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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I guess I'll throw my hat in the ring as well:

    - Dark Passenger: Change the Dark Arts effect to a 3s Stun. If this is too strong for an attack on a 30s cooldown, increase the cooldown to 45s.
    - Shadow Wall: Reduce the cooldown to 120s.
    - Delirium: Allow it to also enhance Blood Price (Blood Price decreases damage taken) and Blood Weapon (either increase mana generated per hit or increase attack speed even further) upon use.
    - Living Dead: Replace it with something else. If there's thematic concerns because of what happens in the lv50 DRK quest, here's a suggestion to cover that:
    Quote Originally Posted by Duelle View Post
    50 Shadow Guardian - Transfer all damage taken for the next 10s to your shadow. Upon expiring, receive accumulated damage over 15s. Accumulated damage cannot be greater than your max HP. Effect expires upon end of duration or if accumulated damage is equal to your max HP. Cooldown: 180s.

    Spoiler:
    Living Dead is clearly a call out to Fray and his role in the 30-50 DRK quests. Shadow Guardian is instead a call out to your inner darkness, who via this skill would take damage for you for a bit before transferring it to you (because your inner darkness is part of you, after all).
    I know none of these address the lacking mitigation pre-70, but it's all I got for now.

    -----------------------------------
    Quote Originally Posted by SyzzleSpark View Post
    I feel like we are meme in the dev team's offices because people can't, just physically can't stop asking for FFXI throwbacks like Dread Spikes. Its probably why they don't take us seriously.
    Dread Spikes did work as a mitigation cooldown of sorts, since the whole point of the spell was to negate damage so that you wouldn't die in the middle of pulling aggro with Souleater active. If we transferred it to FFXIV, it'd probably process damage taken and then heal the damage, effectively negating it, though I admit that's a little too close to the ineffectual mitigation model WAR had when ARR launched.

    And it could be worse. We could be looking at Death Knights, Shadow Knights or Dark Avengers. Though I do wonder if DRKs would even want Bone Shield (stacking mitigation that can be gained/refreshed through the use of a specific attack), Icebound Fortitude (DRK already has this via Shadow Wall), Vampyric Blood (basically the bonuses of Defiance but in the form of a cooldown), Dancing Rune Weapon and the Death Strike+Blood Shield mechanic (DRK already has this, though it's split between Souleater and TBN).
    (2)
    Last edited by Duelle; 07-19-2017 at 08:28 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)