You're welcome to offer suggestions to improve said skills.
As of right now, I'm keeping IB and FC mostly intact given that as is, just being high potency skills makes us want to spam them over any combos.
Though, I kind of imagine that the 4 new non-combo skills that cost MP to be able to compete with them for damage. Offering a break in the combo spam wherein you fit in one of those skills as they come off CD/you generate the required MP.
Well, MP usage for PLD and DRK I'd imagine would stay mostly the same. With PLD wanting to use MP for Holy Spirit/Requiescat and DRK wanting to use MP for Dark Arts (Whatever form it takes)
As such, the Provoke change makes the skill much more flexible in usage, but due to the precedent of MP being actually useful for DPS, it would be less likely to be spammed on CD for DPS/Enmity.
WAR is the only job that would have some concerns with MP being less relevant, though, hopefully the inclusion of those MP using CD's should cause enough contention for MP that you wouldn't spam Provoke.
The CD increase is mostly just to stop DRK's from crying about how much mobility WAR has because of the difference in CD between Onslaught and Plunge.
Also, it allows for there to be a more consistent balance around anti-knockback skills (Especially if Plunge stopped being a DPS increase to spam and if Tempered Will was brought down to a 60s CD similar to the mDPS Role Action Arm's Length)
MP usage is to create a secondary dynamic and resource competition with enmity oGCD's.
Without competition for resources with the likes of Provoke and Onslaught, these skills would simply be used as available for (Albeit very minor) DPS gains. As opposed to being utilized when necessary for their enmity (Or mobility). With Onslaught being moved off of Gauge as we now have increased competition for gauge usage with the higher costing Upheaval.
The secondary aspect is that MP generation becomes a thing. Since, you'd want to be trying to generate enough MP to use all of these MP costing skills on CD. Meaning that things like Refresh can benefit you, as well as leveraging Butcher's Block combo's (Thus leading to Inner Beast usage to dump Defiance) being a possibility to occasionally make focusing on Defiance a higher DPS gain than focusing Deliverance and thus Fell Cleave.
What do you mean "Now"? Are you implying that Equilibrium doesn't already feel weird in its current state of being TP restore in Deliverance and HP restore in Defiance? Thus having even less relevance to any sort of "Equilibrium"
The issue with such things is it will promote even more Fell Cleave spam (Via Deliverance focus). Since any dual gauge generation will be leveraged to maximize Deliverance to spend on Fell Cleave.
While the whole point of the Dual Gauge system was to remove some of the single minded focus onto Fell Cleave >>>>>>> All.
Inner Calm was designed based of the Tactics A2 skill of the same name. Wherein it is a defensive boost (In Tactics A2 it increased evasion... But that's not a particularly balanced thing for XIV)
Thus the idea of a HoT made sense. Calming the inner beast to regain life (As opposed to angering it and gaining damage)
As far as the consuming goes, I think it makes perfect sense. You pop a CD to soak a big hit, then afterwards, you consume it and gain a HoT to help heal up the damage you did take from it. Meanwhile, if there isn't a damage spike you can pop the HoT before you put up your CD's and get layered defenses to deal with constant incoming damage.



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