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Bards:
DoTs overbuffed needlessly. The only reason I can imagine for this is the tiny RNG-independant advantage MCH might have had in being able to quickly apply mass DoTs at very high potency before focusing a main target. In 3 GCDs, they can apply 1350 base potency. A BRD would previously typically take twice as long, albeit to apply 1920, at an average of 320 potency per GCD, down from 450. However, has half of one's (SS-modifiable) crit rate's chance per 3 seconds to refresh a 150 potency attack, already more than making up that difference. I'm not sure why they needed to further make Bards masters of DoT cleave.
However, I would have been more than happy to have QoL changes to Heavier Shot, either by improving its proc chance from, say, 20% to 25%, or using a dynamic chance that starts significantly higher, but decreases per proc before recharging over time (rate adjusted by Skill Speed). Naturally, I could go for the same concept with MCH Shot skills, or by changing out Hot Shot to be a potential burst skill using Gun Heat, twice as much of which is generated when a Shot fails to proc its combo.
Don't leave Repelling Shot in the dust... Buff it to more than Blunt, even if that means slightly nerfing Blunt Arrow.
Both still could benefit hugely from a reduction to the Wanderer's Minuet / Gauss Barrel lock-in duration, say from 15s to 10s, modified by GCD recast time as to always equal exactly 4 GCDs. (Same concept for Defiance, Deliverance, Grit, Darkside, Cleric Stance, Geirskogul, etc.)
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Monk:
Could definitely go for:
- Meditation's pseudo-GCD scaling with current GCD, or at least Skill Speed.
- Purification's CD being cut from 120 seconds to 90 or 60 seconds. You're still spending valuable GCD time preparing it, so why lock it out?
- Faster activation speed for Fists of ~. Fists of Wind buffed to NIN base movement speed. Cooldown removed except on the same Fists of ~, as to prevent accidental doubling, and at only 2 seconds.
- Tornado Kick potency increased to be faint dps increase at the tail of a CD after having reapplied all DoTs during its buff window. Cooldown removed, or reduced to 12-15 seconds as to prevent 3 TKs within a single CD window.
- [Food for thought] Reduced Perfect Balance cooldown from 180s to 90s. It can now function as a DPS CD to a larger degree, along with providing a much more frequent margin of safety. Still an emergency tool, but now inviting more use and subsequent risk. Revert the most recent buff to Demolish in exchange.
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Dark Knight:
- Soul Survivor can now be used on an allied target, granting part of your parry chance to the target over 15 seconds. While active, all self-healing done and parry procs generated are shared between both you and the target. Should either die during the duration, the other receives 20% HP and MP. (This should solve Reprisal OT issues while giving a sort of Brothers in Arms / Surviving Legacy take on Cover mechanics. Not nearly as strong, but still potentially powerful.)
- [Something, something Dark Dance something... Maybe give it a guaranteed Parry or a 20% physical shield on application, or change it to additionally increase Parry chance based on the average of % max HP and % current HP damage that would have been dealt, while generating further parry chance for each attack attempted against you or parry made. (The LD synergy would be strong with this one...)
- The amount of health required to remove Walking Dead shouldn't increase (nearly as much as it does) with item level. Set it to or average it with a level 60, i145 tank's max HP. Or just actually allow negative HP, as this always should have been.
- Souleater absorbs 50% damage as healing regardless of stance. Soul Devourer doubles it to 100% in Grit.
- Grit increases self-healing done by 25%. (No longer a self-healing loss to spam DA-AD in Grit, just a dps gain. Grit Souleater now effectively a 125% heal.)
- Grit MP cost reduced from 1326 to 550. (41.5% of current)
- Darkside MP cost reduced from 440 to 380. (86.3% of current)
- Dark Arts MP cost reduced from 1768 to 1450. (82.0% of current) (Saves ~954 to ~1272 MP per minute)
- Syphon Strike MP generation decreased from 884 to 780. (90.5% of current) (Up to 700 less MP generated per minute.
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Scholar:
- Dissipation still feels a tad weak, but honestly just something like a 10% to 12% Spell Speed boost after would help a lot, and would go a long ways to fit the 'emergency' vibe. Or, give a triple to quadruple Fey Wind for eating Selene, lasting 15 seconds (Fey Whirl), and cause Galvanize to increase player Defense and Magic Defense by ~20% of its shield amount for the next 15 seconds (Fey Pact). Can remove the PvP extension in exchange.
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White Mage:
- Holy potency increased to 210. MP cost reduced by 4%. Now the same potency in spam as Diurnal Gravity, though still significantly less potency-per-second/MP, especially during Lightspeed (wherein Gravity costs only a maximum of .5 seconds, while Holy clips the GCD).
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Paladin:
- Just so much stuff to do with this... Could easily take out Sword Oath from regular use so that PLD's on par with DRK, and make Sword Oath a situational cleave stance at TP cost, no longer mutually exclusive with Shield Oath... Could allow for Shield Swipe refreshes, could empower Shield Bashes, could do tons of things. The job is strong, very strong, but it can just be a bit... off in design, like a clearly double-weave class on a laggy night, or like a plan drawn up during heavy drinking. It doesn't feel like it utilizes it skills as well as it should.
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Warrior:
- Technically a general change... Effects increasing healing received increase healing received from ALL sources, not only Spells. In other words, Defiance now again affects Lustrate, Essential Dignity, Tetragrammaton, etc.. As does Convalescence and Mantra.
- Equilibrium's self-healing has been adjusted to 900 potency to compensate, dealing 10% less on average, but 5% more when paired with Convalescence.