or nothing" ability like "trade 80% of defense for 100% more attack power" with super high CD and low duration (10ish seconds). High damages but you're very likely to die in the process. WAR only ability to avoid the MRD off-tanking by stacking every single damage buff in an insane hit ^^
Maybe that's a bit too much dps~ish, but well, that'd be cool to witness ^^
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