In 4.4 all role skills will be available to their respective roles, instead of being limited to five.
Some role skills are necessary such as provoke, lucid dreaming, swiftcast and refresh.
Some role skills however might not even hit the hotbars of most players.
I made a list of all the under performing role skills and changed them to keep their original idea, but perform better or add a uniqueness to the role. I want to avoid straight potency buffs, vulnerability up buffs and adding damage to skills that originally have none.
Ranged Magical- Casters are supportive towards their healers, helping to mitigate magical damage and provide MP to their healers or bard. They are glass cannons and have heavy access to enmity management.
The skills I think that need adjustments and the solutions I'd make are:
Break- currently is a 50 potency 2.5 second cast skill with 0 mp cost. Heavies target by 20% for 20 seconds. Ranged physical have leg graze on a short cool down as a non-dps ability at 40% heavy.
I think since this skill is shared between healers and casters and obtained at level 12, should be an AoE to introduce them to an AOE skill. This is the equivalent of old blizzard II, but very useful when no other aoe potential is present.
Drain- currently is an 80 potency HP absorb spell that restores 80% of the damage done. This skill is only viable on summoner and still isn't worth using. The heal is just too small to make up for the damage. Instead I'd like to see it lose its 80 potency and just become a 2.5 second cast spell that places a debuff on the target for 8 seconds. 30% of damage dealt to that target by the caster is absorbed. At a price of one full GCD a DPS doing 5,000 DPS would heal 12,000 HP over 8 seconds. Numbers can be adjusted, but I feel this is the best way to incorporate design as a personal healing spell.
Erase- currently its the best of their bad skills, with a cool down of 90 seconds it removes one damage over time and heals for 200 potency based on intelligence. Most figures do not have cleansable unavoidable DoTs, but they do happen. I think the best thing for this skill would be to increase its healing potency to 400 and that's it. It becomes the equivalent of a single cure or physick at a cool down of 90 seconds and no dps loss to the caster.
Healers- healer role skills are transitional from the old class system and were already considered part of their toolkit. They provide the main mp restore of the class, access to instant cast and a party wide defense buff.
The skills I think that need adjustments and the solutions I'd make are:
Break- already mentioned suggested change in caster section. This would really be beneficial as no healing class gets a gcd aoe until after 44. AST has no aoe for all 50 and below content.
Rescue- using this ability on a party member pulls them to your side. It does not work if they are bound. I'd like to change that a little. Instead it should cleanse bind/ heavy if possible and once the skill resolves, if the party member is within 5 yalms of the healer should prevent knockback and draw in effects. This would assist classes that do not have effective access to antiknockback (tanks and ranged.)
Cleric Stance- from 2.0 to just before 4.0 cleric stance was the most powerful skill in the game. Increasing a healers dps by 400% with the mind to intelligence conversion along with a 10% dps buff. Lag and its harsh healing punishment made it an unfriendly skill to some and it was changed. I feel a 5% damage up buff just doesn't do it justice. If I could change it, I'd make it so that it worked as it did before as a toggle. While under the effect of cleric stance, damaging skills cost 20% less to cast and all non damaging skills cost 20% more to cast. Increase damage by 5%. Cool down of 5 seconds like before. They are very unlikely to make this sort of change but it'd be much more rewarding again.
Ranged Physical- BRD and MCH have very supportive role actions. Access to enfeeblements, party wide resource regain and a physical defensive buff for the tank. As a whole most of their skills work their intended purpose. I could still some easy, non game breaking changes. Their role is supporting everyone with resources and tanks with defensive utility.
The skills I think that need adjustments and the solutions I'd make are:
Arm Graze- currently it is a 2 second stun at a 5 yale range. I feel this is way too close for an effective stun. By the time the animation goes off, you'll have been whacked and staying closer to a mob could cause aoe havoc for a melee. I'd simply want this changed to 15 yalms.
Tactician- Tactician is a great skill, but pales compared to refresh. It is much more expendable. BRD/MCH have crazy burst openers and really need a 4.0 quelling strikes for themselves. I'd like to see tactician reduce current enmity by 25% and enmity generated by 25% for the ranged for its duration.
Melee- Close combat physical DPS have a sturdier role set with a focus on helping their fellow melee/physical party members.
The only skill I think that need an adjustment and the solution I'd make is:
Crutch with a 90 second cool down its only effect is to remove bind or heavy on a party member other then self. Name wise it makes sense, but heavy and bind just aren't threatening enough to warrant remembering the skill over the wardens paean or esuna. What I feel would take advantage of the melees general sturdiness from gear and other role skills would be to place a buff on the target reducing damage taken by 10% for the next 5 seconds. 80% of that damage would be placed on the melee. Like cover and shield swipe, this would proc the slow effect from arm's length, allow good use of Third eye into aggro de-escalation with merciful eyes or riddle of Earth if active.
Tanks- Tanks have a very controlling role set, focused on interrupts, damage reduction and enmity management.
The only skill I think that need an adjustment and the solution I'd make is:
Anticipation- it's essentially a lower reward less risky raw intuition at an increased parry rate of 30%. I would like to add the effect of allowing the parrying of magic attacks for its duration. This would go over the best with war, stacking it with raw intuition, but everything always works out for war anyways. Lol.
Here's a list of all current role skills for each role if anyone wants to see them in one place:
Ranged Magical:
Healer:
Ranged Physical:
Melee:
Tank:
That's pretty much how I feel about the poorer role skills and my desired role changes. Has anyone else sat down and thought about this too? Lol. Posting from Phone, mistakes will be made.