Have real skills on my NIN, cause 2 or 3 skills of the NIN post 50 are kinda useless.
Have real skills on my NIN, cause 2 or 3 skills of the NIN post 50 are kinda useless.
Machinist:
- Add Selfheal or some kind of healing/shield turret
- Let us place 2 turrets at the same time
- Gauss Barrel Glamour (Silencer or something)
- Give us 2 guns (just for style)
- Change Gauss Barrel: While you re standing, every skill have a reduced cooldown (like rapid fire)
- Change Rapid Fire: Reset cooldown for one skill
- Queen of Heal 2022 -
HEALER LB for brd...
For Blackmages I would make these changes that I think would make me utterly happy
Make Thunder our main nuke spell, and Fire can be the DOT. The crackling of thunder is so much cooler than the whosh of fire. Instead of Astral Fire, call it Shock Spike or something
Make Flare deal AOE damage around the caster himself, with a chance of putting a Burn/Scorch DOT in addition of the normal fire DOT.
Bring back Burst to replace Fire4/Thunder4, with a small chance it can spark to other nearby enemies dealing damage.
Remove Surecast and bring back Sanguine Rite, giving amount of MP back when hit by enemy attack/aoe, also cannot have its spells interrupted while Sanguine Rite is active. Lasting 10-15secs
Change Freeze to deal moderate Ice damage, while also reduce our Enmity, have it be the same CD as Quelling Strikes
Bring back Excruciate: Gradually increases magic critical rate. Effect fades upon landing a critical hit.
Bring back names like Thundara, Thundaga, Fira, Firaga etc
I would give AST either:
~An oGCD AoE Heal
or
~Think of a way to close the gap between Noct!AST and SCH, in terms of Off-Healer
On NIN, replace Shukuchi and Hyoton (I think, the AOE ice spell?) with something much more useful.
Give bard a stun move and not just a 1 second silence.
Give MCH a healing ability!
It would be linked to the addition of elemental damages but i would love to have elemental barrier as white mage, like in FF10
Real buffs / debuffs on the Bard who's just an archer atm
Last edited by Celef; 07-20-2016 at 12:02 AM.
People don't know how to take criticism anymore, and bad play is rewarded with with a coddling mentality. Yes, this is a casual game for the most part - that doesn't mean people need to walk on eggshells in fear of getting reported for pointing out things. This whole 'please don't say anything even slightly negative' mentality that we seem to be going towards and the devs seemingly pushing towards it is creating a disturbing trend.
Change the appearance of BLM-thunder-skills to let look like a real lightning-strike ^^.
- Queen of Heal 2022 -
And you'll fix this by removing one of three unique components it actually has (and to large degree a second - buff extension)?Get rid of the card rng gimmick. Selection of a class's abilities should in no way be reliant on rng. This is extremely poor.
Then they introduce rng mitigation - to mitigate the rng they introduced......Just what?
Abandon this ill-thought through gimmick, replace with intentional ability selections
Oh, and refrain in future from just copy/pasting a list of skills from the whm and calling it a new class.
Archer and Machinist are remain reliant on RNG. That's okay too though?
I think I get what you're going for, but I'm just not seeing expounded enough here to make sense. You could reduce RNG reliance in a way that suits you better on Astro—on any class—and/or revise the Sects and Aspected Benefic to feel unique, but instead you swat off the Astrologian hat and call it a day? I don't mean to be harassing, but you've clearly got something you want, so if you've got the time, go for it. I can't imagine anyone would dislike a post for some added length if it actually gets the job done.
The healing job has always been largely about and has gotten its excitement from chance elements. It enlarges urgency (via crit chance and AA timing), it creates decision points, when working closely with tanks it magnifies and details risks. Yes, those 6x Bole feel like shit when all you want to do is alternate Ewer/Spire and Balance/Arrow, but couldn't that have every bit as much to do with how useful those individual cards are across a multitude of situations, or inventively you're able to deal with what's been dealt? At that point the job starts seeing a lot more synergy with and influence from its unique components. It affects playstyle, even where it may otherwise remain in the shadow of WHM and SCH precursor skills.
This requires a minor change to Monk... but...
Delirium now causes -10% magic vulnerability and -10% intelligence. The intelligence portion doesn't stack with Monk's. Dragon Kick is split into two debuffs like Miasma, one is -10% blunt resistance, the other is -10% intelligence.
Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!
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