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Thread: 4.0 Ideas

  1. #111
    Player
    zmandude24's Avatar
    Join Date
    Apr 2016
    Posts
    42
    Character
    Sir Garun
    World
    Ultros
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Februs View Post
    Of course, I'm not holding my breath for this to actually happen. SE has all but admitted that they'll never do it. I don't think we've seen any meaningful tank adjustments since War got their overhaul waaaaaaaaaay back in 2.1. I'd love to know what happened to the individual who was responsible for that adjustment, because since then it's been nothing but bandage after flimsy bandage ...
    I agree that tank balance is really bad atm. Warriors are practically mandatory to have in raids due to their high dps in Deliverance and their 10% damage reduction debuff. If it wasn't for the bonus on the Limit Break bar, the other two tank classes would often get benched. There is also a TBC tank mentality in the community with Paladins being the MT class with Dark Knights doing ok if you don't have a Paladin.

    I'm sure the only for that adjustment was the fact that in 2.0, Warriors were unviable for raiding and caused a huge problem.
    (1)

  2. #112
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    I made these for fun. Not to be taken seriously. Intended to be over-the-top.


    PLD:

    62. War of Attrition -
    Counterattacks for 25% of the damage received when blocking or parrying an attack. Blocks under the effect of this ability and Bulwark have 10% chance to reset each other’s recast timer.
    Duration: 30s: Recast: 180s.

    64. Enchanted Shield -
    Enables use of Halonic Trance.
    Shield Oath Additional Effect: Enables the blocking of magic. Physical damage can no longer be blocked. Absorbs 100% of blocked damage as MP.
    Sword Oath Additional Effect: Enables a third auto-attack using the shield. Auto attacks restore MP.
    Duration: 15s Recast: 60s

    66. Anointed Soil -
    Creates a patch of anointed soil that grants +15% defense and magic defense to all standing within its effect.
    Duration: 15s, Recast 180s

    68. Halonic Trance -
    Consumes 100% of maximum MP to increase damage dealt by 10% and reduce the recast time of any abilities used under its effect by 20s. Enables the use of Climhazzard.
    Duration: 25s, Recast: 120s.

    70. Climhazzard -
    Deals damage with a potency of 400 to all targets in a cone in front of you. and heals party members for 100% of damage dealt. Consumes Halonic Trance upon use.
    Additional Effect: Ensures critical damage and generates a combo bonus for Royal Authority, Goring Blade, or Rage of Halone.
    Recast: 60s.


    WAR:

    62. Axe Thirst -
    Removes all additional effects from combo-based weaponskills while increasing their damage dealt by 25%. Increases Fracture potency to 300 in addition to its damage over time effect.
    Can only be used in Deliverance. All Abandon is consumed on execution.
    Duration 20s, recast 120s.

    64. Storm’s Surge -
    Delivers a ranged attack with a potency of 100. Deals 100 extra potency for each of Storm’s Eye and/or Storm’s Path on the target, and refreshes their duration.
    Additional Effect: Storm Surge -
    Storm Surge effect: For every Fell Cleave used under Storm Surge’s effect, a stack of Sleeping Beast is granted. For each stack of Sleeping Beast, the duration of the next Inner Beast used is extended by 6s up to a maximum of 18s.
    Storm Surge Duration: 30s.
    Sleeping Beast Duration: 30s.
    Range 10y, Recast: 60s.

    66. Combat Assimilation -
    For the next 10 seconds, 10% of all damage you take is compiled and then converted into a shield of equal value.
    Duration 10s, recast 80s.
    Shield Duration: 30s.

    68. Growing Threat -
    Increases Vitality, Strength, Defense, and Magic Defense by 10%. Can only be used when HP is under 20%.
    Duration 15s, recast 150s.

    70. Berserk II -
    Increases Attack Power by 75%. Only weaponskills may be used under its effect, and Wrath/Abandon can be generated but not consumed. Can only be used after dealing critical damage.
    Duration:15s, recast: 180s. Effect does not stack with Berserk.


    DRK:

    62. Immortal Surge -
    Restores 15% of maximum MP.
    Grit Effect: Sacrifices 15% of maximum MP to restore 40% of maximum HP.
    Dark Arts Effect: Grants Bubble. Doubles the maximum HP of a non-tank party member. Cannot be cast on self.
    Duration: 15s. Recast: 80s.

