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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    On topic this time:

    I honestly scarcely care about new abilities for each job, and would rather just see revisions for earlier levels, making the overall identity, gameflow, playstyle, and individual abilities of each job more interesting. I'd also like to see significant changes to cross-class abilities, classes themselves made more situationally viable, and numerous undermechanics added to make even simple skills have more varied and intricate, yet wholly intuitive, effects.

    If I had to guess though, I'd imagine that SE will do a relatively shit job of pruning, costing skill-cap per class but satisfying some of the more prominent outcries (No more WM! No more Cleric Stance!) without giving much of anything to replace whatever people liked about the removed abilities, leaving us with condensed arsenals that feel more hallowed out than steamlined, and ignoring all options of simply better managing how our abilities are accessed or allowing players that layer of customization as to have more control with fewer keys needed. But, I'm not exactly an optomist.
    (0)

  2. #2
    Player
    Pomelo's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,518
    Character
    Pomelo Elmbrook
    World
    Odin
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Blitzgon View Post

    Astrologian:

    To start I would like to see Collective Unconscious to reduce how much the regen heals, or remove it altogether, and reduce the damage reduction in favor of being able to cast while inside it. I would love to see this become a pseudo Astrologian "Ley Lines", where while you are inside the bubble and everyone else that is in it will receive a increased healing done to them. The only draw back would be that the Astrologian would have to stay inside the bubble for it to remain out or until it wears off. with its current range it would be difficult to use but if it could increase the range that would be wonderful.

    The other change I would like to see is perhaps a trait to Celestial Opposition. This might be a bit strong and hard to use but I would love to see if the damage the party has taken be regen over the next fifteen seconds. It would be a massive heal for high raid damage but it with its long cooldown it would be a decision between helping the party with extending their buffs or saving it for a massive heal. I always thought that it would be very cool if this ability also turned back time on the parties wounds.

    What do you guys think, anything you'd like to see?
    What I'd like to see is not these changes. Good god, it's ONLY taken 4 huge patches to get AST to be accepted by the community. No gurl no.
    (2)

  3. #3
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    A trait I'd concerns stoneskin or stoneskin 2.

    I'd love for sk 2 to be used even in battle. It already has a longish cast time and mp cost to not prevent people from spamming it.

    Or make sk1 either reduced mp cost to encourage whm to use it more often or make the cat time significantly reduced. Right now the trait we have for it is that it reduces the cast time to 2.5s, is 1.5s unreasonable?
    (0)

  4. #4
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    A cast time of 0 wouldn't make it much more viable to use. 884 MP to use something that buffers about 1/3rd of the health that you can get from a Cure...
    (0)

  5. #5
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    WHM [borderline broken] wishlist:

    62- Tetragrammaton- Splash heals for 300 potency around the target cure with 700 potency with a Radius of 8 yalms.

    64- Cleric Stance- Upon entering Cleric Stance, "Miraculous Cure" is gained for 20 seconds. The next cure will have no casting time and will cause the "Free Cure" trait to become 100%. Ends upon execution of cure or when the buff times out. (Cure II will cost no mana after casting an instant cast cure upon entering Cleric Stance.)

    66- Asylum- Damage taken while within Asylum will be reduced by 5%, the effects of Weakness are nullified within Asylum. Current effect remains.

    68- Benediction- HP, MP, and TP are restored to Maximum.

    70- Omen of Ole- Absolute waters wash away all sin, dealing 250 potency AOE damage and cleansing all debuffs on surrounding party members. 15 yalms. 90 seconds.

    Odds and Ends-
    Quicker Stoneskin trait changed to "One with Earth" - Casting Stone, Stone II, Stone III or Stoneskin has a 15% chance to reduce the cast time to instant and the MP cost to 0 for the next Stoneskin cast. Duration: 20 Seconds.


    [Just a fun little exercise. Doing SCH was allot of fun. I wanted to focus on getting WHM back into its MP management roots by allowing CS and DPSing with Stone to proc free healing. Asylum, Benediction and Omen of Ole Reflect the raw power WHM has to overcome and compensate death and overwhelming mechanics.]
    (0)
    Last edited by Rawrz; 10-24-2016 at 09:25 AM.

