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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,892
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MPNZ View Post
    Ok, the monk job in FFT had a lot of healing utilities as well as two ranged attacks (wave fist and earth slash).
    Revive was literally a zero range physical attack rez for one character, stigmata would remove negative status effects (also close range), and Earth slash was straight line AOE with a range of seven squares. from your unit. And all of them were instant casts.
    I think we actually had the Earth Slash back in 1.0, albeit with the same animation as Howling Fist. The current name changed version which may be as close as we'll get, though to the originals, as elements in themselves are irrelevant at this point. Perhaps Monk-specific or trait-based elemental synergies or integrations, etc., would allow for a second one, or for a more meaningfully element-variable Howling Fist/Earth Slash/Burning Wave.
    (0)

  2. #2
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Stellafreyja View Post
    Some silly ideas~
    Red Mage:
    Vermedica (plz don't kill me)
    *picks up rapier and growls*

    Ok we can work with this maybe. What if it was like Kuribu in Lost City HM? Depending on which mana was higher, it would either be a weak party heal or it would leave an enemy damaging puddle on the ground. Give the dot a 30 second or so duration and slap a 25s cooldown on the ability to allow for reallignment before the actual cast.
    (0)

  3. #3
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Quote Originally Posted by TaiyoShikasu View Post
    For Bard I'd like to see them get their own Bane
    I came here to say this.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,892
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Bard:
    <Nothing new, per se. I'd just like to see the existing toolkit made more cohesive and capable of ingenuity.>
    • Raid support more integral to Bard gameplay in a way present at almost all times and as capable of greater flexibility and nuance.
    • Songs are again at least partially raid buffs and consume mana over time.
    • Song benefits are now split among allies (with a small bonus to the total with each additional ally affected) with allotments based on proximity. Their net worth is therefore very similar both in light and full parties.
    • Song no longer have cooldowns. Instead they now have an activation cost and a drain cost that ramps up over use and gradually fades back to normal when out of use, allowing for lenient but nuanced use in any given situation. (Should I cycle just two songs and a break, generalize across all four evenly for maximum overall coverage, or what?)
    • Foe Requiem has been returned as song that is equally sustainable as the others, but is also mutually exclusive with them and is no less situational. Each of the four songs has a roughly equal portion of near-direct damage benefits and utility.
    • Bard is now capable of further point-support through Reprise, in place of The Warden's Paean. The Warden's Paean is generated through Army's Paean, Prince's Ballad through Ballad, Zephyr's Minuet through Minuet, and Requiem for the Fall through Requiem. Each has powerful single-target effects for oneself, an ally, or an enemy, but consumes a heavy mana cost.
    • Troubadour remains basically untouched, but also has an effect specific to Foe Requiem.
    • River of Blood, Pitch Perfect, and Army's Paean's Attack Speed bonus mechanics are now provided through baseline mechanics that allow for specialization through its actions (e.g. choice and prevalence of skills) rather than stance and can be mixed to finely-tuned goal results.
    • Straighter Shot is no longer a fixed-duration buff, but now feeds into and from unique mechanics in coordination with Heavy Shot.
    • Windbite and Venomous bite are no longer fixed-duration debuffs, but can be quickened, extended, and/or effectively amplified (played off of) by other actions.
    • Windbite and Venomous Bite now provide greater versatility. Caustic Bite and Stormbite are now special effects permitted by their respective traits, rather than mere duration extensions.
    • Bard remains without cast times, but does take allow for optional charge times for stronger shots on Heavy Shot, Windbite, Venomous Bite, and Kill Shot. These can adjust both strength and effect.
    • AoE damage now better interacts with ST damage, and ST damage with AoE damage.
    • Greater interaction between Swiftshot/Magnum (Bloodletter/Pitch Perfect), Volley (Rain of Death), and Empyreal Arrow and song effects.
    • New "Harmonics" and "Dissonance" mechanics attached to personal skills and victims thereof, respectively.
    • Barrage reworked to quickly allow attack commands to be mounted for multiple targets, to all be simultaneously released when Barrage is released, allowing for DoT spreads and coordinate effect triggers. Unique animation combinations created.
    • Traits now allow for the acceleration of both Barrage and Empyreal Arrow.
    • Quick Nock now shares a slot with Wide Volley. They play slightly differently into the Focused Fire mechanic, since now Quick Nock fires over a duration as per its animation, while all Wide Volley strikes hit simultaneously and Quick Nock is capable of some spread effects that Wide Volley is not, but they are otherwise just two animations for the same damage per TP at less than or greater than 18 yards.