    64. Extraplanar Inversion -
    Increases MP drain from Darkside by 300%, while causing Dark Arts to restore 1768 MP. Dark Arts can no longer boost skills. Unlocks Abyssal Shock and Rend and Sever. Can only be used With 5 stacks of Abyssal Blaze. Abyssal Blaze is generated by using Darkside abilities (Dark Arts, Dark Dance, Dark Mind, Dark Passenger). Effect fades if Darkside is lost.
    Additional Effect: Increases potency of magical abilities and spells by 30%
    Additional Grit Effect: Heal over time with a potency of 75.
    Duration: 30s. Recast 120s.
    Abyssal Blaze duration: 30s
    ***Potency increase affects: Unmend, Unleash, Abyssal Drain, Dark Passenger, Salted Earth

    66. Rend and Sever -
    Delivers 3 separate attacks with a potency of 120 each. 30% chance to reset the Carve and Spit recast timer.
    Additional effect: Blood Weapon 10s.
    Additional Grit effect: Reprisal 10s.
    Combo action: Power Slash, Delirium, Souleater, Scourge. Consecutive combos may not end with this ability.
    TP cost: 60

    68. Abyssal Shock -
    Deals unaspected damage with a potency of 320. 30% chance to reset the Dark Passenger recast timer.
    Additional Effect: Heavy. Has a 100% critical hit rate.
    Additional Grit effect: Silence. Ignores Grit damage penalty.
    Combo action: Power Slash, Delirium, Souleater, Scourge. Consecutive combos may not end with this ability.
    MP cost: 353

    70. Void Paling -
    Casts Dark Mind and Dark Dance on all allies in range. Cannot be used in Grit.
    Recast: 80s, MP cost: 1326 Range: 15y
    (0)
    Last edited by SyzzleSpark; 06-13-2016 at 09:23 AM.

  3. #113
    Player
    Aiio's Avatar
    Join Date
    Nov 2015
    Posts
    32
    Character
    Aio Auroka
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    Personally I would like to see a morph of two classes that makes you become a "specialist" (similar to crafting where you have a limited number of free specialisations and any switching from there out would require some work).
    Example:
    1. For those looking for "samurai" class... DrK + Ninja = Samurai (hybrid DPS with MP management and 2 handed sword like DrK but with SkS of NIN)
    2. "Berserker" = WAR + DrK (tank with high HP and highest DPS output of all specialist tanks)
    3. "Grey Tank" (lol name) = PLD + DrK (highest mitigation on both mag and phys dmg)
    etc

    Also, this would give a lot more depth for end-game raids and such because you are able to provide more than just conventional TANK/HEALER/DPS setup.
    (0)
    Last edited by Aiio; 06-15-2016 at 08:11 AM.

  4. #114
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Februs View Post
    Before I even begin to consider new abilities for the Tanks I'd love to see them address the existing problems with the ones we already have, specifically with Drk (who mostly lacks OT utility) and Pld (don't even get me started on this one). I would love for the Dev team to sit down and hammer out a detailed and viable plan for addressing the current tank balance and create a solid foundation for them to build on. Then, and only then, am I okay with seeing additions.
    The sad thing is I feel like PLD (or even simply GLD) revisions could be a gateway to a lot of interesting ideas that could stand as landmarks for future tank concepts...
    (0)

  5. #115
    Player
    Cookie4ever's Avatar
    Join Date
    Jun 2016
    Location
    Cookieville
    Posts
    3
    Character
    Baby Cookie
    World
    Lamia
    Main Class
    Black Mage Lv 80
    A Teddy Bear Outfit A Teddy Bear Outfit
    (0)
    My Cookies Mmmm

  6. #116
    Player
    Cipher_Zaabiz's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    192
    Character
    Cipher Zaabiz
    World
    Twintania
    Main Class
    Paladin Lv 80
    I think, the new classes are:

    Tank -> samurai, wields a great katana and the playstyle will be based around counters and endurance, taking into account the playstyle of earlier ff-samurai examples.

    Background will be doma for obtaining the class. U need thief and gladiator for it.

    The more damage u have, the more powerful the attacks and the higher the defense will be with the ultimate move being something to kill yourself for very high damage.

    Buffs will focus around strategy and positioning like the historical samurai warlords did.


    DD -> red mage

    Uses a rapier and consists of thaumaturg and Lancer.

    Playstyle will focus around weapon magic buffs to increase damage with the weapon and using support spells to help the group. Dealing magical and physical damage as well. Will be used by the resistance of ala mhigo and be obtained from them.
    (0)

  7. #117
    Player
    Cipher_Zaabiz's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    192
    Character
    Cipher Zaabiz
    World
    Twintania
    Main Class
    Paladin Lv 80
    The last one should be chemist, a physical healer, coming from the garleans. Since they can\\\\'t cast magic, their technology with potions has advanced a lot.

