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  1. #5
    Player
    Kali-ka's Avatar
    Join Date
    Jul 2015
    Posts
    24
    Character
    Kali Ara'rashi
    World
    Gilgamesh
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by shao32 View Post

    -living dead: grant you the status of living dead preventing you HP drop below 1 HP all attacks recover HP equal to 100% of the damage done, duration and recast balanced to his effects.
    This may actually be one of the best suggestions for LD I've seen so kudos. I would even go far to say to have it be a 6-8 second duration and have the damage to healing effect be the ONLY way a DRK could heal itself up during that time for balance.

    As for the other tanks and my suggestions, there's quite a bit that I would want to change to make them feel different, but I'll post some of my more "realistic" ideas that I think they wouldn't have much trouble implementing:

    DRK

    Delirium - The only problem I really have with this is that its boring to spam the same move. So instead, make it more like GNB where using delirium will open up a specific combo window each with different animations. Each move can bring back some of the old animations (scourge, old delirium, power slash etc.) with scourge applying its old dot effect. Can have each move have its own button for complexity (less likely) or just have a one button that changes depending on where you are in the combo (somewhat like continuation). To break up the homogenization, allow the use of blood weapon to give the haste effect inside the delirium window (2sec or less recasts)

    Abyssal Drain - make it "spammable" again but also make it cost 2-3k mp

    Stalwart Soul and dark mind - add a 5% physical damage reduction

    Shadow wall - add the old blood price effect of mp refresh per hit to it

    Living shadow - I would just have tiers for blood gauge usage. 50 BG for normal duration 100 for double duration.


    GNB

    The only thing I really want to see different on GNB at this time is adding a third cartridge slot and giving GNB the option of having another defensive move that costs 2 cartridges and have it be a solid 25% damage reduction self buff. For balance, we could get rid of camouflage.

    Heart of light - keep the magic damage reduction the same but let it apply a small shield (10% hp)

    WAR

    Storm's eye - either extend the duration of the damage increase to 45-60 seconds and let it be applicable with Mythril Tempest

    Storm's path - slightly increase healing potency

    RI and Nascent - separate these and make Nascent self targetable

    Chaotic cyclone and Inner chaos - There is a part of me that wouldn't mind having these as inner release enders like Confiteor just to change up the fell cleave spam a bit, but I think that would have to change how they work outside of IR. Or make it different by having each fell cleave/decimate increase in potency slightly with the last move ending in a Chaotic or Inner chaos.

    Onslaught - if they're going to keep the gauge cost, reduce it to 10 and increase the potency.

    PLD

    PLD is of course pretty solid right now (although personally its the most boring tank for me) so I wouldn't change much

    Divine Veil - may not be diversifying but just let it be automatically activated

    Atonement - even if its just 3 uses, it irks me that SE made yet another "Spam this move", so make this a unique combo.

    Shelltron - add a pseudo shield swipe effect in the form of an extra auto attack per use.

    Sentinel - gives oath gauge per hit taken
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    Last edited by Kali-ka; 09-07-2019 at 11:32 PM.