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  1. #1
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    I don't see them doing this. If they think that having each skill on a different hotbar slot = skill they're not going to let us set up custom combos like this.

    I'm curious what actions they would delete. The only baseline job ability I have that I don't use often is tempered will, since it doesn't seem to actually affect knockbacks on a lot of bosses. I suppose divine veil requires a bit of group coordination as the shield doesn't activate until I get a heal but it still has its uses if I'm not mistaken.

    I might like to see Intervention go mostly for selfish reasons to see it replaced by something that lets us dump extra oath guage into damage when we don't need it for shelltron. (I know you can shelltron an aoe when off tanking and then get in a shield swipe but I mean more directly.)

    Cover I guess can be pretty situational but is also a classic and iconic FF ability so I don't see it going away.

    I wonder if they're doing away with role skills next expansion. It's the only reason I can think of as to why they would just give us all 10 of them in this patch, as a prelude to that. Maybe they'll cut out the lesser used ones and just fold the important ones into base job abilities. I mean every healer has a version of raise, why not give every tank their own version of rampart, provke, shirk etc at this point? It's not even a strategic choice of what to take when leveling really because you get them all at 48.
    (0)

  2. #2
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Bright-Flower View Post
    The only baseline job ability I have that I don't use often is tempered will, since it doesn't seem to actually affect knockbacks on a lot of bosses.
    Tempered Will does work on most bosses; there’s very few mechanics where you can’t negate knockbacks (or don’t want to with regards to Chaos’ mechanics in V9S). You have to pop it before the cast finishes though. Anything Surecast or Arm’s Length works on Tempered Will works on as well. The only issues I have with Tempered is that it’s a 3-minute cooldown while Surecast and Arm’s Length are 30 seconds and 60 seconds, respectfully.
    (1)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
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    Hyomin Park#0055

  3. #3
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Bright-Flower View Post
    I'm curious what actions they would delete.
    For tanks, it's fairly easy. Remove all the aggro combos, which we barely use to begin with, and change it so if you have tank stance active, you gain the same effect. An example being give the effect of Power Slash to Souleater but only if Grit is active. This frees up two skills on all three tanks, plus you can merge Shield/Sword, Defiance/Deliverance and Blood Weapon/Blood Price to free up another slot. Move Darkside to Traits since you'll never turn it off and drop Shield Bash as it's useless. That more or less solves the tanks without taking much away at all.
    (2)

  4. #4
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    For tanks, it's fairly easy. Remove all the aggro combos, which we barely use to begin with, and change it so if you have tank stance active, you gain the same effect. An example being give the effect of Power Slash to Souleater but only if Grit is active. This frees up two skills on all three tanks, plus you can merge Shield/Sword, Defiance/Deliverance and Blood Weapon/Blood Price to free up another slot. Move Darkside to Traits since you'll never turn it off and drop Shield Bash as it's useless. That more or less solves the tanks without taking much away at all.
    I suppose at this point they could just remove the enmity combos. I'd rather they put something back into Ragoe of Halone like the debuff it used to have instead so it was worth using at least enough to keep that up on a boss to make the rotation more interesting, but they really could just remove savage blade and rage of halone. Heck without RoH's debuff it does the same thing as savage blade now function wise. I'd rather have something tied to ROH to make that combo useful, but if they're not going to do that they could just scrap those two skills.

    They could also potentially remove sword oath and bake its extra auto attack damage into a trait, or remove it and buff our potency elsewhere. I can't speak for warrior or dark knight but for paladin the only real gameplay change between stances is how we fill our gauge, and they could just have our gauge fill from auto attacks when shield oath is inactive adn blocks/holy spirit when active and shave off a button for sword oath. Really when you have two mutually exclusive buffs and there's never a reason to have NEITHER active, you might as well just have the one button.
    (0)