Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 55

Hybrid View

  1. #1
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Breaking the dichotomy like that would still make AST and WHM healing very similar.
    (1)

  2. #2
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Honestly I preferred it when none of the healers had a full healing kit. SCH has powerful shields but weak heals. WHM had powerful heals but no mitigation. Either could complete 4 man content but you needed one of each for serious 8 man content. The introduction of AST made this more complicated, since healing was previously designed to require two roles. So AST has the sects. At the same time SCH got a lot more direct healing power (hello Indom) and so became more capable of being filling either/both roles. WHM was still stuck in its rut. Adding a 4th healer could help them get back into a better balance with WHM and AST (without nocturnal) as the big heal-y/Regen healers and SCH (with a bunch of their big heals reworked into mitigation) and (new healer) as the mitigators. You could further divide by having WHM and SCH be the personal dps healers and AST and (new healer) be the buff healers. You could then differentiate again by having WHM and (new class) as the simpler offensive skill healers and SCH (with old dps abilities restored and chain strategem replaced with a personal buff) and AST (with old cards restored) as the more complex offensive options healers. The new healer could even use the new AST cards with a reskin as their buff mechanic.

    WHM and (new healer) would probably be preferred by the top parsers, because they’d have to have the same damage potential, and the same damage potential when easier to deliver is generally more damage, but I’m okay with that. I’d be too busy having fun on SCH and AST with whatever group was a bit more relaxed to care.

    But yes, I’ll agree that the moves I want most are the moves I lost. I would much rather play Heavensward SCH than Shadowbringers SCH. (Then again, I’d also rather not play ffxiv than play ShB SCH so there’s that).
    (9)

  3. #3
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Archwizard View Post
    Not huge on the idea of healers getting movement tools since that's a bit much, but some of these sound neat...



    "Mana"-esque abilities are better saved for BLM and, by extension, RDM, since the lore seems to treat them as the internal energy of the caster, which CNJ/WHMs try to avoid with the help of elementals (hence why their spells involve reducing costs).
    But there are plenty of alternative names, like Aethersurf, Aetherglide, Crashing Wave, Tidal Surge, Hydroplane, etc.



    Definitely liking the name "Tactical Advance". An alternative could also be just instantly swapping positions with Lily instead of being pulled towards her, though I expect the pull effect would be easier to code and work with.



    Not a fan of this one. Putting a two minute cooldown on a teleport that only works during the window of another cooldown makes it incredibly finicky.

    You could, however, just go the Time Mage route with such a skill and make it into a Blink effect. If "Blink" is too on the nose of a name or out of place for AST, perhaps something like... Syzygy, Escape Velocity, Gravity Well, or Solar Wind?

    To differentiate it from the WHM version, perhaps WHM's could have a shorter cooldown but require a cast time (as they draw in water before the surge).
    Ooo I like Escape Velocity for the name, that's a good one. The "swap with your fairy position" is def the kind of movement skill I'd love for scholar, it would reward optimal fairy placement for higher uptime.
    (1)

  4. #4
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    can we offer a complete skill tree for our classes like complete reworks? or have things changed at said class?
    (2)

  5. #5
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    i meant like change the entire kit of a class and give it a whole different skill set from what it currently has.
    i'm sorry if i wasn't clear.
    is that ok?
    (0)

  6. #6
    Player
    Enla's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    2,748
    Character
    Crushing Fatigue
    World
    Balmung
    Main Class
    Scholar Lv 70
    At this point I really just want the Fey Gauge to be more useful. I don't mind Aetherpact and Fey Blessing is pretty neat as well - but outside of higher end content I can't think of many instances where my gauge wasn't constantly at 100. Barring the occasional 'I NEED TO PREVENT A WIPE, EOS GO TETHER THE TANK SO I CAN HARD RAISE' debacle. I'd love for it to include some DPS spells but that's asking too much given the way things currently stand for healers...
    (3)

  7. #7
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Some ideas for new 6.0 Bard skills:

    Foe Requiem (since I don’t see it being returned this expansion): 1.5s cast time. Increases damage taken by nearby targets by 3%. 15 second duration, costs 2500 MP. Possibly 100 potency damage to all nearby enemies

    Marcato: oGCD, 30 second recast. Spreads the effect of Caustic Bite and Venomous to nearby enemies. Consumes 20 soul gauge. 15% chance to reset the durations.

    Valour Minuet: 1.5 second cast time. Gradually restores the HP of nearby party members. Cure potency: 100, Duration: 15 seconds. 2500 MP cost. Each tick of Regen has a 10% of granting a stack of repertoire.

