WHM, AST, SCH
Reraise
Put a Raise status effect on you. (Cannot be use in combat)
Duration 30mins
Cast time 6sec
Cooldown 2.5sec
WHM, AST, SCH
Reraise
Put a Raise status effect on you. (Cannot be use in combat)
Duration 30mins
Cast time 6sec
Cooldown 2.5sec
I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.
I'd be for this, would make the death of a healer less damning in content, something as simple as you stated before combat, meaning that you get 1 free life to "mess up" without causing a wipe because both healers got hit by a bad AOE.
Dark Knight
Skill - Meatshield
Effect
Increase damage dealt by 10% and damage taken by 30%. Cannot be used while {Grit} is active.
Duration: 15 seconds.
Cooldown: 90 seconds.
Explanation
More salt on the wounds![]()
PALADIN
Trait - Radiance
Effect
Flash is now a target spell that applies Radiance to the target tank, monsters near a radiant target will receive blinding trial as well as still receiving Flash's normal effects (towards the targeted tank). Whenever a party member strikes an afflicted monster they deal an extra 5-10 potency with reduced enmity (10%), the radiant target weapon skills will deal 15-30 extra potency with increased enmity (10%). Half potency on bosses. Duration 10 seconds.
Explanation
Boosts AoE damage by a bit, while also helping hold hate in a less boring way (many flash casts /snooze). So if someone is doing AoE attacks, each one would apply the extra potency. The reduced/increased enmity shouldn't be by a massive amount but enough that you're not casting flash in rapid succession but rather going around and pegging each one (if your team is gungho about AoE's, I've never had to flash many times if they're not). Potency calculated separately, so 30 potency is 30 potency so it doesn't make high damaging tanks a better target then not - equal target. If you're targeting a monster it's very easy to cast it on self like you'd be used to with a regular flash.
Would like to see an interaction with Circle Of Scorn, like it causes all the blinding trial marks to explode in a small radius dealing 20 potency and increase the radiant duration by 10 seconds, 20 second duration boost on bosses.
Haven't done the math but the end result hopefully would be Paladin get's figurative AoE damage he sorely lacks, but through a means that isn't specifically only himself (Paladin keeping that team player feeling), flash is used less often but feels better, hopefully slightly less damage aoe than the other tanks but his also included a much more reliable aggro control and however will also increase his boss damage since he can apply it in boss fights as well. So flash can be used in all scenarios to do something more than just disco the screen and draw enmity.
Last edited by Shougun; 01-24-2017 at 07:10 AM.
Here's a few I have for Machinist, some of these were originally part of a suggestions thread I made for MCH way back in 3.1/3.2 or something.
Machinist
High Intensity Scan
(Rook Autoturret): increases party critical hit rate on a single target by 10% for 10 seconds.
(Bishop Autoturret): Increases party critical hit rate to targets within in a 10 yalm radius of the turret by 5% for 10 seconds.
Cooldown: 90s
Siphon Rounds
Loads firearm with five rounds of siphon ammunition. One round of ammunition is used each time a weaponskill is executed. Siphon rounds absorb 25% of damage as HP (up to a maximum of 8% HP per-round) No more than 5 rounds can be loaded at a time. This effect can be used with regular rounds.
Duration: Infinite like normal ammo is now \o/
Cooldown: 120s
Added Pitch
Adds more pitch to the wildfire reaction, extending an active wildfires duration by 5 seconds.
Cooldown: 180s
Elevation
(Both Turrets): The turret emits a healing field with a potency of 100 (scales with attack power) to all nearby party members
Range: 15 Yalms
Duration: 12 seconds
Cooldown: 180s
Unity
Both Rook and Bishop Autoturrets combine to create a sovereign autoturret at the designated location, which deals both a single target auto attack of 150 and an area of effect auto attack to nearby targets with a potency of 80. When Hypercharged the single target auto attack has its potency increased to 200. Elevation and Promotion are unavailable while active. High intensity scan has the single target effect only.
Duration: 30s
Cooldown: 420s
That would take MCH's abilities all the way to 70 :P Of course these are just cool ideas, not things I would expect or even necessarily think would be a good idea or balanced to implement :P
Last edited by Nanopizza; 01-24-2017 at 06:13 AM. Reason: adding some more
FloorDragoonTank
Skill-Highwind Lancet
Effect-Changes the next Jump, Spineshatter Dive or Hellfire Dive into a skill with a cast bar. The character jumps and vanishes out of view as the cast bar starts. This also makes them immune to damage during the cast timer (consider the character has jumped so high that they are out of combat and out of harms way) Shares the same cast timer as Power Surge. Damage x% is based on monster current HP and Maximum HP value (The greater the difference, the higher the % is increased)
Explanation-
While Dragoons are great by their own right, they feel less like Scourge of Dragons and Death from Above and more like fighters who excel at using pole-arms. The cut scenes show them with superior jumping and diving prowess which has not translated well in combat.
White Mage
Skill Name: Don't Waste My Benediction
Knock a friendly player in melee range back 15-yalms from your position. Use to knock party members out of AoEs that you would otherwise have to waste a heal on or to knock that one guy you really dislike off the arena in your favorite EX primal.
Artwork belongs to twitter.com/PeachPii
Pretty «Cure»
Dark Knight and Warrior
Married Selli 2020
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