Link to Poll
Fun, fun, fun, on the bun. >///3///> ♥
Link to Poll
Fun, fun, fun, on the bun. >///3///> ♥
Charging spells, that would be an interesting take. Similar to FF6's Bushido, I'd be all for it.
Debuffing is my favorite thing and would love a dedicated class for it. I would just ask that they can stack if another is in the party/raid. Looking at you Trick Attack.
No. The debuffs SMN gets like Heavy from Miasma/II, Blind from Ruin II or Bind from Tri-Bind aren't as impactful like NIN's Trick attack.
I guess Shadowflare's 5% Slow and Malady from Miasma/II is fine, and it gets a few support abilities SCH already gets like Virus, Eye for an Eye and Resurrection.
Malady is even useless for pve enemy, It's only useful at pvp to reduce healer's healing potency.No. The debuffs SMN gets like Heavy from Miasma/II, Blind from Ruin II or Bind from Tri-Bind aren't as impactful like NIN's Trick attack.
I guess Shadowflare's 5% Slow and Malady from Miasma/II is fine, and it gets a few support abilities SCH already gets like Virus, Eye for an Eye and Resurrection.
Yeah, SMN is the damage-over-time mage (with a pet!), we don't have one DPS job that has the gimmick of having huge skillset of actual debuffs like slow, silence, stun, etc. But just about everyone can use a debuff or two in their move set.
A debuff specialist would be really demanding, and I know there is a market for that,
Machinist says hi. They have pretty much every debuff in the game, silence, stun, damage down, defense down, bind, and slow with CC Feint. I think the only one they're missing is actually Sleep.
Edit+ Forgot about the native heavy also.
Well... the fact that there's a market for that is part of the problem with implementing it, and likely the greatest reason SE wouldn't do so. If the debuffer is effective enough, every party will want one. SE wants the jobs in each role to be more or less interchangeable.
There's also the issue that Machinist currently has to deal with: Anything the Machinist CAN debuff, isn't WORTH debuffing. No boss can be slowed, bound, or weighted down, and trash mobs generally don't need binding or slowing. Silence and Stun are situationally useful, but generally only on bosses (or tricky trash mobs) that were specifically designed to have certain actions stunned or silenced.
Adding a debuff specialist would necessitate creating future bosses that are actually vulnerable to those debuffs - and since SE favors boss fights that run on a tight script, stuff like Slow, Paralyze, Bind, or Gravity would be a nightmare to balance.
About the only debuffs I could see this debuff specialist getting are ones that increase player damage (ala Trick Attack) or decrease enemy damage (ala Rage of Halone) without changing the tempo of the fight or hindering movement. To make a job based around those two abilities might work, but I don't see it as being all that interesting...
Where's the cast monster magic option?
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