    Wide Volley: Deals damage to the enemy and all nearby targets. 150 potency. Combos with Quick Knock
    Combo potency: 200, Additional Effect: reduces damage dealt by all targets by 3% (part of the combo effect)

    Concerto: Increases the damage dealt by nearby party members by 5% and reduces damage taken by 3%. Action is cancelled if any offensive action is used (can still move). Gradually consumes the Soul Voice gauge when in use. Duration: 12 seconds, 180 second cooldown.

    And some potential reworks for current skills while here lol:

    Warden’s Paean: 1.5 second cast time. Restores HP to the target and creates a shield worth 75% of the HP restored. Cure potency: 200, Duration: 12 seconds. Additional effect: if the shield is destroyed, deals damage to the enemy with a potency of 150. 1000 MP cost

    Nature’s Minne: 1.5 second cast time. Gradually restores the target’s HP and increases HP restored by healing actions and spells by 10%. Cure potency: 100, Duration: 12 seconds. Each tick of Regen has a 10% chance of granting a stack of repertoire. The HP restoration buff will not affect healing spells cast by the Bard (only healers). 1000 MP Cost

    Enhanced Army’s Muse (Enhanced Enhanced Army’s Paeon?): Grants the effect of Army’s Muse to all nearby party members when beginning a new song.

    Enhanced Empyreal Arrow: restores 500 MP on use

    Enhanced Bloodletter / Rain of Death: Allows the stacking of a second charge for Bloodletter and Rain of Death.

    Enhanced Apex Arrow: Apex Arrow will restore MP on use. MP restoration is determined by the amount of Soul Voice consumed upon use (something like 500 MP at 20, 2000 MP at 90/100). Increases the maximum potency of Apex Arrow to 600

    Please SE hear this Bard’s cries (not shouting, actual crying lol)
    (1)
    Last edited by Connor; 08-25-2019 at 11:20 PM.

  8. #8
    Player
    AhriSazame's Avatar
    Join Date
    Aug 2013
    Posts
    56
    Character
    Asa Ittetsu
    World
    Balmung
    Main Class
    Arcanist Lv 80
    AST
    Going with the Time Mage theme.
    1. Haste
    2. Slow (add this to Gravity)
    3. Stop (add this to CO)
    4. Quick (Give it a 3 minute cooldown, once used, refreshes all the AST's CDs)
    5. Reflect
    (5)

  9. #9
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Now that I think about it, BLM could totally get some kind of Vortex ability based on the Hollows in the role questline.

    Draw in every enemy in a certain range to stack 'em up for Flares?
    (2)
    Last edited by Archwizard; 08-29-2019 at 09:19 AM.

  10. #10
    Player
    Nhala_Levee's Avatar
    Join Date
    Feb 2018
    Location
    Hungary
    Posts
    37
    Character
    Sin Faye
    World
    Louisoix
    Main Class
    Astrologian Lv 80
    HY there

    As was an astrologian main, i can tell i loved the old astrologian far more. It was perfect. The feeling to play with it was far sperior and far much unique than any class even worldwode not just in FF. Now astrologian is nothing... can do nothing, and its buff dont do anything compared to the real astrologian what it was in stormblood.
    Astrologian is something like prophetess. Fate guides you nothing else. If the fate gives you The Bole card, go and find a use for it. It have so many way to use that card. The new astrologian, well, i wont call those things cards anymore, much more a piece of paper with some low lvl enhancement, nvm, so the real thing, this astrologian is not astrologian anymore.
    The real astrologian was the old one, what was guided by fate (RNG cause fate is probably is that) and followed by luck and creativity, to find use for what fate choses for you.

    But to take aways from the "RP" side of the class, astroologian old card system was far superior and enjoyable in every way. Every card has its own use. For me, as a not that professional gamer, ewer was everything. Free mana? Jesus, need.
    But for other options, with AOE + Bole combo + aspected helios with nocturnal was a great boss aoe mechanic blocker. What is main priority in this game afterall. Yet its gone.
    Other realy useful thing was for me in dungeon runs, it was pretty much helpful The Arrow card, for faster recasts and such.
    In other situations, a +50% buffed The Spear card was a very nice buff for a dragoon or other high dmg dps to melt even bosses in no time.
    So please, peoples... The Balance is not the only card. As that it is most worthless card in the whole deck. Yes, the combination effect to gives +50% to the effect of the next used card was good. But realy... still that was the lowest card in the deck.
    Cause as a healer, my role is not dmg buff but saveing the group. And well, dmg dont gives defense nor anything else. For dps boost, there is many support class like Bard for example or now Dancer.

    But please, be somewhat "realistic". The role of the healer is not to support damage output of the dps's. Its role save them and heal them.

    So anyway, i prefer the old astrologian much more. For player experience and for usefulness too. I hope Developers will see the logic in this and hope they undo this astrologian called charlatan.

    Fate be with you everyone.
    (3)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast