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  1. #13
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Amiaze View Post
    -snip-
    This, so much this. I could easily see them slashing the potency of the limit breaks (except maybe tank) and making them individualized. And it would reward better play across the board. You want to use your LB3 against the final boss of the dungeon? Don't die. Ever. You die, it goes away. Just some quick examples:

    Melee lv1: 900 potency
    Melee lv2: 1800 potency
    Melee lv3: 2700 potency

    Caster/Ranger lv1: 500 potency
    Caster/Ranger lv2: 1000 potency
    Caster/Ranger lv3: 1500 potency

    Tank lv1: 20% damage reduction, 10s duration
    Tank lv2: 35% damage reduction, 8s duration
    Tank lv3: 50% damage reduction, 6s duration, stoneskin II

    Healer lv1: 15% max HP
    Healer lv2: 30% max HP
    Healer lv3: 45% max HP, AoE raise (with weakness)

    Edit: Before anyone cries OP on those numbers. The Lv3 melee is 9000, so four melee would be 10800 potency, but... at the same time, four melee, and it is a similar case with casters and rangers (5400 vs 6000). Two melee and two caster/ranger would be 8400 potency, which is less than we have now, but is much more flexible as to when you have each player use their limit break, so it would work out okay.
    (0)
    Last edited by MiniPrinny; 09-28-2015 at 01:40 PM.