    Buttons gained: 0
    Buttons lost: 2
    Ability effects gained: 17
    Mechanics gained: 6
    (1)
    Last edited by Shurrikhan; 02-18-2018 at 10:56 AM.

  5. #5
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    I'd love to see machinist get more utility since bard brings so much and I'd like to see use of turrets. Something I was thinking of is a Knight Autoturret. It's use is to create of a field that lowers incoming damage for a period of time (10-15secs) and once done it detonated for something like 200 or 300.
    (0)

  6. #6
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    I honestly don't want to see any new abilities. I would prefer traits for various classes to round out the existing toolkit.

    Monk
    - Tornado Kick only requiring one GL stack
    - Wind Tackle grants a GL Stack

    Dark Knight
    - Bloodspiller refreshes the timer on Blood Price/Blood Weapon

    Bard
    - Iron Jaws refreshes Straighter Shot

    MCH
    - Heavy Shot procs reduce the cooldown timer on Gauss Barrell

    AST
    - Benefic reduces the cooldown on Earthly Star

    These are just examples and not something I am exactly sold on but ideas floating around in my head.
    (1)

  7. #7
    Player
    rjspencer4's Avatar
    Join Date
    Jan 2015
    Location
    Mac Anu
    Posts
    335
    Character
    Despair Senpai
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    a stance for DRK that brings it back to it's 3.5 version
    (2)

  8. #8
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by AvenoMatt View Post
    I'd love to see machinist get more utility since bard brings so much and I'd like to see use of turrets. Something I was thinking of is a Knight Autoturret. It's use is to create of a field that lowers incoming damage for a period of time (10-15secs) and once done it detonated for something like 200 or 300.
    I was thinking of a Knight autoturret, but I'd rather it was a turret that followed you around more like an egi. (Better replicating the 'enhanced manoeuvrability' of the knight piece)
    It could gain better utility through another skill.
    Perhaps an armour piercing shot that inflicts a magic debuff, or a single target damage mitigation skill.
    (1)

  9. #9
    Player
    Kkun's Avatar
    Join Date
    Feb 2018
    Posts
    19
    Character
    Kaname Dropscythe
    World
    Siren
    Main Class
    Pictomancer Lv 100
    Purely aesthetic:
    No more Stones for white mage please. Or even Aero. Instead of spamming Stone I want to spam holy/light aspected attacks like Dia (not a fan of WHM being what is essentially a druid as I envisioned it to be when I started).

    Would be even nicer if it's a trait which replaces Stone (or... skill glamours, anyone?).
    Perhaps it could apply a debuff which reduces the target's damage?
    If they're going to add more skills, it would be a nice addition to have more choices on how to spend lilies.
    I thought of spells like Bravery/Faith(combined) and Haste but they're technically already on the game (AST cards).
    They could give back Cleric Stance by having a similar ability which consumes lilies and a longer duration.
    (0)

  10. #10
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Kkun View Post
    Purely aesthetic:
    No more Stones for white mage please. Or even Aero. Instead of spamming Stone I want to spam holy/light aspected attacks like Dia (not a fan of WHM being what is essentially a druid as I envisioned it to be when I started).

    Would be even nicer if it's a trait which replaces Stone (or... skill glamours, anyone?).
    Perhaps it could apply a debuff which reduces the target's damage?
    If they're going to add more skills, it would be a nice addition to have more choices on how to spend lilies.
    I thought of spells like Bravery/Faith(combined) and Haste but they're technically already on the game (AST cards).
    They could give back Cleric Stance by having a similar ability which consumes lilies and a longer duration.
    Banish exists as a spell that Light Elementals cast. The Ananta enemies cast Luster also.
    (0)

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