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  1. #1
    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50
    OP updated with:
    • Heartbreak Animation Buff
    ...execution abilities should look awesome... this looks like nothing; maybe a crosshair pops up over the victim's head & a sharp, tracer bolt passes through ("BOOM, HEADSHOT!")

    Ninja literally leaps onto the head's of its victims & shanks them through. This ability already has tech which rigs to the head, so you could easily rig a crosshair/shot between the eyes.
    (0)

  2. #2
    Player
    Kelevra's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    77
    Character
    Kelevra Vice
    World
    Adamantoise
    Main Class
    Dark Knight Lv 70

    more Minuet

    when under Minuet:

    Barrage increased to making a single target weapon skill hit 4 times.

    River of Blood trait should allow BL/RoD to increase in potency up to 2 times if reset by either WB or VB and not on cooldown.

    River of Blood trait can now trigger a special effect on Iron Jaws...if BL/RoD are reset by WB or VB and not on cooldown, the next Iron Jaws casted will 'place' both WB and VB on a target with no TP cost (proc duration 10 secs).

    Sidewinder: Flaming Arrow can now give a third potency increase. Now if the target is inflicted with both DoTs and is standing in Flaming Arrow---Sidewinder will hit with the same potency pre 3.01; 450 I think it was (any 2 of the 3 will be what the max potency is now--350, with just 1 of the 3 being applied before Sidewinder use would be weaker potency--250. Without any of the 3...Sidewinder will be at it's weakest---100 potency).
    (3)
    Last edited by Kelevra; 07-18-2015 at 11:06 AM.

  3. #3
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Suggestions for MCH:

    Get rid of our short-lived, long cooldown "support" skills (Dismantle, Rend Mind, Hypercharge). Replace with various turret stances that give these buffs/debuffs as long as the turret is in that stance. This will let us provide a dps boost to the entire party (and offset our lower innate dps) when other buffs aren't needed and allow us to switch to extra damage reduction or MP/TP regen when needed to make life easier for healers, tanks and other dps, providing some true support abilities. Also suggest removing the damage nerf when using regen abilities. Seems counterproductive to punish a class for using an ability properly, especially when they already do less damage than other classes.
    (1)

  4. #4
    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50
    Added to OP:
    • Gauss Barrel Attachment Recolors
    ...at minimum, the Gauss Barrel attachment's color/tip should match that of the weapon equipped. Beyond that, certain weapons should have unique GB attachment designs.

    It's really starting to feel like MCH visuals were extremely rushed :/ please boost them, SE!
    (0)

  5. #5
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by PlumpyMcduff View Post
    Added to OP:
    • Gauss Barrel Attachment Recolors
    ...at minimum, the Gauss Barrel attachment's color/tip should match that of the weapon equipped. Beyond that, certain weapons should have unique GB attachment designs.

    It's really starting to feel like MCH visuals were extremely rushed :/ please boost them, SE!
    If you have a dyeable weapon, the metal part of the gauss barrel changes to match.
    (1)

  6. #6
    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Ryaz View Post
    If you have a dyeable weapon, the metal part of the gauss barrel changes to match.
    True but it should match by default. Simple recolors aren't difficult or time-consuming virtually at all & there's no good reason to not put in that little added touch to prevent major clashing.

    Like how the satchel should match your chest color by default too or something, but I'll settle for just GB attachment-head recolors on the regular.
    (0)

  7. #7
    Player
    KokopokiRirinima's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    26
    Character
    Laughing Goobbue
    World
    Omega
    Main Class
    Black Mage Lv 64
    Apologies if I haven't seen it. Also please make Machinist damage blunt. I honestly couldn't care if that doesn't make sense for some people, Monks need this to remain on par with Dragoons. We deal less DPS and we have less synergy with other classes (Except for the heal, however fast clears do not require Mantra so why bring a Monk over a Dragoon?), we need something that will work with our blunt resist reduction.
    (2)

  8. #8
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by KokopokiRirinima View Post
    Apologies if I haven't seen it. Also please make Machinist damage blunt. I honestly couldn't care if that doesn't make sense for some people, Monks need this to remain on par with Dragoons. We deal less DPS and we have less synergy with other classes (Except for the heal, however fast clears do not require Mantra so why bring a Monk over a Dragoon?), we need something that will work with our blunt resist reduction.
    Unfortunately it's a necessity for MNK to contribute the lowest of the 3 melee as they are, in my and apparently the dev team's opinion. Dragon Kick is simply too strong as of SCoB and beyond, it makes things so much more survivable it can be the difference between forcing a Succor for a large portion of mechanics in T13, to everyone surviving consistently without Succor with DK up. That, and 20% Mantra, are why of the three melee, it will rightfully contribute the lowest DPS of the three. If, say, MNK did do the same amount as DRG/NIN's contribution, it'd just be the permanently go to melee as it stands and then DRG or NIN would just be plain inferior and asking for buffs.

    It's not a very kind way to balance them but that's how it currently is, unfortunately. Upping MNK DPS won't fix it, some other things would have to change.
    (0)

  9. #9
    Player
    Kona_Nightwind's Avatar
    Join Date
    Dec 2014
    Posts
    192
    Character
    Kona Nightwind
    World
    Gilgamesh
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Sleigh View Post
    snip
    I always found it funny that in FCoB, MNK was the best support class. What I would like to see, not at all plausible until another expansion, is to have real support classes. It would need to have it's own role. 5 man dungeons would have a tank, healer, support, and 2 dps. All main buffs and debuffs would be removed from all not support classes and given to support classes. Mudra, virus, dragon kick debuff, rage of halone debuff; and all slashing, blunt, piercing debuffs. In my opinion all the end game progression in 2.0 required a bard, and 3.0 will probably require a BRD/MCH.
    (1)

  10. #10
    Player
    RellikSoulless's Avatar
    Join Date
    Jun 2015
    Posts
    3
    Character
    Rellik Soulless
    World
    Exodus
    Main Class
    Rogue Lv 60
    Ninja:
    Mudra lag if possible

    Armor crush as an extension onto shadow fang
    (1)

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