Realistically speaking, we'll probably see Blizzard IV, Fire IV, and Thunder IV for THM.
I expect Fire IV to be a stronger version of Fire II and have casting Fire II give us a free Fire IV proc (just like the relation between Fire I and Fire III).
I expect Blizzard IV to be a stronger version of Blizzard II and entirely replace it.
I expect Thunder IV to be a stronger versiion of Thunder, except this one will be viable to cast (Since Thunder III doesn't have more potency than Thunder II, only 3s more in duration, making Thunder II the go to spell cast during Umbral Ice mode)
We will also most likely be getting 2 new BLM skills. I think adding an aoe burst stronger than Flare would be OP, so let's go with something like SMN's Shadow Flare, except instead of being a weak DoT, it would do a powerful 100 potency explosion in the area every 5 seconds or so.
Since BLM would also need a new spell for single target damage, I think a powerful instant cast move like Scathe would be appropriate, with either a low cd or just not as strong as fire spells, making it that extra filler spell you can use when your mana regen fails to proc on time during Umbral Ice mode.
Also, since all the new spells are essentially AoE, the new passive trait will allow BLM's to go into Astral Fire/Umbral Ice IV, granting significant damage boosts to fire spells.
For SMN's, it has been confirmed that Leviathan and Ramuh will be made into Egi's. Egi's are supposed to be reworked in 3.0 so that other Egi's are more viable in fights and everyone doesn't always use Garuda. Personally, I hate the fact that having a pet on Sic actually lowers their dps, because they're wasting GCD on using skills that are purely for utility instead of spamming their strongest skill as usual, so you have to keep a pet on Obey in order for them to reach maximum dps, and make sure you only command Garuda to use Contagion once you have all your buffs up. So instead I'd like the other 3 spells that a pet can use that goes on cd to actually be more powerful than the main spamming spell, allowing leaving a pet on Sic to be viable and not let those extra 2-3 spells go to waste. Here's what I want to see:
Garuda:
Remove Contagion, make it a SMN spell that costs a stack of aetherflow, this will help balance the viability of all Egi's in general.
Wind Blade: main spammable skill, keep as is.
Shockwave: Keep as is, useful utility spell that helps with cancelling skills (like T9 golems).
Aerial Slash: Keep as is, every pet should have an AoE on cooldown.
New 4th skill: I'm not good with coming up with names, but it would be cool if Garuda got a DoT, making it stronger than her spammable skill but not replacing it.
Titan:
Rock Buster: Keep as is. Main spammable skill.
Mountain Buster: Keep as is, aoe skill.
Earthen Ward: Since Titan Egi is meant to be used for tanking, keep the defense raise, but also take the effect from Ifrit Egi's Radiant Shield, dealing damage back to whoever damages Titan Egi, similar to WAR's Vengeance skill.
Landslide: Increase the potency, making it stronger than the spammable skill and giving us a reason to use it whenever it's off cd.
Ifrit:
Crimson Cyclone: Increase potency to 200 and remove the stun effect, making it stronger than the spammable skill and giving us a reason to use it whenever it's off cd.
Burning Strike: Keep as is, Main spammable skill.
Radiant Shield: Remove, nothing will ever be attacking Ifrit since SMN can do more dmg than it, change it to a burning DoT skill of some type, with short duration but high potency.
Flaming Crush: Keep as is, aoe move.
Leviathan: (Will be melee like Ifrit)
Dread Tide: Main Spammable skill, make it low potency but make it aoe, this will be the go to egi for dungeon runs.
Tidal Roar: High potency aoe skill with high cd.
Water Spout: Decreases water resistance of all nearby enemies by 10% for 10s or so, 1min cd or higher.
Deep Water: Summons a pool around itself that inflicts Heavy on any enemy inside it.
Enkindle: Whirlpool: Leviathan Egi gains a buff for 15 seconds, making it pulsate waves of water and causing it to damage every enemy around it every few seconds (think of a powerful shadow flare that follows leviathan egi).
Ramuh: (Will be ranged like Garuda)
Lightning Strike: Main spammable skill.
Shock Strike: AoE skill with moderate cd.
Rolling Thunder: Chains an enemy with a tether of lightning, any enemy chained by this will take increased damage from Ramuh Egi. High cd and only one enemy can be tethered at once.
Chaotic Strike: Low potency skill with high cd, but can silence.
Enkindle: Jugdement Bolt: powerful AoE burst around Ramuh. If an enemy is tethered they will be inflicted with a powerful DoT after the burst of damage rather than taking more damage.
For SMN's themselves, I would like to see a trait that gives us an extra maximum stack of aetherflow (increasing it to 4), Ruin III, which will be stronger and replace Ruin I, and a spell that explodes all the dots you have on an enemy for high dmg. This is different from Fester and something I think SMN's really need. As it is now, SMN's have very consistent dps with the occasional powerful Fester thrown in. When finishing off adds, many classes are able to do one last huge burst of damage to finish off an add (Assasinate, Misery's End, Flare, etc). Whereas SMN's are in a bind when adds are dying and DoT's are about to run out. They can either spam Ruin and deal even less damage than before, or they can recast their DoTs, which will not do high damage because the add will be dead within the next 10 seconds. If we have a skill that explodes our DoT's, it will deal a nice burst of finisher damage and meanwhile removes our DoT's from the enemy, making it viable to use as a finisher but not viable to spam during a prolonged fight due to the high mana costs of DoT's. This gives SMN's better options to use when an add is about to die or when the boss is about to transition into the next phase and turn invulnerable, making any DoT's you casted right before the phase change to be just a waste of mana. Exploding these DoT's will be a super useful tool for Summoners.

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