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  1. #1
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100

    What abilities do you wish to see for your job in 4.0?

    Assuming we get new job actions what would you like to see?

    Dragoon:
    Highwind: Delivers a high jumping attack that deals 400 potency. Can only be used under Blood of the Dragon. Additional effect: Removes Blood of the Dragon effect.

    This would be an awesome situational abilities when there's like 1-2 seconds left on BoTD before a mob becomes invincible or a boss jumps off screen. Would be better than using Geirskogul.

    Scholar

    Meltdown: On their next tick, all DoTs on the selected target tick for their full damage and then are removed.

    This would be like a SCH version of Fester. If a mob has Bio/Bio II/Miasma/Miasma II up on a mob and there's 20ish seconds left and you know it might not last the full duration, you use Meltdown, and the buffs deal their remaining damage all at once and then disappear.

    Machinist
    Deus ex Machina: Sacrifice your Turret to deal unaspected damage with a potency 300 to target and all enemies nearby it. Grants 5 stacks of Ammunition. Cannot call a Turret for 30 seconds.

    This is like a MCH version of Dissipate and is useful for when a target will go invincible or when you need to push the last bit of damage.

    Paladin
    Wide Slash: Auto attacks and Weapon skills extend to a cone-shaped AoE. TP recovery is halted and damage is reduced by 20%. Does not affect additional effects.

    Dark Knight
    Life Break: Delivers an attack with a potency of 150. Potency increases as HP decreases. Bonus damage under Walking Dead effect.
    (4)
    Last edited by Jonnycbad; 11-22-2016 at 02:50 AM.

  2. #2
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Ninja:

    Rei

    Make the ritual mudra hand gesture for soul for 5s.
    Shares a recast timer with the mudras Ten, Chi and Jin.
    (Accompanied by a slew of new abilities :3)

    Be Like Water (Passive)

    Allows the usage of one weaponskill after two mudras have been successfully cast without losing the ninjutsu combo.
    (3)

  3. #3
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    Maybe they could add a new Limit break action that would use only one of the bars from the Limit Break gauge, which would automatically place it on one of the odd-bars for crossbar users. They would be separate actions, of course.

    TBH, If they add too many skills it would probably make the bloating issues way worse than they already are, so new traits would be so much more welcomed than new actions in PvE areas.
    (1)
    Last edited by MPNZ; 08-02-2016 at 07:02 AM.

  4. #4
    Player
    Reptiletc's Avatar
    Join Date
    Mar 2016
    Posts
    312
    Character
    Alzrius Nremyn
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Would love to see a fourth orb on my BLM, but really I need Thunder 3 to become an AOE. Maybe cut the DoT timers on the fourth enemy and beyond.

    We need something that has a chance to reset swiftcast's CD as well.
    (10)

  5. #5
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    Honestly, I don't want new abilities in 4.0.
    I'd rather have useful new traits that improve the current skills.
    Alternatively, adding different playmodes to the jobs with skills you only can use in the mode you pick - so you don't need the skills for both on your hotbar.
    Actually. Just make them new jobs for the existing classes. But I know SE said they don't want that anymore after SMN/SCH, so I'll stick with traits over skills
    (15)

  6. #6
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Honestly, I don't want new abilities in 4.0.
    I'd rather have useful new traits that improve the current skills.
    Yes but to pay for a new expansion and not get new animations for jobs would be a huge let down. Generating a new trait takes 4 seconds because it's just an adjustment of a parameter or two (increasing a duration or potency of an effect...boring).
    I want new animations, and new toys to play with. If you don't add that, then battles never get more complex other than bloated stats on new ilvl gear and damage/healing values and mechanics. Boring! Maybe they could instead introduce new combos with higher potencies that replace old ones (but this would be annoying when you lvl sync...)

    Also they said no to individual Limit Breaks. The justification was 99% of content was balanced for completion without relying on LB. LBs are just special to give you a boost in DPS or to save you from a wipe from too many mistakes. If they added individual LBs, it would mean balancing content around an influx of extra damage or other effects, so the net result would be the same as now, but now in addition to your rotation, you have another mechanic to juggle, your personal LB.
    (4)

  7. #7
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    Honestly, about 3 new skills are worth like 30 cents to me. The bulk of the reason to pay for an expansion is the great new playground I get in terms of areas, content and the like.
    I guess everyone has different reasons for playing (and paying)...

    But that's exactly why I'd prefer additional jobs over additional skills for the existing jobs. You get new toys to play with on classes you already like and play, still have to level to the new levelcap with them (so it's not like you go into the new endgame completely blind), but the number of skills per job doesn't get more bloated. But unless they go back on their word, it won't happen :/

    Sadly, as you said yourself, with lvl sync, you can't just throw lower skills that got better counterparts off your hotbar. We already see this with mages; all the Stones on WHM, all the Lightnings on BLM, AST's normal DMG skill in all of it's versions, etc.
    (4)

  8. #8
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    Quote Originally Posted by Jonnycbad View Post
    ...
    I'm sorry, but the only way that might be possible is if the new actions replace the current ones permanently or when certain conditions are met, or by giving PvP and Deep Dungeon content more unique actions (like being able to set bait and traps outside of combat) without making it way too hard to use the crossbar setup effectively. And, you're also really underestimating what new traits or changing current actions can effect how jobs are played, you know.

    Ugh, why does everything have to always revolve around "more DPS" for every class besides the healers, anyway?
    (1)
    Last edited by MPNZ; 08-02-2016 at 08:34 AM.

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,826
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I honestly want to see revisions more than new abilities. I'd like to see the unique elements of a given class or job to be crafted more into internal mechanics (e.g. gameplay-affecting traits) for the class or job, and for certain little issues (like PLD having no damaging AoE, AST not feeling unique enough, etc.) to possibly be solved through those mechanics rather than adjustments to specific abilities. I want to improve more on the feel of what it means to be <whatever job> than just pushing new avenues or tricks or QoL changes that may (Wanderer's Paeon) or may not (Wanderer's Minuet) be relevant to the job's core identity.

    It's a bit hard for me to throw out arbitrary, even if highly attractive, ability ideas until such revisions, if to be done, have been completed. My apologies if that seems a wasteful answer.
    (6)

  10. #10
    Player
    Fevelle's Avatar
    Join Date
    Feb 2015
    Location
    Gridania
    Posts
    1,353
    Character
    Fiona Greentear
    World
    Behemoth
    Main Class
    Conjurer Lv 50
    I kinda got what I wanted for 3.0 (Asylum) so let me see...

    Since my healing hotbar is nearly full and I don't see how adding more healing skills could help with our current toolkit, I'd like more focus on DPS abilities and MP management for WHM.

    Flood - deals AoE damage around the caster with a potency of 180 (faster to cast and more MP efficient than Holy - no stun and less potency but no damage scaling - would be used instead of Holy between stun locks)

    Pray - Applies a 20 potency refresh effect on the user for 30 seconds while also applying a shield to all party members equivalent to 10% of caster's maxMP - Instant Cast - 90 seconds cooldown (raid mitigation + MP refresh for long time, great to use while DPSing, both effects would be called "Blessed" on the status bar)

    Tornado - deals 150 potency AoE damage while applying the effects of Aero, Aero II and Aero III to enemies in range - instant cast, 60 seconds cooldown - Yes, a rippof of Tri-disaster + Bane, but hey, it would be awesome.
    (14)

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