  6. #6
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    AST [borderline broken] wishlist:

    62- Time Dilation- Damage over time effects and Disable are increased by 15 seconds if used on a enemy.

    64- Combust II- Each critical tick from Combust II has a 50% chance to spread to surrounding enemies for the remaining duration.

    66- Synastry- Beneficial effects cast by you are shared between you and the Target. Luminiferous Aether will restore MP to targets even under the effect of Darkside. Lightspeed will not reduce the magical damage of the affected party member. Regens are shared for thier Duration. Current effect as well. [Placing an Ewer on your target, will also place an Ewer on yourself. The door works both ways.]

    68- Celestial Opposition - The cool downs of Draw, Spread, Royal Road, and Redraw are reset. If a Card is being held in Draw or with Spread, they will not reset and instead retain the card. Surrounding parties have their health restored by 20%.

    70- Grand Fortune - The last Card used is Redrawn. If the card was used with a Royal Road, you will gain its buff. This is not a Spread. It will replace your current Draw if used while a card is active. If no Royal Road was used on the last card, you will not gain a Royal Road buff. (This would be especially strong for openers. You could immediately have a Balance sitting in your spread with Expanded Royal Road immediately after the pull, ready to buff the party for 30 more seconds.]

    Odds and Ends-
    The Spear will reduce the remaining duration of abilities already on cool down.

    [Tried to Focus on Giving AST more AOE DPS, while also giving them more tools to manipulate Cards and an AOE heal that can be used even under Cleric Stance. Synastry lets them consistently buff using their unnecessary CDs like Lightspeed or helping a cohealer regain mana by sharing Luminiferous Aether.]
    (0)
    Last edited by Rawrz; 10-24-2016 at 09:22 AM.

  7. #7
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Good lord... you mean to tell me that Celestial Opposition should additionally reset all active cool downs on Draw, Spread, Royal Road, and Shuffle along with healing all nearby allies for 20% max HP ON TOP OF the already existing 10 second buff extension on all nearby allies and 4 second stun on all nearby enemies?

    Are you trying to make AST completely broken?
    (0)

  8. #8
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Supersun View Post
    I hardly think a Stun on a 70 damage potency AoE is going to threaten Whm when they are swinging a 200 potency one lol.
    It would be like mixing AST's target based Gravity and WHMs Stun from holy, but lowering its potency. The reason I suggested Slow, Heavy, and Paralyze is because Slow and Heavy are redundant, making Paralyze the better part of the skill, creating a sort of jackpot on top of the AOE damage. The skill is called Ruin, who knows how deep the ruin could go. xD Knockback would be soooo troll. Vulnerability up, makes sense, but I feel thats just too much to offer compared to other healers.

    Quote Originally Posted by ty_taurus View Post
    Good lord... you mean to tell me that Celestial Opposition should additionally reset all active cool downs on Draw, Spread, Royal Road, and Shuffle along with healing all nearby allies for 20% max HP ON TOP OF the already existing 10 second buff extension on all nearby allies and 4 second stun on all nearby enemies?

    Are you trying to make AST completely broken?
    xD!! I had honestly completely forgotten about Celestial Opposition adding a stun! AST needs something to give it some AOE healing outside of the GCD I feel. I also thought it would make a great interaction with cards, as if you're going against the flow of time, rewriting it even (thus heal and another chance at a card.)

    I'm not very happy with my AST suggestions. I'm not nearly as engaged with it, as I am with WHM and SCH.

    WHM I feel is all about BURST. BURST HEALS. BURST DPS. BURST AOE. BURST ACTIONS. Presence of Mind. Benediction. Stone III. Cure III.

    I tried to emphasize WHMs ability to keep a party going even after "mistakes" are made, More choices for AOE healing, a slight buff to mitigation, and a better system for MP conservation while choosing to DPS.

    I feel lowering evasion would not be worth it because ACC can do the same thing. I would also like to avoid giving WHM stacks to monitor. The Stoneskin II procc would be cool, but at the expense of Massive MP?

