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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    Changes to The discipline of Magic

    Here is a old suggestion I had. I still stand by my point that the Disciplines of magic are too similar and should receive massive adjustments plus a new class to make them more different from each other. I believe now is the best time to do it because the game has a low population so its like we are still in beta, plus it would work more with the one job system SE currently has planned. CON can get Black mage, CLE White mage, and THM dark knight/mage ?
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I think SE made the Disciplines of magic too similar, I think they should adjust each class to make them more unique. In addition I will introduce 1 new class to Fill in the spaces where I believe it would fit in with the magic school.

    Conjurer
    I feel like some spells don't make sense with Conjurers since they are elementals magic users. A example of this is the spell "Cure" which is light based, so I will remove some spell from there list that don't seem to fit. This class would be most similar to a Geomancer, or a black mage using elemental spells.

    Role
    -Magic Type:Elemental (MP)
    -Role: Damage Dealer

    New Skill List
    *Elemental Dart (Name change for Spirit dart.)
    R1 Aero,Fire,Stone,Aero,Thunder,Blizzard
    R2 Trance Chant
    R4 Stoneskin
    R6 Shock Spikes
    R8 Burn
    *R10 Natures Roots (Replacement for Radiance.)
    R10 Profundity
    R10 Drown
    R12 Chock
    R14 Soughspeak
    R14 Frost
    R16 Rasp
    R16 Aero II,Fire II,Blizzard II,Thunder II,Water II, Stone II
    R18 Shock
    R20 Elemental Shroud
    *R22 Metamorphosis (Name change for Purge)
    R24 Resonance
    R26 Stoneskin II
    R28 Shock spikes II
    R30 Fast cast
    R30 Levinbolt
    R30 Burn II
    R32 Profundity II
    R34 Drown II
    R36 Chainspell
    R38 Choke II
    R40 Nature's Fury
    *R40 Tier III nukes
    R42 Ancient Magic (With Changed effect + Animation)
    R42 Frost II
    *R44 Metamorphosis II
    R46 Rasp II
    *R46 Terrian Tap (your environment gives you a bonus for the spells of the appropriate element.)
    *R48 Elemental Auras: (Buffs that change the element environment around you.)
    R50 Shock II
    R50 Levinbolt II
    R50 One With Nature
    R50 Soughspeak II
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thaumaturge
    [I]I think this class should focus on DOT and debuffs, so for the additional of the new class some skills will be changed and some will be removed, also I think the Idea of a "Blood mage" is pretty interesting so I will also put some suggestions to improve THM HP use for magic.[I]

    Role
    -Magic Type: Dark/Light (MP/HP mix mage)
    -Role: Debuffs/DOT

    Suggestion
    The same way mages can make spells AOE I suggest to add another option for THM under the aoe option to allow the usage of HP for spells instead of MP. Of course if the THM HP goes to 5% or less you can no longer cast spells with HP to not kill yourself, and for spells that are a mixture of HP + MP make it stronger when the THM only uses HP. (THM only)

    New Skill List
    Phantom dart
    R1 Banish,Scourge
    *R2 Blood Rite (Converts a percent of your HP to MP)
    R4 Sacrifice
    R6 Poison
    R8 Gravity
    R8 Slow
    R10 Damnation
    R10 Punishing Barbs
    R12 Bio
    R12 Dia
    R14 Dark Seal
    R16 Banish II + Scourge II
    R18 Absorb spells
    R20 Sacrifice II
    R20 Silhouette
    R22 Stygian Spikes
    R22 Initiation
    R24 Bind,Paralyze,sleep,Silence
    *R26 Aspir:Name change for Siphon MP.
    *R26 Siphon:Name change for Siphon TP.
    R26 Drain
    R28 Poison II
    R30 Firm Conviction
    R30 Flashfreeze
    R30 Paradigm Shift
    *R32 Confuse:Makes the enemy run away from you for a short duration or till attacked.
    *R34 Mana rite:Converts a percent of your MP to HP.
    R36 Bio II + Dia II
    R38 Absorb spells II
    *R40 Banish III + Scourge III
    R40 Emulate
    R40 Shadowfall
    *R42 Ancient magic
    -Holy: Deals massive holy damage to the enemy plus DOT of light.
    -Ultima: Deals massive dark damage to the enemy plus DOT of dark.
    R42 Stygian Spikes II
    R44 Shadowsear
    R46 Dark Seal II
    *R46 Bind II,Paralyze II,sleep II,Silence II
    *R48 Aspir II,Drain II,Siphon II
    R50 Sacrifice III
    R50 Contagion
    R50 Flashfreeze II
    R50 Transcendence
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Cleric
    This is the main healer of the game most of the spells effects removed are going to this class, the reason I added this class is because I believe currently with the classes of the Discipline of magic we have some spells just don't fit with the current classes. Plus it will make each class more unique in there own roles and make each class feel different and not the same, while still offering the same freedom with the armory system. It can also offer some great lore about the Cleric following a more holy route unlike there Thaumaturge brothers.

