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  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60

    If you had infinite hotbars space and 8 hands what abilties do you want?

    Here's my five abilities for white Mage at level 70

    Cure IV--An instant cast cure 1 at the mp cost of cure 2.

    Full-Cure--5 second cast, costs a ton of MP, fully cures target.

    Esunaga--3 second cast, lots of MP, small range AoE esuna.

    Water--Deals damage with decent potency and decreases evasion.

    Dia--Instantly places a Debuff on enemy. For next ten seconds enemy take damage equal to 50% of HP cured (not including overheal or regens cast BEFORE the Debuff is placed).
    (3)

  2. #2
    Player
    Slappah's Avatar
    Join Date
    Sep 2014
    Posts
    722
    Character
    Slappah Lol
    World
    Jenova
    Main Class
    Reaper Lv 90
    So you have 8 hands but only want 5 new abilities?

    Why in the world do you need EIGHT hands then?


    I mean shoot, if we're just adding 5 new abilities I have space for that no problem
    (2)

  3. #3
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    All for White Mage because yes, we lack utilities:

    Haste: Increases attack/spell speed by 10% for 15 seconds. 3 seconds cast, 90 seconds cooldown - 800MP
    Float: Makes the target float, nullifying ground damage (like Aurum Vale bile pools) and knockback for the duration of the spell. 2.5 seconds cast, 15 seconds duration, 30 seconds recast - 350MP
    Pearl: Deals unaspected damage to a target with a potency of 400. Instant cast, 60 seconds cooldown - No MP Cost
    Pray: Recovers HP of all party members with a potency of 120. Instant Cast, 60 seconds cooldown - No MP Cost
    Vanish: Raises target evasion. 2.5 seconds cast, 30 seconds cooldown - 350 MP
    Valor: Doubles potency of target's next attack. Instant Cast, 90 seconds cooldown - No MP Cost
    Crest of Faith: Removes MP cost of all skills for the duration of the spell, while multiplying magic damage received by 5. Instant cast, 10 seconds duration, 120 seconds cooldown.
    (1)

  4. #4
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    All of them.
    (1)

  5. #5
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Slappah View Post
    So you have 8 hands but only want 5 new abilities?

    Why in the world do you need EIGHT hands then?


    I mean shoot, if we're just adding 5 new abilities I have space for that no problem
    I have not. My WHM crossbars are full. I only have space for more 2 long cooldown skills.
    (0)

  6. #6
    Player
    Alahra's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    1,798
    Character
    Alahra Valkhir
    World
    Balmung
    Main Class
    Reaper Lv 100
    All for NIN, all of them pipedreams:
    • Blade: Jin and/or Blade: Hi. Weaponskills with some sort of interaction with Critical Hit Rate. To be honest, I don't care so much what their exact effects are so much as I have an unreasonable, sentimental attachment to these two from FFXI. Jin in particular isn't likely to show up as a WS since it already exists as a Mudra here.
    • Utsusemi. Ninjutsu or cooldown that provides shadow images that absorb damage similar to the way Manawall used to work. I would have liked for some trait Rogue got to increase Perfect Dodge's number of dodges to 2 or 3, mostly, again, out of a nod to NIN from FFXI. We won't see this one since they moved away from automatic avoidance and the like with HW.
    • Kurayami, Hojo, and Jubaku. Blind, Slow, and Paralyze Ninjutsu. We're already "utility" DPS, and I'd like to see the game have more of a role for debuffing in encounters outside of status effects that lower damage output or damage vulnerability.
    • Vanish/Smokebomb. I'd like to, in general, see NIN play a little bit more like Rogue from WoW, especially in PvP, with the ability to enter stealth at strategic points during battle or to escape. To go along with this, increased movement speed while hidden would be really nice.
    • Kiss of the Spider (or some other venomous creature). A poison that changes Jugulate's Additional Effect to Heavy, rather than Stun or Silence.
    (2)

  7. #7
    Player
    Emerald_Wyvern's Avatar
    Join Date
    May 2014
    Posts
    104
    Character
    Linh Emeran
    World
    Behemoth
    Main Class
    Red Mage Lv 70
    If I had 8 hands I don't think I'd be able to play XIV what with the government attempting to abduct me to figure out how I came to be.
    (4)

  8. #8
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    First for Monk:

    Chi/Ki Blast: Ranged attack, hefty TP cost, average potency, gives Raptor stance. Just so MNK isn't literally the only class in the entire game that doesn't have a ranged attack of some kind.

    Fists of Lightning: Auto-Attacks give an extra 10 TP per hit, but all attacks deal 10% less damage. Just so there's actually a reason to have more than one Fists Of- stance on our hotbars.

    Hundred Fists: Instantly gives 3 stacks of Greased Lightning, and and for the duration doubles the attack speed bonus. 180 second cooldown, 12 second duration. Because this is something MNK should've gotten back when 2.0 went live.

    Suplex: Massive potency, stuns target for 5 seconds, Stun neither contributes to nor subject of DR, 240 second cooldown. Hey, I can dream, can't I!?

    Fire Dance: Attacks the target and any nearby allies with fiery doppelgangers for high potency damage. 180 second cooldown, 25 yalm range, 5-10 yalm radius. It was my favorite Blitz in FF6. >_>



    And now, for Machinist. This is even more of a pipedream than the stuff I thought of for MNK:
    First off, remove Gauss Barrel, and then add the following

    New Ammo: All ammo skills give 5 stacks as usual, gives the usual bonus to proc rates, and also gives an additional effect:
    -Incendiary ammo: Normal attacks and weaponskills deal bonus fire aspected damage

    -Pulse Ammo: Normal attacks and weaponskills deal magic damage, rather than physical.

    -Gauss Ammo: Weaponskills deal 30% more damage, but auto-attack is disabled and all weaponskills gain a short 'charge' time.

    Gauss Round's and Ricochet's names and effects would change based on the ammo type equipped. For example, regular ammo would change GR to Gatling Burst, dealing several hits of auto-attack damage, while Incendiary Ammo would cause Ricochet to deal fire damage in a cone in front of you and leave all affected enemies with a Burn DoT.
    (0)

  9. #9
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    I'm making one up.

    PomUltima: Gives everyone in 25 yalms a good thrashing.

    Edit: realized it should be "pom" and not "mog"
    (0)
    Last edited by Averax; 10-30-2015 at 10:24 AM.

  10. #10
    Player
    YuiKitahara's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    49
    Character
    Essie L'caelum
    World
    Unicorn
    Main Class
    White Mage Lv 80
    8 hands? I'd like to see if I can control all 4 members to run a dungeon... must be exhausted lol
    (0)

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