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  1. #11
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Valkyrie_Lenneth View Post
    The problem with the 2 min burst is that it is incredibly, exceedingly, inflexible.



    One mistake and your timing is ruined. Personally, I think they need to dump job synergy entirely. It makes things too static.
    When they were having sneak attack and AST troubles or people were asking for buff classes and they were like .. nah lol, I thought one way to get them partially in vibe without too much issue was having limits on buffs. Like Enfire could grant extra potency up to 500. Debuff on monster that increases incoming damage up to Y.

    If for the most part other job's buffs become their own and we leave the shared burst window I think it would be generally even more okay. Ultimately it's very shallow synergy, but for a job that wants that theme it could be there as an opportunity. I think the example I used previously was Hemorrhaging Spine and Melt Flesh for a blood / necro like mage- which caused the target enemy to take additional damage from their actions, as well from flank/rear, and ranged while the latter dealt instant damage and set damage per incoming attack up to a maximum.

    Variations established on the variables, like Hemorrhaging Spine could have a 20 second duration and a maximum of 1000 potency. While Melt Flesh would be instant 250 potency, and additional 500 divided across 5 debuffs that each get consumed by an attack with a debuff duration of 7 seconds and resets at each consumption (from anyone, and multifold attacks could trigger the effect faster). But as the player owns the buff the buff is only 'buffed' by that player's stuff- so the Dark Knight or Ninja might kick off the buff faster than normal yet it would ultimately still 'usually' end at the same.
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    Last edited by Shougun; 05-04-2023 at 08:24 AM.