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  1. #11
    Player
    Singularity's Avatar
    Join Date
    Jan 2014
    Posts
    351
    Character
    Ariane Aster
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    Change Manafication's mana-doubling effect to "your next three enchanted weaponskills cost no mana". Still serves the same purpose, but gets rid of those awkward moments when it comes off cooldown when you're already at 60/60+ and also allows melee combo to be timed during opener such that you don't have to reduce the benefit you gain from your own Embolden in order to time it for everyone else's burst.

    Edit: also speed up Displacement's animation so that you can double-weave with it without clipping, or remove the potency from it (like Repelling Shot) so you don't have to.
    (2)
    Last edited by Singularity; 11-30-2017 at 02:54 AM.

  2. #12
    Player LeeraSorlan's Avatar
    Join Date
    Sep 2014
    Posts
    460
    Character
    Leera Katz
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    Onslaught changed to 10 rage. way too many times im at 90 rage, with a nearly refreshed eye and want something to use so i dont waste that extra 10 rage from path but dont want to drop too low where i wont be 100.

    Or in instances when my berserk is almost up and i have 90 rage on my heavy swing but i need to refresh eye, if i had onslaught to 10, i could drop to 80, and be at 100 for berserk after maim < eye. the way it is now id have to either be at 90 during berserk or waste 10 rage from eye.


    It annoys me
    (0)

  3. #13
    Player
    winsock's Avatar
    Join Date
    Jul 2014
    Posts
    788
    Character
    Chaosgrimm Winsock
    World
    Adamantoise
    Main Class
    Conjurer Lv 60
    Clemency: change to HoT, make instant and off GCD, possibly lower MP cost slightly.

    This skill is weird.
    Practically useless in a skilled group.
    Practically OP (for a tank) in an unskilled group.

    Moving it off GCD makes it more useful in a skilled group since it won't necessarily drop DPS.

    Making it a HoT will remove it's burst, making it less powerful in a unskilled group.
    (1)

  4. #14
    Player
    Kaethra's Avatar
    Join Date
    Oct 2013
    Posts
    1,059
    Character
    Kaethra Tatrinae
    World
    Leviathan
    Main Class
    Conjurer Lv 70
    For Paladin, the shield bash stun does NOT interrupt the melee combo.

    For Redmage I'd drop Vercure to a much lower level spell. Swap it with Tether (lvl 15), and Verraise as well, maybe swap that with Acceleration. That'd make leveling roulette a bit happier.
    (2)

  5. #15
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Background
    • Buffs no longer prevent the acquisition of durational buffs they would nullify (e.g. Astral Fire or Darkside preventing Ewer or Refresh). Rather, they simply nullify the individual ticks from those effects. Additionally, the latest tick is banked and will be immediately received upon removal of the nullifying effect (thus UI and/or mana ticks now always instantly grant mana upon shifting out of AF).
    • Animation Lock of certain rate-increasing or preparatory abilities decreased slightly, including Swiftcast, Sharpcast, Surecast, Presence of Mind, Lightspeed, Emergency Tactics, and Thin Air.

    Monk
    • The Damage bonus attached to Greased Lightning has been returned to late-ARR levels of 7% (total of 21% Damage, 15% Attack Speed bonus, down from 30/15). The potency of all skills has been increased by ~9% to compensate. In effect, this simply returns previously siphoned Monk damage at lower levels of Greased Lightning, which had inadvertently doubled the Damage costs of GL loss relative to its original state (5% each per stack).
    • Greased Lightning now fades by 1 stack at a time. GL-I lasts 18 seconds, GL-II lasts 16 seconds, and GL-III lasts 14 seconds.
    • The Forbidden Chakra and Meditation have been delinked. Purification replaced by a trait of equal acquisition level, Tacit Flow, which causes Chakra generated while already at maximum Chakra to instead generate 2.5% MP and 5% TP. (*See changes to Fists and Riddles.)
    • Monk/Pugilist base piety increased by ~40%. This is to devalue Refresh and Mana Shift while allowing them to again use Mana as a granular resource.
    • Chakra maximum increased to 7. The Forbidden Chakra now consumes all available Chakra for 50 potency each. (Each has a 10% chance not to be consumed during Fists of Wind.)
    • Meditation now causes a global cooldown equal to half a GCD, to a maximum of 1.2 seconds.
    • Form Shift now causes a global cooldown equal to 2/3s a GCD, to a maximum of 1.5 seconds.
    • Tornado Kick now has a cooldown equal to 4 GCDs (further decreased by Fists of Wind), to a maximum of 10 seconds.
    • Tornado Kick now triples the effect of the Monk's current Fists stance for its use and 5 seconds thereafter, deals 300 potency to the initial target (note the potency adjustments to devalue GL3 dependence, above) and 150 to all other enemies within 5 yards. Still consumes all stacks of GL, buts its synergy with the revised FoW (below) allows for much more rapid regeneration. (Each stack also has a 10% chance not to be consumed during Fists of Wind.)
    • Fists of Wind, Earth, and Fire now have a slight mana cost to activation and slowly consume mana over time, but their CDs have been reduced to half a GCD, to a maximum of 1.2 seconds, and their animation lock has been greatly decreased.
    • Fists of Wind now increases attack speed by 5%, decreases recast times by 10%, and increases movement speed by 15%. (Resource abilities instead have a 10% chance not to consume their resources.)
    • Fists of Earth now decreases damage taken by 10%, increases the duration of your Monk buffs generated by 20%, and decreases the duration of most debuffs received by 40%.
    • Fists of Fire now increases damage dealt by 5%, critical strike chance by 10%, and critical strike bonus by 15%.
    • All elemental Tackle abilities now have their own secondary stage. This second stage is determined by the stance used during the first, and is not disabled by changing Fists.
    • Earth Tackle -> Avalanche - Earth Tackle now deals 140 potency. Avalanche charges your target up to 15 yards away, knocking back all enemies in your path; does no damage.
    • Wind Tackle -> Double of Wind - Wind Tackle now deals 100 potency + a 6-second DoT at 20 potency per tick; Double of Wind only inflicts the same DoT, non-stacking.
    • Fire Tackle -> Red Lotus - Fire Tackle now deals 100 potency. Red Lotus then deals 30 potency to all enemies within 5 yards of the Monk.
    • Riddle of Wind is now its own skill. Riddles no longer force the player into their related Fists stance, nor end upon leaving it, but still cannot be used simultaneously. Their mana costs are such that unless dropping Fists between uses (viable for burst requirements, but far from optimal for sustained damage), they can only afford RoF to be wholly maximized once every 50 seconds.
    • Riddle of Fire - 60-second recast time. Causes damage dealt to generate attack power. Drains mana over time, increasing as % of attack power embonused does.
    • Riddle of Wind - 60-second recast time. Allows offensive abilities (SP, ST, EF, TK) to be used even while cooling at cost to mana based on potency and % cooldown time remaining.
    • Riddle of Earth - 60-second recast time. Causes damage received to have a chance based on damage taken, dodged, or absorbed to generate Chakra and refresh your buffs. While active, no Monk buff can fall below 4 seconds' duration. Consumes mana based on the number of buffs frozen and per Chakra generated.
    • Brotherhood now generates effect from all skills used during its effect, including heals.
    • Perfect Balance recast time reduced to 90 seconds.


