- Reason
- nm, off topic
Ummm really people have an issue with to buttons on a keyboard??? I'm on a controller and have easy access to 48(expanded chotbars and cycle between two). And that's with some duplicated skills(some 8 or so).
But maybe I'm just to used to using the tools I have to the best effect(when you have apps that you basically have every key on your keyboard double or triple modified bound to something you kinda get used to that and don't even think about it.)
I'm not sure about the casting stances getting removed - and tbh I'd probably miss them at this point(no not because of the "consistent" damage buff someone said - it's not this is baseline damage - they would just need to up a bit of the potency or even just add a bit to WD for autoattacks to add up to the same).
(super serious)I don't know what to put here so I've put this here as a placeholder until I figure it out.(super serious)
Recruitment code if you are starting out: FTB8JBQ5
Off the top of my head for now...
MCH:
- No need to remove GB in my opinion. Cast time mechanic works for MCH since they designed it from the ground up, including providing tools to bypass the cast times. The issue was also slapping it onto BRD, which put it in conflict with how the Job played up to that point.
- Remove their Stun and Bind skills while keeping their Slow and Silence. Alternatively have them occupy the same slot, but access gated behind a Job mechanic (like how NIN's Mug and Jugulate effects being effected by whatever Poison stance they're in)
PLD:
- Needs its niche, utility skills either removed or tweaked to be more useful overall. Unless SE intends on designing encounters that make those skills shine (which I can't see them doing, as that would give the wrong message of playing favoritism to PLDs and potentially put the other Tanks at a disadvantage).
- Have Spirits Within do 300 pot regardless of HP.
- Have Sheltron give TP instead of MP upon successful blocks.
NIN:
- Do more with their poison stances. Right now it's only useful for Jugulate (ignoring Mug because neither option does anything of worth beyond damage). Besides that they both have the same function: 20% physical damage boost, making one of them a waste of a slot. With the oGCDs NIN got they could've provided additional effects to them based on the stance.
- Allow Ninjustu to be 'stored'. For example, you cast your Mudras for Raiton, but you have the option to hold onto it instead of having to use it immediately, like how MNK can build up Forbidden Chakra and Purification but aren't obligated to use it right away. Difference here though, is that NINs would have a short duration on how long they can hold on to their jutsu.
SCH
- Replace Selene's Silent Dusk with something else. Dunno what exactly though. Perhaps a minor buff to a secondary stat, in keeping with her status as the buffing fairy.
SMN
- Introduce an Egi-swap mechanic, where you can plan around switching Egi's mid-fight in response to particular fight phases. Was also thinking to have Contagion removed from Garuda and given to the player, but not sure if that would make any real difference to things.


 
			
			
				I think PLD needs some major improvements and get rid of some of the excess buttons. Most of the 3.0 abilities could be improved.
1. Sheltron - is ok for a block that can save you damage but the side effect of gaining mp isn't useful since you really don't use MP much at all in raids.
2. Goring Blade - I don't like this ability at all it is a DoT that is just that damage over time on a Tank which really shouldn't be the ones putting dots on a boss. It was nice they gave a riot blade ender, but the effect should of been a buff or debuff effect not a dot.
3. Divine Vale - a slight aoe shield which needs to be triggered by a heal, would be more useful if it just activated when you pressed it but over all not too useful due to its long cooldown healers shouldn't have trouble shielding or healing aoe damage to start with often it just feels like this move isn't needed.
4. Clemency - Paladin often the main tank really shouldn't be using this because it has a cast time and often you will get interrupted. This ability should be instant cast otherwise its never used in raiding. Only has utility when trying to solo harder stuff or old content.
5. Royal Authority - I really this like this move, they gave an alt ending for the RoH combo but RA does nothing but higher potency. This is bad in the overall meta of the game. Because this move has no enmity bonus you can lose hate to warriors since their enmity finisher butchers block is their highest potency move. Honestly this move feels wasted, the high potency finisher should be baked into RoH like warrior, Royal Authority should do lower damage and do some kind of buff or debuff instead.
1. agreed
2. goring blade is fine dps increase
3. true still not that big of a deal
4.Clemency instant would be op 2sec cast time is normal and dont get interrupted very often also its pretty good in pvp
5. butchers block need storms eye or else its way weaker + aggro isnt a problem if you earned a bit of aggro before going to use RA
doesnt seem so "major" to me lol



 
			
			
				I actually used Clemency quite a bit during progression this time around, so I kinda like it (and Sheltron's MP regen). I kinda hope they add more ways to spend MP on stuff. Certainly wouldn't complain about instant cast, but only real problem with it is being unable to block while casting.




 
			
			
				I like stuff like Divine Veil and Clemency. Yeah, they're very situational or of only minor benefit but even if they're not 100% crucial they at least add to the feel of the class.
Stuff like tempered will though... can't remember the last time I used that. The skill could be deleted, or its effects chucked on Sentinel. Nothing of value would be lost.
Tempered Will is used in pvp so I dislike the idea to make combos easier or removing the skills that are not really used in PvE. Thats like saying remove sleep its useless while its a must have in pvp.I like stuff like Divine Veil and Clemency. Yeah, they're very situational or of only minor benefit but even if they're not 100% crucial they at least add to the feel of the class.
Stuff like tempered will though... can't remember the last time I used that. The skill could be deleted, or its effects chucked on Sentinel. Nothing of value would be lost.


 
			
			
				An easy solution would be : making them PvP skills only, removing them from the PvE skills and replacing them by other more interesting skills there
"easy" you missing that pvp skills are different (they cant be spammed) and pvp skills cost attribute to upgrade those PvE skills dont have upgrades (wouldnt even makes sense cause would be op). Just remove the skills that you dont need is probably way easier.
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			 Originally Posted by Zumi
 Originally Posted by Zumi
					
