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  1. #7
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Leidolf View Post
    It's not bad, but I'd suggest having something to balance out the fact that you have more umbral than astral. Then again, Black Mage has access to two Astral spells if you consider Thunder one despite the lack of buffs. Though it does feel like it cribs a little off Red, White, and Black mages. Those percentages get a little too high from what little I know, and I don't see an explanation for what Soggy does. Did you mean something like Dropsy?
    I'll explain it a bit further, here goes! I'll be doing more updating tonight.

    Soggy as in wet, when something is inside water too long it becomes soft and mushy--thus the side effect of Defense down. Rainstorm >> Flood >> Rushing Waters >> Soggy Effect (Rushing Waters is a product of the Flood.

    As far as Astral / Umbral Elements, as stated, technically, BLM has two Astral / 1 Umbra - but Thunder doesn't grant an Astral Element. But GEO needs all three elements for mechanic purposes, so Enaero gives Astral Wind.

    Quote Originally Posted by Seraphor View Post
    Nice work, especially on the lore, I do think if we get a Geomancer it will start by addressing similarities to Conjury and start in Gridania (giving Gridania a caster) while a healer will likely start in Uldah, (and if it's Chemist, be linked to the Alchemists Guild) giving Uldah a healer.

    I can't say I'm too on board with the job itself though. The combo system seems convoluted (to me, but maybe I just don't understand it) and kinda looks like Monk as a caster.
    I don't really agree with giving it Poison, given ACN already has Bio.
    I would like to see more ground based effects, like Doton/Slipstream, as it's DoTs.
    So the job works like this, from my envisioning: I'll look into perhaps making the third rotation into Ground type based effects. Whirlpool / Tremor / Wind Slash. They could very well be. They already have secondary statuses: Quicksand is a DoT caused by "Tremor"

    Tsunami is a secondary effect from Whirlpool >> [I'll update this to show]
    • Enemies within a cone shape will take water damage with a potency of 200
    • Party Member(s) within range are cured with a potency of 50

    The Combo
    • Enwater >> Enstone Combo #1
    • Enwater >> Enaero MP Combo #2

    Bolster increases potency of next same element by the tier Astral / Umbral. So if it's Astral Wind I that's a 15% bump if absorbed via Bolster.

    GEO's would bolster in order to add the element to their gauge >> all three required to generate the Ancient Spell rotation.

    Opening Rotation could be: Enwater >> Bolster >> Enwater >> Enstone >> Bolster >> Enstone >> Enaero >> Bolster >> Enaero: All three elements absorbed.

    AoE Rotation >>
    • Rainstorm grants Umbral Earth II to cast Sandstorm
    • Sandstorm grants Astral Wind II to cast Windstorm
    • Windstorm grants Umbral Water II to cast Poison II

    Poison II gives an Elemental tier III of whatever single target spell is casted next.

    Tier III Bolster >> BOOM 25% potency bonus to next spell.

    At Level 35 the Ancient Spells open Enwater II >> Flood >> Quake >> Tornado - a three tier Ancient AoE rotation.

    I’ll polish it up some more tonight, I haven’t transitioned everything from the google.doc to this forum page yet!

    Thanks for replies y’all and the feedback. Will adjust accordingly
    (1)
    Last edited by PatronasCharm; 06-11-2020 at 09:13 AM.