    BLM
    • By default, Enochian, Fire IV, and Blizzard IV are combined into a single key (separable options still available).
    • Astral Fire and Umbral Ice returned to a 12-second duration, but Enochian now has a hidden timer of 3 seconds from after the loss of AF/UI before it actually fades.
    • (See background changes.) UI/MP ticks now granted instantly upon shifting out of AF.
    • Transpose recast time reduced to 10 seconds.
    • Manaward recast time reduced to 90 seconds.
    • Make the advantages/disadvantages of Astral Fire and Umbral Ice in themselves and unto each other consistent per stack. Astral Fire and Umbral Ice now decrease the cast times of the opposite element by 20% per stack, rather than 50% only at 3 stacks. Each stack of Astral Fire now decreases the mana costs of Ice spells, and each stack of Umbral Ice of Fire spells, by 25%. Astral Fire no longer decreases the damage of Ice spells, nor Umbral Ice of Fire spells.
    • The damage bonus to Fire spells of Astral Fire has been decreased to 20% per stack, to a maximum of 60% (previously 40/60/80). ALL elemental spell potencies have been increased by ~20% to compensate. (This results in roughly identical Fire damage, and significantly increased Ice damage.) This allows for greater symmetry, a less punishing ice phase, and slightly improves upon the value of Umbral Heart rotations.
      Actual potencies:
    • Fire - 220 potency. [+4]
    • Fire II - 110 potency. [+14]
    • Fire III - 290 potency. [+2]
    • Fire IV - 310 potency. [-2]
    • Flare - 310 potency. [-2] Now diminishes at 15/30/45/60%... damage over targets, or a minimum of 198 relative potency, up from 140.
    • Blizzard I - 220 potency. [+40]
    • Blizzard II - 80 potency. [+30]
    • Blizzard III - 290 potency. [+50]
    • Freeze - 160 potency. [+60] This still generates damage just 16 short of Fire II spam, or 40 short of the minimum damage of the here-revised Flare, or 20 potency more than the minimum damage of current Flare.
    (1)
    Last edited by Shurrikhan; 11-30-2017 at 06:44 AM.

  6. #16
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    For WHM, I wish Divine Benison didn't require Lilies to activate, instead the cooldown gets reduced or the potency increases depending on the amount of Lilies you have.

    SCH's Excogitation should automatically heal the target if the effect ran out of time.

    And...can disengage skills like Displacement or Elsuive Jump not make people jump off the arena?
    (7)

  7. #17
    Player
    Xlantaa's Avatar
    Join Date
    Feb 2015
    Posts
    1,000
    Character
    X'lantaa Lizhashen
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Blood Weapon: Adding increase damage dealt by 10% effect to the current ones.

    The Blackest Night: Using with Dark Arts renders the shield party wide which absorb damage equal to 10% of maximum character HP.
    (2)
    Last edited by Xlantaa; 11-30-2017 at 05:10 AM.

  8. #18
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    SMN ekindle - would turn the egi into its actual primal form like 15s and then ekindle into that primals signature aside from their regular auto attack, just like bahamut

    Get rid of summoning titan and turn him into Revana and all his skills aside from auto attacks are aoes with one buff that increases defense for all part member 5% for a short time
    (0)

  9. #19
    Player
    AkashiXI's Avatar
    Join Date
    Aug 2013
    Posts
    772
    Character
    Akashi Mousai
    World
    Adamantoise
    Main Class
    Archer Lv 90
    I’d switch Raging Strikes to crit up instead of attack, since it lines with Wanderer’s Minuet.
    (1)

  10. #20
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    I'd change Freeze to give one stack of Umbral Heart.
    (1)

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