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  1. #1
    Player
    Archaell's Avatar
    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    1,049
    Character
    Arch Idealist
    World
    Alpha
    Main Class
    Blacksmith Lv 100
    Quote Originally Posted by MilesSaintboroguh View Post
    Ok but this isn't Warhammer etc. Unless this new healer job were to have high defense...
    Of course they would need better defense, but I imagine it something alongside melee dps.

    Quote Originally Posted by RiceisNice View Post
    ...
    There could be ways around it. For example the melee healer could build up resources in melee combat while having abilities at hand when they can't be in melee. They would of course need some range healing skills. For example the red mage could be based aroud using teleports to jump between melee and range. Or they could have a "dummy" to which the negative effects would be redirected and which could soke up some damage for them.

    Melee healers are not entirely impossible, it would just require some development time and I believe it would be unique playstyle from the current ones, which makes it more than appealing to at least consider.
    (2)

  2. #2
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    I think if said healer had ways to mitigate those types of spells, it could work. Maybe a healer version of Hallowed Ground? Or even just something like "Reduces one melee ranged attack by 50%". If Dancer were the melee healer, then I imagine a lot of their mechanics would involve dodging. So that's another way around it.
    Judgement Nisi is a DoT on the healer that spreads to people that you touch and puts a DoT on them as well. There's two different ones and getting people with the different DoT's too close together will kill you instantly if memory serves. Searing Wind does AoE damage and a knockback centered on the healer with the debuff. Even a healer version of Hallowed Ground wouldn't work on either one and Esuna doesn't remove them. The problem is their effect on the party, not on the healer themselves.
    (4)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    I think if said healer had ways to mitigate those types of spells, it could work. Maybe a healer version of Hallowed Ground? Or even just something like "Reduces one melee ranged attack by 50%". If Dancer were the melee healer, then I imagine a lot of their mechanics would involve dodging. So that's another way around it.
    The problem is these are moves specifically meant to kill anyone near the healer, forcing them to max out their healing range.
    (0)

  4. #4
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Archaell View Post
    Make the red mage melee healer. Make the dancer melee support. And bam! You get a room for pure range dps class... beastmaster with a long whip could be interesting.
    Don't you think a healer would want to stay away from the action instead of being in melee range that could get their face smashed in?
    (0)

  5. #5
    Player
    16bitBounty's Avatar
    Join Date
    Aug 2013
    Location
    Houston, TX
    Posts
    559
    Character
    Alyssin Kiger
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Archaell View Post
    Make the red mage melee healer. Make the dancer melee support. And bam! You get a room for pure range dps class... beastmaster with a long whip could be interesting.
    I'll be crushed if the whip class ends up being a stupid beastmaster.
    (0)

  6. #6
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Quote Originally Posted by 16bitBounty View Post
    I'll be crushed if the whip class ends up being a stupid beastmaster.
    Which class would you prefer to have a whip?
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Tanama View Post
    Which class would you prefer to have a whip?
    The AoE class. I mean, honestly, you give a job a whip and make it centered on itself or its weapon characteristics, rather than on a pet, and what else is it going to be? You walk in, whip in hand, and proceed to auto-attack 4 enemies at a time. "Hi. I'm AoE."

    I believe it was called Flayer in the 1.x localization notes though.
    (0)

  8. #8
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by Shurrikhan View Post
    The AoE class. I mean, honestly, you give a job a whip and make it centered on itself or its weapon characteristics, rather than on a pet, and what else is it going to be? You walk in, whip in hand, and proceed to auto-attack 4 enemies at a time. "Hi. I'm AoE."

    I believe it was called Flayer in the 1.x localization notes though.
    even if whip can hurt, they are not the most efficient weapon for kill.... exept if you use a weird type of whip that are often unrealistic...

    a whip will be used for cripples or restrain more than kill people.... then make it a weapon for a pet class seems legit.
    (0)

  9. #9
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Wanna see what Bards get in EQ2 in the early stages of the games life that will make you cry because they are cool?

    Don't kill the Messenger:
    Increases the groups base critical chance by 12.5% (A song, no other cost besides your limited by how many songs you can have.)

    Allegro:
    Increases the groups base casting speed by up to 12.5%. (I think high ranked version talented also reduces all GCDs by 12.5% as well!)

    Songster's Luck
    Increases the groups base accuracy by 12.5%

    Selo's Accelerando
    A song that increases the movement speed of the bard's group. It suspends during combat.
    Increases movement speed of the group by 25%. Suspends when combat starts.

    Bria's Inspiring Ballad
    Increases Mana Regeneration of the group by a great bit.

    Riana's Relentless Tune
    Increases Attack Speed of the group by 12.5%

    Luck of the Dirge
    12% chance to absorb '1' attack when hit by anything.

    Don't you wish bards and machinists had these cool types of abilities?
    (7)
    Last edited by Nektulos-Tuor; 01-13-2016 at 02:06 PM.

  10. #10
    Player
    ChandraNoctis's Avatar
    Join Date
    Aug 2015
    Posts
    117
    Character
    Chandra Noctis
    World
    Mateus
    Main Class
    Thaumaturge Lv 63
    How about artillery? Heavy burst damage? No support skills but heavy hitting combos that need setup time and protection by the rest of the team? Kind of an anti support class.
    (1)

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