

You'd need to give something as powerful to WAR and DRK then as well. SE doesn't want another "x job GTFO" situation like it was with WAR back in 2.0 and DRG in FCoB before 2.45. We don't even have a paladin in the game, considering PLD is Knight in Japanese.Paladins need auras as a permanent switchable party buff
Say
Devotion Aura - Increase the parties defence
Resistance Aura - Increase the parties magic defence
Retribution Aura - Holy damage to any enemy that strikes a party member
Concentration Aura - All party members lose 35% less casting time when damaged.
Paladins in the western version of FFs most of the time are called just Knight in the JP version.
Lol seriously? WAR is fine as it is, we certainly don't need to get our possible combos reduced. PLD is just ridiculous.no thanks...warrior has 3, and its just as boring...its still a 1-2-3 combo, with a different set of buttons, feels clunky and bloated, warrior could do with a little fat trimming off it imo, pala has riot blade combo, i guess they could add an extra move to the end of that, some kinda aoe finisher would be cool...but filling a job with junk for the sake of it is pointless...pala is in a great spot at the moment

I want to see:
WAR:
Final Parry: Increase parry chance to 100% for 15sec (60sec CD)
Magical Counter: Reduce magical dmg taken by 50% for 10sec (60sec CD)
SMN
Levi-egi: Full AOE-dmg pet
Ramuh: suport pet (SKills: 1 target magical dmg + party dispell + Magical Barrier to reduce party mag dmg )
AND increase Ifrit basic atack to 160 potency
SCh:
Leech II: Party Dispell
Succor II: potency 600 Barrier and HoT of 100 potency while the barrier its up
Whm:
Arise: Mass resurection
Healing Tree: Summon a healing tree for 10 sec with HoT 120sec CD
DRG: dragon pet / BRD: healing song, like the one from his lv50 quest
PLD: Ligh Oath: HoT of 40 potency for the PLD and 10 for Party members.
*Sword Oath: add holy dmg to auto atack for all party members.
Phoenix Down: Insta res a party member (CD 180 sec)
Last edited by Valoiz; 12-25-2014 at 01:07 AM.
A "Charge" for my WAR, please ç_ç


All I want is my Simiam Trash for mnk backMiss that 9 hit combo and flashy
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I"ll have some fun with this.
PLD:
Holy Oath= MND attribute raises to current VIT attribute, halves max MP
Reprisal=increase block rate and chance to reflects back dmg, mp cost, 2 min recast, 15 second duration (dif between vengeance is dmg dealt back is not guaranteed)
--
WAR:
Rampage I'd say make it work in the same manner as Berserk, shared timers similar to trick/sneak attack having it be a defensive concept rather than an offensive one that leaves the user unable to act for 5 seconds.
Skull Breaker (Heavy Swing+Skull Breaker) dmg based on effects on target which include "Fracture" "Storm Path" "Storm Eye" increases potency by 125 for each one active 375 potency attack? -no enmity potency from it- 100 TP use
--
BLM
Burst: can only be used when thunder effect ticks, causes an AOE effect which deals 200 dmg and 30 DoT for 21 seconds. recast=3 mins
Comet: unaspected dmg must be used with at least half MP left, effect is based on which form is used but must have 3 charges of said element recast=2 mins -charges are lost upon use of spell-
Fire=300 AOE
Ice=500 single target dmg
--
Maybe this for NIN
NIN:
Seal=ability to ante up ninjutsu in an attempt to execute a more potency version -recast 2 mins-
-Basically you do the mudras, use the seal to lock it in, wait the 20 min timer and then you do it again but "ninjutsu" this time and the potency of the action increases as followed-
Raiton=800 potency
Katon=400 potency
Hyton=unbreakable bind
Doton=70 DoT for 24 seconds
Suiton=Doubles dmg of sneak attack/trick attack
Huton=increase effect from 70 second duration to 120 seconds
Bukijutsu? ability to use mudras to offer additional effects to actions but it overwrites the effect of Kiss of Viper/wasp
--
But ya NIN is rather hard to think for, it will be interesting to see where they would go with that job but I"ll throw the two tanks and BLM out there since I do feel like it would enhance their game play aspects a bit.
With PLD the idea is to make their curative abilities more viable but with a price and the block rate reprisal is just something taken from XI and even though WAR alrdy has something similar, PLD's main concept does seem to be based around time based dmg mitigation through their rather wide variety of dmg mitigation skills.
I actually really like this idea. Non-magic classes are in desperate need of more utility and the ability to actually become a backup healer when cross-classing cure (and there is nothing to tank) is fantastic utility.


Mind isn't the problem with Paladin's healing potential. The majority of the healing potency comes from the Magic Damage stat on your weapon. Paladin has 0. Give them 400 Mind and they will be healing for 300 instead of 200.
Dragoon jump into the sky ( offscreen ) and place marker like you do with flame arrow for where he smashes down from above.
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Miss that 9 hit combo and flashy