    Role
    -Magic Type:Light/holy (MP/TP mage)
    -Role:Healer,HOT,Buffer
    -Similar to how Thaumaturges are blood mages by using HP to power up spells, this mage focuses on TP and magic.
    -AOE:Magic cone is frontal like THM.

    Weapons
    Grimoires or Rods

    Guild
    -For the Guild I think that SE already made a perfect location for it, and thats the church in Ul'dah.

    Skills
    R1 Spirit Dart
    R1 Cure + Regen (Heals HP over time without HP cost)
    R2 Devotion (Recovers some MP)
    R4 Poisona
    R6 Repose
    R8 Protect
    R8 Shell
    R8 Blindna
    R10 Radiance
    R10 Divine Blessing: Your next Healing spell will give a weak stoneskin effect.
    R12 Paralyna
    R14 Divine Seal: increases the strength of your next healing spell.
    R16 Cure II + Regen II
    R16 Silena
    R18 Vigil: Raises Magic Defense
    R18 Focus: Raises Magic Attack
    R18 Faith: Raises Mind
    R18 Insight: Raises Piety
    R18 Bravery: Raises Vit
    R18 Rage: Raises Attack
    R20 Sleepna
    R20 Raise
    R20 Blinding Light: Launch a holy attack, dealing damage to the target and reducing its ACC. Damage type varies with equipped arm.
    R22 Purge: Removes a random Debuff
    R24 Refresh (MP regen)
    R24 Regain (TP regen)
    R26 Spiritbind
    R28 Protect II + Shell II
    R30 Divine Veil: Cut duration of all Debuffs by halve, including Weakness.
    R30 Supernova: Deals a Heavy Light based damage, that stuns the enemy.
    R30 Roaming Soul
    R32 Reraise: If killed this buff gives you the option to raise yourself.
    R34 Divine Blessing II
    R36 Vigil II: Raises Magic Defense
    R36 Focus II: Raises Magic Attack
    R36 Faith II: Raises Mind
    R36 Insight II: Raises Piety
    R36 Bravery II: Raises Vit
    R36 Rage II: Raises Attack
    R38 Raise II: Hafe the time of regular Raise
    R40 Cure III + Regen III
    R40 Rapture: 3 Hit light based attack
    R40 Benediction: Uses all your TP to heal your teammates.
    *R42 Ancient magic
    Rebirth:Sacrifice yourself to revive all your party members.
    R44 Blinding Light II: Launch a holy attack, dealing damage to the target and reducing its ACC. Damage type varies with equipped arm.
    R46 Protect III + Shell III
    R48 Refresh II (MP regen)
    R48 Regain II (TP regen)
    R50 Repose II
    R50 Purge II: Removes 2 random debuffs
    R50 Supernova II
    R50 Divine Knowledge (increases your affinity with Cleric-actions by 10, up to a maximum of 100.)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Now I know some players would be mad that they been playing CON and wanted to be a Healer, but this change would have more good than bad, plus that progress on CON is not lost you still gain some useful skills that could provide some use for CLE.
    (1)
    Last edited by Brightshadow; 06-19-2011 at 04:53 AM.

