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  1. #1
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    660
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Very interesting ideas, I'd prefer to play something like that more than Sch's current iteration tbh
    (2)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  2. #2
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I would love some mechanics for strategy beyond the "Press 1 button and go" that's chain stratagem.

    For example, giving the SCH some sort of build up in that department.

    New skill: Tactical Observation- Scholar gives a buff to an ally or herself, increasing target's chance to get critically healed by the Scholar by X%. When the target strikes an enemy with a critical strike, he or she applies the "Exposed Weakness" debuff which last for 5 seconds and only the SCH can see on the enemy. It lasts until deactivated, like the Dancer's DP.

    Changed skill: Energy drain is changed to Analyse, which now causes no damage but restores 5% MP. If the target has the "Exposed weakness" debuff, you remove said debuff and give yourself a buff called Tactical Knowledge, which can stack up to three times. Doing that also restores X% extra MP.

    Chaged skill: Chain Stratagem: Requires three stacks of Tactical Knowledge. Increases critical hits damage and rate by 15% for 10s.

    The idea here is that the Scholar would use one team member to find out the enemy' s weak spots. Every time the ally the SCH is observing crits, it leaves a window in which the SCH can gather data with Analyse. Then, once enough battle data is gathered, the SCH can use it to call a group stratagem.
    (2)

  3. #3
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Lethros View Post
    Maybe 15 and 30 second DOTs would be good, I'm not against it, but I also wondered about them being less aligned. Like a more offset fraction like the old 18/24/30 spell durations. Not necessarily those lengths, but the durations as they deviate from each other in their timings as they are cast throughout the duration of an encounter. 1/2 is a simple timing fraction that would be very consistent, although I think still much better than only one spell, or two at the same duration (more like one), but wouldn't involve as much monitoring/focus to maintain and be engaged with as a less aligned timing. Thinking of possibilities like 15/18, 15/21, 18/21, 18/24, 21/24, 21/27, 24/30, .... But while considering alignment with cooldowns I thought of an unlikely hybrid alternative with three DOTs. Say if two were 15 seconds and 30 seconds, quite simple, perhaps at a high level you unlock a third, except it doesn't really align well like the other two. Maybe like 12 seconds, 21-27, or even something greater than 30 seconds. But especially if longer than 30 seconds I think maybe the third should be a less major damage contribution. Such a timing that in maintaining their up time a little more attention giving/thought is involved on top of an otherwise consistent, habitual, and simple two DOT operation. Or at least the minimum amount of attention/thought for maintaining them is increased a bit.

    Idk, maybe 15 and 30 is fine
    Hmm, I can understand the reason but if I do maybe I should reduce the amount of work in another part of the kit.
    Anyways, Miasma II (duration 12s) do the thing you want even if it's used only for weaving/moving when there is no better possibilities.
    Maybe I could try to add an additional effect to Miasma II to incitate to use it more in some case, hmmm. Ty, I will think about it.


    Quote Originally Posted by WaxSw View Post
    Very interesting ideas, I'd prefer to play something like that more than Sch's current iteration tbh
    If I have succeeded to create/rework a job which give a such feeling, then I can say I'am very satisfied ^^ Thanks !

    Quote Originally Posted by GrimGale View Post
    I would love some mechanics for strategy beyond the "Press 1 button and go" that's chain stratagem.

    For example, giving the SCH some sort of build up in that department.

    New skill: Tactical Observation- Scholar gives a buff to an ally or herself, increasing target's chance to get critically healed by the Scholar by X%. When the target strikes an enemy with a critical strike, he or she applies the "Exposed Weakness" debuff which last for 5 seconds and only the SCH can see on the enemy. It lasts until deactivated, like the Dancer's DP.

    Changed skill: Energy drain is changed to Analyse, which now causes no damage but restores 5% MP. If the target has the "Exposed weakness" debuff, you remove said debuff and give yourself a buff called Tactical Knowledge, which can stack up to three times. Doing that also restores X% extra MP.

    Chaged skill: Chain Stratagem: Requires three stacks of Tactical Knowledge. Increases critical hits damage and rate by 15% for 10s.

    The idea here is that the Scholar would use one team member to find out the enemy' s weak spots. Every time the ally the SCH is observing crits, it leaves a window in which the SCH can gather data with Analyse. Then, once enough battle data is gathered, the SCH can use it to call a group stratagem.
    It's not that bad. Tactical Observation could serve as a new base to enhance existing actions as you mentionned with Energy Drain and Chain Stratagem. I don't know if I would do it that way but there is something to explore there (maybe could be even a mechanic for a new job). Thanks for the idea !
    (1)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.