    WHM [borderline broken] wishlist:

    62- Tetragrammaton- Splash heals for 300 potency around the target cure with 700 potency with a Radius of 8 yalms.

    64- Cleric Stance- Upon entering Cleric Stance, "Miraculous Cure" is gained for 20 seconds. The next cure will have no casting time and will cause the "Free Cure" trait to become 100%. Ends upon execution of cure or when the buff times out. (Cure II will cost no mana after casting an instant cast cure upon entering Cleric Stance.)

    66- Asylum- Damage taken while within Asylum will be reduced by 5%, the effects of Weakness are nullified within Asylum. Current effect remains.

    68- Benediction- HP, MP, and TP are restored to Maximum.

    70- Omen of Ole- Absolute waters wash away all sin, dealing 250 potency AOE damage and cleansing all debuffs on surrounding party members. 15 yalms. 90 seconds.

    Odds and Ends-
    Quicker Stoneskin trait changed to "One with Earth" - Casting Stone, Stone II, Stone III or Stoneskin has a 15% chance to reduce the cast time to instant and the MP cost to 0 for the next Stoneskin cast. Duration: 20 Seconds.


    AST's Identity is harder. Its about promoting the party through cards, but also has high potential for single target DPS. It lacks the OGCD power of the other healers, but has access to instant heals on the GCD. I feel AST should be able to give themselves more chances at cards and to help curb their lack of OGCD heals. An AOE DPS increase would also be fair I feel (but then again a balance on a DPS that can AOE is your AOE DPS increase.)

    Quote Originally Posted by Phiglia View Post
    AST
    Collective Unconscius: (Skill reworked)
    - You block all the damage for the duration of the skill/leaving the bubble, then all the damage is applied as a DoT for 12 seconds.
    - CD 90s->150s

    Synastry:
    - CD 90 -> 50
    - Healing potency increase removed.

    Luminiferous Aether:
    - Refresh potency of 30, from 60(80, with trait).
    - CD 120s -> 0s
    - Uses the currently card to grant you the buff.

    Break: (New skill)
    - Uses the currently card to grant you a new buff.
    - Reduce GC by 50% for 8 seconds
    - 60 sec CD

    AST needs new uses for the cards so you can play more with them.


    WM
    Cure IV: (New skill)
    - Can store 3 charges.
    - Heal potency of 750.
    - Same mana cost as Cure II.
    - You gain a charge everytime you use a Cure II with Cure I proc.

    Presence of Mind: REMOVED

    Benediction: CD 300s -> 150s

    Asylum: Potency 100 -> 175

    Medica II: Regen potency 50 -> 75

    New way to attack: Stone II empowers Stone III cast, like Cure I and Cure III, or something that give a rotation that saves MP.

    More Regen, bigger Heals and a way to attack, please.

    SCH:
    Silent Dawn (Selene): Changed to a heal with 900 potency and 20 seconds of CD.
    Fey Caress (Selene): Now can clean Weakness. CD 60->90
    Fey Wind (Selene): Potency 3% -> 5%

    Fey Covenant (Eos): Now increase defense and magic defense by 100% for 15s or reduce the damage of the next big that deals more than 20% of your health by 50%, same duration but expires once it triggers.

    Emergency Tactics: Critical succor get the double effect like adloquim, still change it to a heal.

    Enhanced Pet Actions: (Arcanist trait changed for scholar)
    - 20% chance when the fairy deals a critical Embrace, that next Succor or Adloquium is critical

    Dissipation:
    - Adloquium and Succor are always critical.
    - Heal potency increase removed.
    - CD 180 -> 120

    Sacred Soil: Proc change -> 50% chance that next Indomitability will cost no Aetherflow for 15s.

    New pet things + Aetherflow things, thats all he needs.

    SCH should focus on their DPS utility, Strengthen their Mitigation, emphasize critical rate and increase interaction with both of their fairies.