  2. #2
    Player
    Randis's Avatar
    Join Date
    Mar 2011
    Location
    Narche
    Posts
    741
    Character
    Randis Albion
    World
    Ridill
    Main Class
    Gladiator Lv 50
    i dunno... Cleric sounds exactly like the kind of mage i would not want to play.
    I did like the more aggressive approach SE had on the mages.

    Instead i would like to have Summoner, Geomancer, Necromancer
    (1)
    concept art - game development - Illustrations
    HD-Fortress.com

  3. #3
    Player
    Sparker's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    108
    Character
    The Dude
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    So.... you want to make sacrifice kill me when I raise some one, and for this awesome bonus I have to wait until I am even higher in rank? What good does it do to kill someone to raise another, there are just as many dead people in the party.

    I do agree the biggest issue with the current classes is the DoM, they could easily be 3-4 different classes.
    (0)

  4. #4
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Its to fit more with the theme of the class, and to make Clerie the best at reviving. in addition let say your tank dies, you are sacrficing yourself for the team.
    (0)

  5. #5
    Player
    AmandaHuggenkiss's Avatar
    Join Date
    Mar 2011
    Posts
    1,030
    Character
    Amanda Huggenkiss
    World
    Sargatanas
    Main Class
    Samurai Lv 93
    I'm interested to see what will happen with the Archanist and Mystic (guessing the class name.) Both guilds exist. I wonder how Nald is going to fit into the story.

    There needs to be more than one flavor of high level healing spell.
    (0)
    Last edited by AmandaHuggenkiss; 03-21-2011 at 12:19 PM. Reason: So not to double post.
    I like frog

  6. #6
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    I'd prefer if the next magic based class was something like Mimic being used as a branching point to be the way they implement Blue Magic into the game. And instead of it being Cone, or Circle Magic AOE it can be Line of Sight hitting everyone between you and your target for the spell. but unlike cone that spreads wide or Circle that just hits in one large area.
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  7. #7
    Player
    Sparker's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    108
    Character
    The Dude
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by Brightshadow View Post
    Its to fit more with the theme of the class, and to make Clerie the best at reviving. in addition let say your tank dies, you are sacrficing yourself for the team.
    With the current system, that would be no benefit. Who cares if the tank has to run back from the crystal, or the mage? Maybe if the tank had no weakness, then I could see it maybe be worth while.

    Would be more interesting to have an instant raise that use 50% of each party member to revive someone. That would be fun risk/reward in a battle. Have to time it right for the healer to be ready to heal the party, and the tank would be back in action instantly. Just not a fan of the trading 1 dead member for another. my .02
    (0)

  8. #8
    Player
    Choc's Avatar
    Join Date
    Mar 2011
    Posts
    68
    Character
    Choc Semnal
    World
    Cactuar
    Main Class
    Carpenter Lv 22
    A huge change I always wanted done to the DOM is the elmination of the AOE effect or at least change it. The multiple confirmations it requires is boring and a waste of time. Also while it would be something everyone would complain about, it would give more spells to the game to have both single and aoe spells. More thought would have to be put into your equipping of actions, as you would have to decide if you want that aoe fire or single fire or both on your bar.

    Or just change it to more classic ff AOE setting. If you want aoe on fine, but it halves the effectiveness of the spell. The first day I tried using aoe I was amazed that they did it the way that they did. You would be able to decide if you want a group cure, or a stronger single target cure and would actually provide a bit of thought to healing, though it still would be painfully simple.

    I also kind of feel left out being a mage and not really having much use for tp. Theres the lowbie skills, an aoe attack and a part damage skill between both mages, I always thought it would be neat to have some kind of different heal as a tp skill, or have spells generate tp and some spells cost tp.
    (1)

  9. #9
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    *UPDATE Original Post*
    -Added a comment on the top of the OP (On my theory of balancing cross use of skills)
    -Improve details on Cleric class
    -Changed a couple of things to the adjustments of the other classes.

    Randis

    i dunno... Cleric sounds exactly like the kind of mage i would not want to play.
    I did like the more aggressive approach SE had on the mages.

