There is very little room for me as an Astrologian, but I still want just one more skill to manage my cards with... I'd probably be satisfied with a second Spread but that sounds boring. Maybe we can replace Nocturnal Sect with it next expansion?



As a Dragoon, I'm overwhelmed by the sheer amount of moves in my existing rotation. I don't think my mindfruit braincase can hold anymore...
Combo Reversal? Traits added from 60+ that Flip the rolls of abilities say something like
Ninja combos are currently:
Spinning Edge > Gust Slash > Aeolian Edge (DMG) Back Attack
Spinning Edge > Gust Slash > Dancing Edge (Slash Resist Down)
Spinning Edge > Gust Slash > Armor Crush (Huton extention) Side Attack
Spinning Edge>Shadow Fang (DoT)
Mutilate (DoT)
You could introduce a new timer that allows you to "reverse" a combo and in turn change the effects to deal more dmg with potential risk involved.
Something like Armor Crush could be an Opener that deals increased damage but reduces Huton Timer by 15 seconds while finishing the combo allows you to the most dmg out of any combo available. It could even be something like Armor Crush > Gust Slash > Aeolian Edge and by doing that you are able to have a 500 potency finisher or something.
The idea could be that you need two requirements. You need a gauge filled to allow you to do reversals and then you need Huton with 15+ seconds left in order to have the cost needed to activate the combo. In this Manner SE could also introduce ways to make certain jutsu more relevant such as Ice or even a situation in which you would want to use Earth against a single target.
My examples would be, with Ice you inflict the enfeeble Bind but you now also receive a Buff similar to Suiton which allows you to start the Reversal Opener "Shadow Fang". When you use Shadow Fang in this manner your new combo becomes Shadow Fang > Gust Slash > Mutilate which gives you the combo bonus of let's say 2x potency of DoT and 1.5x duration increase from what it normally is. So rather than having a 30 potency at 18 seconds when using it by itself, you would now have a 60 potency with a 27 second duration because of the combo.
Again, there is no balance to this, this is moreso just a concept in which they could add new abiltiies/combos into the game without bloating the hotbar with new abilities. Pretty much using the arsenal at hand and creating Job Traits that add on top of abilities that allow you to do more with them.
Traits like "Hyoton Fang" -Adds "Hyoton" Buff (15 seconds) when using Hyoton allowing player to use Shadow Fang Opener.
(Doton Edge) -Add "Doton" Buff (15 seconds) when using Doton allowing player to use Dancing Edge Opener however upon using Dancing Edge as an Opener the Doton effect will wear off. The Dancing Edge Opener could have a finisher that added a 5% dmg increase from all dmg types for 30 seconds or something




It was said, they would change the combat system at 4.0 (or 5.0).
I think, we will see many changes.
Already, I think we will have:
- A separation for the Scholar from Summoner, and these both job will be reworked (especially Scholar).
- Bard job will be reworked and maybe Ranger job will be added.
- Astromancian job will be reworked
- Secondary stats will be reworked
- Adding the elemental resistance.
- Adding the Support as a new category joining DPS, Tank and Healer.
Less skills, that's sure.
Otherwise, a points system where you have to build a "skills deck" among a list proper to each job without exceed the limite of points.
You can dispose these skills in your hotbars.
Where did they say all that. Source please?It was said, they would change the combat system at 4.0 (or 5.0).
I think, we will see many changes.
Already, I think we will have:
- A separation for the Scholar from Summoner, and these both job will be reworked (especially Scholar).
- Bard job will be reworked and maybe Ranger job will be added.
- Astromancian job will be reworked
- Secondary stats will be reworked
- Adding the elemental resistance.
- Adding the Support as a new category joining DPS, Tank and Healer.
Less skills, that's sure.
Otherwise, a points system where you have to build a "skills deck" among a list proper to each job without exceed the limite of points.
You can dispose these skills in your hotbars.


All I want Hasty Touch II, with 70% chance of work, with make 100% with Steady hand II.
I'm fucking sick of this:
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I hope that they don't give us three distinct rotations. Two is manageable, but getting into three different rotations will start to get into the realm of 'too much'.



They could just add 3 traits and 2 new skills per class/job
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