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  1. #1
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Hallowed Ground : 6sec Immunity to dmg. The paladin gains a buff which grants him 2 stacks of Holy Spirit and Clemency, making both instant and by using one or the other 1 stack is consumed.Clemency has increased healing potencys. 5min cd.

    Living Dead: "living dead" part is a 3sec duration, during that time the next hit kills you (any hit) and turns you into (the walking dead part) a "zombie" (or something edgy/dark knightish) for 10sec. In the "walking dead" state the drk gets the following effects: TBN will now heal the DRK for 25% of his own health instead of granting him a shield which prevents dmg and it won't grant dark arts anymore during the duration. He gets 2 Stacks on TBN and TBN has no mana cost, 2 stacks on every gauge ability. Using 1 stack of either TBN/Gauge ability will consume the stack on both, meaning he must decide on using tbn or dmg skills.He needs to be healed back to 70% before "walking dead" ends or he dies. 5min cd

    Holmgang : can't drop below 1hp for 10 sec,trows out chains and sets the enemy or enemies in a 5yalm range around you in a rage status, increasing their dmg dealt to you(to account for some aoe's which may happen while they deal increased dmg,we don't want to wipe the grp :P) for the duration of the effect and forces him/them to attack only you.Grants 2 stacks of Equilibrium,some Gauge skills (same as drk/pld), using any of those skills reduces the stack by 1. 5min cd.

    Superbolide: 60% dmg reduction for 8sec, 20%(maybe 10%?) dmg reflect shield for the duration it lasts(a better vengeance basically).Gives 2 stacks of Aurora (also increasing its potencys) and 2 stacks on skills that uses cartridges (not sure which skills thou). 5min cd.

    The idea behind this is:
    a) give self heal capability in some way(in 8/24man content not that important,but helpful for 4man or solo content)
    b) give potential dps ability (high hitting one/aoe) to spice things up, but be very close potency wise so it stays balanced and make more use of the "charge's system"
    c) have same cd and almost same duration (duration differs due to difference in damage mitigation,difference in healing needed)
    d) be useful when soloing things/solo content
    e) keep them different so that every job has its own "job identity"

    For paladin i cant really decide which offensive skill to pick to give the stacks, the option for single target or aoe dps should be there, but limited to only 2 uses and since they don't use gauge for anything offensive its a bit hard to decide. Maybe grant 2 uses ,to pick from,of Clemency (with increased healing potencys), Holy Spirit,Holy Circle and/or Attonement. I don't know, it should just be very close aoe/single target to the other 3tanks potencys.
    (1)

  2. #2
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Double Post because of limitations

    For DRK its more or less the same and we keep the risk of him dying,but the drk himself has ways to deal this effect and allows this skill to be used in solo play, but he must somehow restore 20% of his own health to not die in solo play. Not getting "Dark Arts" from "TBN" might be a discussion point, but i didnt really see any other skill other then "TBN" that could be turned into a selfheal potent enough so that he might have ways to deal with his imminent dead and giving him "Dark Arts" on top of that might be too good. (maybe abissal drain might work for that?)

    Warriors basically the same, but it turned into a "Provoke"/"Ultimatum" skill for its duration with the increased dmg from mobs(setting them into a rage mode) for more "job identity". He cant die for 10sec and the skill is only used to prevent dead, so this rage and increased dmg of mobs is just cosmetic, we can do with or without it. 2 stacks on Equilibrium is to deal with the 1hp effect when the skill ends (if one chooses too) or 2 stacks on Gauge skills (not sure which, maybe 2 fell cleaves/inner beast or 2 decimates/steel cyclones).

    Gunbreaker is also tough.. a better version of vengeance kinda sounds appropriate, like he casts a shield on him and turns it on fire (or something like that) and that's the reason why it reflects dmg back to the attacker for every hit they do. I through of a 80% dmg reduction and 6sec duration on the start, but if he had such a great mitigation there will be no reason to ever choose to use a stack or two of Aurora. Speaking of Aurora just increased potencys might not be enough and maybe the skill should also have lower duration, since its a hot, so that he can heal himself/others with the buffed version even faster (like clemency). Then we have cartridges abilities, not sure which to pick, since they are also a combo like skills...
    (1)
    Last edited by Maneesha; 06-02-2019 at 08:14 PM.