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  1. #12
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    Note: I'm just throwing ideas at the wall. The specific implementations probably suck, but I really like the ideas behind them.

    White Mage : Big Heals, Big Deeps. The White Mage's solution to any problem is more potency.
    Keeping White Mage straightforward when it comes to healing is best - the only shield they need is Stoneskin. I think they should be better when it comes to DPS; probably something like a trait for MP-cost reduction while in cleric stance would work. If they want to change up how WHM DPS is done, perhaps they can add some sort of stack mechanic that increases damage done; it'd go up when casting damaging spells, and go down when casting healing spells. Don't make it too easy for WHM's to do damage, and don't bring them up to DPS levels, but make it so that they are clearly the best for personal healer DPS - let the other jobs focus on letting the party deal more damage.

    Scholar : The right skill for the job. If only they could hold more Aetherflow stacks.
    Keeping the raw utility of Scholar might be fine, if they also weren't the first choice for DPS-ing due to fairy heals. Assuming that WHM's DPS sustainability is increased, I'd think giving them an Aetherflow skill that allows them to burst well would work - perhaps relegating Energy drain as an MP-restoring tool first and foremost. I'd say to add even more, but perhaps they should just slightly buff the Aetherflow skills they already have. Decoupling SMN and SCH from ACN a bit so that the two jobs can have more varied skillsets that don't affect the other would be nice as well.

    Astrologian Plays with cards. Rigs the game.
    Card balancing is the big one, but Balance will probably still be top; everyone like more DPS. Give AST a spell on the GCD that allows them to see and manipulate the next card drawn - kind of like shuffle. If they want to manipulate their next draw further, they'd need to cast more - though make it cycle through cards after the first cast. With how mobile AST tends to be, Collective Unconscious requiring them to stop moving is lame; they should be allowed to move, even if they still cannot cast any new spells. Most of their DPS potential should be from buffing the party, unlike WHM and more than the SCH. As such, they provide shields or regens, depending on what's needed, and focuses their downtime putting up dots and looking through their deck.
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    Last edited by Irenia; 10-22-2016 at 09:34 AM.