That would be neat, as long as they dont touch wildfire single target percent.
That would be neat, as long as they dont touch wildfire single target percent.
Good ideas mentioned so far. The only thing I would add is turning the turrets into actual pets with mobility and their own hot bars. There's really no reason that at least the Rook can't follow the player; the Bishop I get. It's not a huge deal to have to place it every time, but it would add a bit of convenience. Maybe limit its attack range so that it closes in on enemies, positioning itself well for Promotion.
For the love of The Twelve, just give me some sort of self healing skill. Potions that are at absolute best on par with NIN/BRD Second Wind, (STR based healing on DEX classes), while those classes can use potions as well, are NOT a viable form of self healing, since it costs at least 3k gil per heal based on my server's current MB price for Max Potions. I'm not asking for us to have Benediction or anything, but right now we're the only class that can't self heal outside of potions, which makes it quite annoying to do solo content while qued for the DF, or being the only class that's completely reliant on the healers in group content. We don't even have any damage mitigation skills aside from, (technically), Feint, and Keen Flurry. Keen Flurry being completely useless in group content in terms of damage mitigation, while the already weak slow provided by Feint is completely resisted by most high level enemies......
More turret interaction would be nice in form of more cool downs (as it stands, we only have hyper charge) or a pet bar, although the turret placement itself is fine as is due to the low cooldown and regen functionality. Otherwise, the turrets are just as good as ninja poison/Fists of Fire as far as how it adds to the job's gameplay.
And while in that same regard, the summoner egis should get the same targettig function as the turrets; it attacks whatever you are targeting rather than fixate until ordered otherwise. It could be two different orders, assist and guard, for the former and latter respectively.
Having the ammo mechanic to add secondary effects to weaponskills/abilties rather than being a straight potency boost (and only secondary effects that ensure procs for slug/clean) would go a long way for something like this, or really meaningful decisions in general. Hot shot with ammo could give a self healing effect, lead shot spread the effect to two other targets, gauss round could give blunt resistance, so on. With something like aetherflow, you're concerned with when to use it in order to time it with DWT, TD and contagion. It's not so much the case for quick reload and reload, since the way ammo works, it's a flat potency gain, while the former also regens your TP; you'd be a damned fool to not use it as it comes off cooldown.For the love of The Twelve, just give me some sort of self healing skill. Potions that are at absolute best on par with NIN/BRD Second Wind, (STR based healing on DEX classes), while those classes can use potions as well, are NOT a viable form of self healing, since it costs at least 3k gil per heal based on my server's current MB price for Max Potions. I'm not asking for us to have Benediction or anything, but right now we're the only class that can't self heal outside of potions, which makes it quite annoying to do solo content while qued for the DF, or being the only class that's completely reliant on the healers in group content. We don't even have any damage mitigation skills aside from, (technically), Feint, and Keen Flurry. Keen Flurry being completely useless in group content in terms of damage mitigation, while the already weak slow provided by Feint is completely resisted by most high level enemies......
Last edited by RiceisNice; 12-01-2015 at 08:00 AM.
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I'd like to be able to manually detonate Wildfire, and have an indicator to tell you when the stored damage is enough to finish off the target.
I´d love this too. When clearing trash Wildfire it´s pretty much useless, so why not give us a detonator. Of course it would have to have a max damage cap, would be so OP if it didn´t.
No to turrents becoming pets. SCH and SMN pets have a significant cast time and mana cost to summon, whereas MCH bots are free to throw out every 10 seconds as needed. I prefer that very spammable utility over the ability to reposition.Good ideas mentioned so far. The only thing I would add is turning the turrets into actual pets with mobility and their own hot bars. There's really no reason that at least the Rook can't follow the player; the Bishop I get. It's not a huge deal to have to place it every time, but it would add a bit of convenience. Maybe limit its attack range so that it closes in on enemies, positioning itself well for Promotion.
Manual Wildfire Detonation: I love you. Can we get an actual effect while we're at it? Even a small shockwave effect would be better than just damage numbers that can easily be missed.
On the subject of pet glamours, I hope we're not overlooked if/when it's added. Having my own ADS Bishop turret or Magitek Bit Rook turret would be nice. Then again, that's mostly my Allagan fetish talking, lol.
What about something like the warrior deliverance/defiance. A different attachment for different situations
1.Breach-bore=40mm esque aoe damage dealing. Explosive shot for damage. Napalm cluster aoe with dot/slow. Willy pete blind maybe low damage?
2.Titanium lined barrel or rifled bore=(Similar to that of chrome lined barrels common in the majority of firearms today) Focuses on single target damage. Maybe something like a 3 skill combo with a buff (Magiteknical Rage) stacking every time you fail to get the additional effect for skills 2&3. Once X# of M.R. is reached next skill has increased potency? Something to mitigate RNG failure with an equally random potency bonus? Maybe the stacks of MR would have a passive effect.
>Each would be off the gcd and have unique skills.
> Combo using hot shot to self heal. Maybe cauderize wound? adenaline shot? Machinist feels like the guy with the gadgets for anything. i know the names are not well thought out.
I mentioned this idea in a thread in the General Discussion forum, but I'll add it here as well. A "Knight Autoturret" that has 25% of the player's health and takes all damage in place of the player until it's health is depleted. When Promotion is used, it creates a spherical shield, (similar to Sacred Soil, but with probably half the radius), that gives 5-10% damage protection to any within it while draining MP while up....
From the other thread:
Add in 5% HP regen per tick for all party members within the shield when Hypercharging, (total, 25% HP). On single target self-shield, regen is 10% per tick, (50% total), and 5% damage boost for 10s on tick, (still weaker than Rook's Hypercharge due to not increasing turret damage, and only boosts the player, not party)....
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