Personally, I don't see why Aetherpact couldn't just make your Fairy move with the person they're tethered to. :BAs for me, I'd like the tether for Aetherpact to be longer. I might actually start using it more if that were the case, as right now my macro'd faeire heals about just as well and I'd like not to have to worry about my target running too far out of range if they aren't the tank. Just a small quality of life change that would make my life ultimately a lot easier.
Or just give them their own version of Cure at a low level. :B
How about give all jobs a good quick recast heal so soloing isn't such a tedious matterPLD: give them back access to CNJ spells (yes I know Cure was pretty useless post 50 or so, but for low level content it was invaluable). As it is Clemency is gained so late that for most of their career now a GLA/PLD is basically now reliant entirely on external healing or popping potions for solo content, so returning the ability to equip CNJ spells would make things so much better (look how many newer players are complaining how ridiculously difficult the level 30 GLA class quest now is because it was designed with the fact GLAs were able to equip Cure to heal in mind originally for instance).
WHM: bring back Stoneskin! Maybe give it a buff that increases it's potency the higher your level is (like, 'Stoneskin II' or something).
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
Blood Weapon (DRK) - Grit cancelled upon execution
Dark Messenger (DRK) - Dark Arts potency 400. Additional effect: Magic Vulnerability up, duration 12 seconds. Dark Arts ends upon execution.
Esuna (healer) - Taken off of role skill and given back to WHM. SCH and AST also get back their respective cleanses.
Dissipation (SCH) - additional effect: Next summon cast is instant and MP cost reduced to zero.
Effect granted when dissipation ends. Duration: 10 seconds
SE, please give BRDs their fire circle back...
Also, would love to have the Straighter Shot proc changed to Refulgent Arrow when RA procs—there is only one instance were you would ever Straighter Shot over Refulgent, and such can usually be avoided by staying on top of both your SS and buff timers.
Take Esuna off the role skills and give it back to each job—way too many instances of Rabanastre where neither healer has Esuna, and commence lots of people getting stuck with the bind from triggering Embrace AOEs.
Also, can AST have Luminiferous Aether back?
Sage | Astrologian | Dancer
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Hyomin Park#0055
I agree with your list overall minus this specific one. When they removed the damage, it heavily dropped the amount of Knockbacks I saw in parties, which was a good thing, because it felt like NOBODY knew how to use it properly.
Funny enough, I learned if I took a risky Trick Attack as NIN, and I was by the edge of where the back is, and the WHM did a Fluid Aura, it'd angle it so that my Trick was considered on its side, costing the buff and the potency. Why? Because the WHM needed that 100 potency that badly he had to run up while using Aero to do it.
Adding one
Fluid Aura (WHM) - Deals unaspected damage with a potency of 200
Additional effect: Splash damage to all enemies nearby to target potency 50
Additional effect: Bind. Duration 5 seconds
Recast: 30 seconds
Blm. Tweak enochain so that when pressed it resets the astral umbral timer to maximum duration.
Nothing worse than dodging mechanics or sitting through a boss invuln phase and such only to press enochain and watch it drop off a second later when your umbral drops.
Would also allow for slightly larger fire 4 bursts occasionally but not so much that it would break the job because you'd still be limited by mp
Excog - when it expires, it heals.
Deployment Tactics - Spreads Excog (lol)
BLM- Decrease the recast time on transpose by a 1-3 seconds. All Melee Jobs or jobs with combo skills- Condense combos to one button per, as they are in pvp.
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