    SCH [borderline broken] wishlist:

    62- Emergency Tactics - The next Galvanize will be converted into raw healing. The next DoT cast will have its damage done up front, on top of placing it's debuff. (Thundercloud proc) If cast before Bane, Bane will gain a base potency of 100 and can miss. (Bane is an ability, so it will not trigger the thundercloud like proc. I really wanna make this skill flexible. Scholars are all about CDs and their interaction.)

    64-Ruin- The MP cost of ruin has been increased (equal to Blizzard II.) The radius of ruin has been increased from 0 to 8. [Ruin has become an AOE]

    66- Deployment Tactics- When used, the duration of your Eye for an Eye, Virus, and Galvanize is reset. Eye for an Eye and Galvanize spread to surrounding party members. Virus is spread to surrounding enemies.

    68- Dissipation - Critical Rate is increased by 20% on top of current effect. Recast time is reduced to 120 seconds.

    70- Aetherial Shift- Can only be used under the effect of Dissipation or when a Fairy is summoned. Current fairy is sent away and the opposite is resummoned. If under the effect of Dissipation, the fairy that was not consumed is summoned. Upon execution the effect of Dissipation ends. Cool down of 240 seconds.

    Odds and Ends-
    Selenes Silent Dusk no longer applies Silence, instead it places an 8 second magic vulnerability down on a single target and is called Fey Charm. Cool down of 90 seconds.

    If pets receive 60 Skills

    Selene would keep her silence and instead gains Fey Charm at 60.

    Eos would receive Fey Memento. A buff is placed on a target party member. The next spell based heal received will form a barrier on the target for the amount healed. Does not work with the additional healing of Emergency Tactics, but may be procced by other party members. Cool down of 90 seconds.



    You go from small, almost insignificant changes of potency to stuff that feels too much (I'm one to talk right?.) Reflect spells, like the one you're suggesting with collective, don't work. They always end up too broken. Removing POM would really hurt WHMs burst Identity. Its the only healer that has a REAL DPS cool down! (I don't consider Dissipation to be that great of a CD as it stands, because you literally have to sacrifice your active healing to use it.) I would also like to avoid any sort of stack management. Procs are great, but we have enough classes that have stacks. Leave WHM to its simplicity. Selene doesn't need anymore healing prowess, she just needs utility. Fey Caress was a great way to synergize that, but being the only healer that can completely remove weakness is just too mandatory. If I wanted more healing I would use Eos as well so an increase to single target healing would go against her choices of utility, in my eyes. Maybe you see Selene as single target and Eos as AOE, but that's how I feel about them. :O.
    (0)
    Last edited by Rawrz; 10-26-2016 at 01:28 PM.

  9. #9
    Player
    Supersun's Avatar
    Join Date
    Jun 2013
    Posts
    192
    Character
    Felix Feliday
    World
    Behemoth
    Main Class
    Arcanist Lv 70
    Why would you spam Ruin over Ruin II :/

    Mobility and Book Damage is a thing, and I hardly think Summoners have MP problems.
    (0)

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Here are my ideas White Mage Traits -

    62 - Flood - Fluid Aura transforms into Flood, a 300 potency water-aspected attack with a 25y range. This attack is oGCD and has the same recast.

    64 - Enhanced Riposte - Riposte now additionally lowers the target's evasion by 20% for 30s (this applies even if the Sleep effect fails).

    66 - Earth Embrace - Casting Stone, Stone II, or Stone III now has a 20% chance to allow Stoneskin II to be cast in combat with a 50% boost in shield value. The caster has 30 seconds to use this proc.

    68 - Whisperwind - Casting Aero, Aero II, or Aero III applies of buff of Whisperwind to the caster for 12 seconds (This buff stacks with a cap of 3, and the duration resets with every cast of Aeros I, II, and III). The caster is refunded 5% of the MP cost of spells per stack of Whisperwind.

    70 - Fluid Image - Casting Flood creates a replica of the caster near the target of Flood that lasts 10 seconds or until the WHM casts their next spell. When the WHM casts their next spell, the replica will also cast that same spell on the same target. Stackable buffs (such as Regen on allies or Virus on enemies) will stack if cast by the replica.
    (0)
    Last edited by ty_taurus; 10-24-2016 at 05:43 PM.

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