    Instead i would like to have Summoner, Geomancer, Necromancer
    I agree I would also love a Pet class in the future, and Geomancer is basically Conjurer they just need to add more traits for Conjurer that focus on the environment in the future. Necromancer is basically currently Thaumaturge without the pet they could however in the future add pets to Thaumaturge or find a way to make undead pets unique. The point is this class mostly is a buffer, healer which is a role I think should be a class of its own. Just how the armory system teaches you new things, each class should teach you different magic and that where Cleric come in they are the healers/buffers. In additional it would add the most needed Diversely to the current mage classes because currently they are just basically the same.
    ________________________________________________________________________
    Sparker

    So.... you want to make sacrifice kill me when I raise some one, and for this awesome bonus I have to wait until I am even higher in rank? What good does it do to kill someone to raise another, there are just as many dead people in the party.

    I do agree the biggest issue with the current classes is the DoM, they could easily be 3-4 different classes.
    I adjusted the effect of the spell sacrifice and made the older version into Resurrect. In addition I improved the effect. Anyways to the point as said in the OP the main point of this would be for Emergencies. Let say this example your whole party is dead your the last one alive with 10HP, you cast this on the tank he revives with Full HP no weakness making it pretty useful.
    ________________________________________________________________________
    Cairdeas

    I'd prefer if the next magic based class was something like Mimic being used as a branching point to be the way they implement Blue Magic into the game. And instead of it being Cone, or Circle Magic AOE it can be Line of Sight hitting everyone between you and your target for the spell. but unlike cone that spreads wide or Circle that just hits in one large area.
    I agree 100% with you I love Blue mage and am all for it, but I suggested this class first because since the game is still in its early stages it can still be possible to add this class unlike in the future when they already start adding new spells, and balance everything out. Now as for Blue mage its Monster skills so there will always be the possibility to add the class. I was gonna suggest that one too but since I don't know all the mobs abilities I decided to skip it.
    ________________________________________________________________________
    With the current system, that would be no benefit. Who cares if the tank has to run back from the crystal, or the mage? Maybe if the tank had no weakness, then I could see it maybe be worth while.

    Would be more interesting to have an instant raise that use 50% of each party member to revive someone. That would be fun risk/reward in a battle. Have to time it right for the healer to be ready to heal the party, and the tank would be back in action instantly. Just not a fan of the trading 1 dead member for another. my .02
    I adjusted the raise spell, and thats pretty interesting taking the other party members HP to raise another member but I decided not to add it, since some players would not be happy about you taking there HP to revive another member especially in battle.
    ________________________________________________________________________
    Choc

    A huge change I always wanted done to the DOM is the elmination of the AOE effect or at least change it. The multiple confirmations it requires is boring and a waste of time. Also while it would be something everyone would complain about, it would give more spells to the game to have both single and aoe spells. More thought would have to be put into your equipping of actions, as you would have to decide if you want that aoe fire or single fire or both on your bar.

    Or just change it to more classic ff AOE setting. If you want aoe on fine, but it halves the effectiveness of the spell. The first day I tried using aoe I was amazed that they did it the way that they did. You would be able to decide if you want a group cure, or a stronger single target cure and would actually provide a bit of thought to healing, though it still would be painfully simple.

    I also kind of feel left out being a mage and not really having much use for tp. Theres the lowbie skills, an aoe attack and a part damage skill between both mages, I always thought it would be neat to have some kind of different heal as a tp skill, or have spells generate tp and some spells cost tp.
    I agree with making AOE spell version being weaker that way there will be more tactic to using the single and AOE version of spells. I also agree with the TP mage idea since there a plain MP mage, a blood mage MP/HP, but no TP mage so I added that aspect to the original idea.
    ________________________________________________________________________
    Anyways I adjusted the OP check it out , also if you have any feedback or ideas just post it .
    (0)
    Last edited by Brightshadow; 03-22-2011 at 02:10 AM.

  10. #10
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Some very nice ides and I like it to be honest, they have 2 guilds ? right now that seem magic like, if they this it would make Conjurer and Thm be subpar healers, then you could make Conjurer the more BLM type and Thm the more RDM type, add this class you got a Whm type then a fourth to be the Blu type and BAM the game is good and more like XI and works with the class names.

    I like this Cleric idea.
    (0)

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