    It\\\\'s a unique mix of chemist and scholar (+ whm for protect). The playstyle is perhaps a stance for fast mixing and power up / speed up potions.

    Since the drinks are equivalent to a cure spell, it would be quite interesting to watch. Buffs and debuffs consist of some drinks that can be mixed (like the ninjas mudra) and have several effects.

    + a lot of new different options for playstyle
    - Might need to invest some more gil than in the other classes.

    But it might be fun to revive people with a Phoenix down or throw some potions around. And if it is all tp based I guess I would really enjoy this for a change.
    (0)

  8. #118
    Player
    ArdorGrey's Avatar
    Join Date
    Nov 2014
    Posts
    179
    Character
    Ardor Grey
    World
    Zalera
    Main Class
    Marauder Lv 60
    I ascribe to the "more traits less abilities pls" school of thought.


    PLD:

    Traited flash: enemies vulnerable to flash's blind effect now also suffer vuln up 10% and a 30 potency dot tick for 6 seconds. Normal repeat casting resistances apply

    Traited cover: The pld now gains a 50% Det up buff for 10 seconds when their covered target takes damage(of any sort). This buff refreshes but does not stack if the target takes damage more than once.

    Traited sheltron: either any hit you take while in shield stance (or possibly any block) refreshes sheltron (like 20% chance), or procing the actual 100% block effect further triggers a magic damage reduction 20% ability for something like 6 seconds. I think I like the second more.

    Valiance: Casting no longer interrupts combos. Using an ability that targets another party member gives you a potency up buff until your next action (good before a combo finisher or for casting heals) Alternately instead of potency up it could turn your next action into a wide AoE action.

    Sword and Shield: The positive effects of sword oath and shield oath now linger for 6(or possibly 9 or 10) seconds after swapping stances


    Warrior:

    patch update that makes Deliverance simply switch inner beast to Fell cleave and steel cyclone to Decimate.

    Warcry(traited infuriate) this ability now grants all allies either 5% damage or 10% current and max hp and healing received for 10 seconds depending on whether it's used in deliverance or defiance.

    Further enhanced Fracture: this ability now inflicts slow and damage down in defiance or enhances the DoT from 20 potency to 40

    Further enhanced foresight: for the 20 second duration all gcd actions generate a stack of wrath/infuriate, and combo finishers generate 2.

    traited unchained: gain some sort of use in deliverance. I figure anything I could suggest would be shouted down as overpowered. I'm sure people would've thought war getting a 500 potency attack was overpowered too before 3.x did it.

    -some sort of actual new ability to make up for the fact that fel cleave and decimate are basically already traits and should really be patched into such. I like the idea of an AoE leap attack with a targeting circle that inflicts very minor damage (like 30-40 potency) along with a stun or vuln up effect.

    I don't play drk enough to form any opinoions on what it needs. :x
    (0)
    Last edited by ArdorGrey; 06-17-2016 at 12:23 AM.

  9. #119
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    The ideas I like for PLD, addressing AOE and some misc

    Overdue AOE:
    1. Elixir Field (Spirit's Without). Was this skill meant for PLD, but by some typo ended up on MNK? 220 potency radial AOE OGCD ability with a 30 second recast. Thanks, worth the wait.

    2. Miasma 2 (War Drum). Radial, GCD-consuming AOE. Low 50 potency hit, but with enmity modifier, an emphasis on DOT DPS (enmity modifier applies to ticks as well) and applying a tank-friendly debuff. That debuff being Slow. Will not interrupt Goring, Royal, or Halone combos.



    I hope when PLD gets AOE (or 'if', even), that it's not simply a GCD-spammage attack imitating WAR's Overpower and DRK's Unleashed/Abyssal Drain. With something like the above, PLD will keep a unique AOE playstyle that still rotates Goring, but weaving all AOEs for DPS and mitigation debuffs (Blind + Slow),

    Similar to the attack speed adjustments DRG got in 3.0, I'd appreciate an increased PLD attack speed, with a TP restore added to Sheltron (heck move the MP recovery to initial use instead of block, while you're at it). That way, even when not tanking, PLD has reason to Sheltron (resource sustain similar to Quick Reload).

    Finally, some time in the future, let's see a raise & lower shield dualism stance mechanic added to their kit (a Cleric Stance, essentially). When on, +DMG, but no block (or less), Cover, Swipe, Bash, Bulwark, Sheltron, War Drum*. That'd kill this aweful conception that PLD should be/is the 'easy/simple' tank, and they can adapt to magical
    (0)
    Last edited by Xenosan; 06-17-2016 at 02:06 AM.

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