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  1. #1
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Strap in, it's going to be a thread.

    Scholar: Consolidate Aetherflow and the Faerie Gauge together. Aetherflow could give a full meter for example. Lustrate could cost 25, Indom costs 40, Excog costs 30, Sacred Soil costs 15, so on, so forth.
    Give us an Aetherflow spender shield. Like a TBN, just throw it on someone, and shield for 25% of their max HP right before they get hit. Excog kind of fills this niche, but that specifically needs you to drop below 50% which might not happen.
    Rework Seraph and Dissipation. Maybe these could just be your actual phases similar to Summoner's Bahamut and Phoenix. so Seraph sticks around, and augments some of your damaging and healing skills to add in extra mitigation or regen. Dissipation could internalize your faerie skills into you, Increasing all healing, not just GCD heals, and causing spells like Fey Blessing, Whispering Dawn, and Fey Illumination to have increased potency, and originate from you rather than the faerie.
    Add in a trait that gives you a 20% chance to proc a free Energy Drain when using Broil.
    I could go on, but we'd be here all day if I listed every idea I had for Scholar.

    Red Mage:
    Resolution just feels awkward to use. It felt like enough of a finisher to have Scorch. Plus at level 80 you can fit two full melee finisher combos under one embolden, but at level 90 you can't. Resolution should only appear on the second melee combo in a chain. so the first one would be Scorch like normal which would now give a small damage buff, then when you cast Verflare or Verholy while under the effect of this buff, jolt changes to Resolution.
    Minor change in comparison, but have Verflare and Verholy give the procs when mana is equal. That's so annoying that we get punished for things lining up perfectly.
    Maybe some more party utility would be welcome if we're really going to lean into that aspect of the class. I'd give them a similar ability to Expedient, but instead targeted to one player.
    And finally, I'm not sure how well this change would be received, but I want more mana management in caster classes. So how about the White and Black spells cost a lot more MP, maybe around 800. To the point where even with Lucid dreaming you would be running out easily. Jolt however would be changed to restore 1500MP on use. giving it a proper use-case in optimized gameplay. Scorch, Impact and Resolution could also give back MP, some larger amounts than others.
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  2. #2
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Astrologian:
    Just prefacing this now, this isn't my favorite healer. I'm still trying to decide if I even like the class, so if this is entirely off-base feel free to ignore in favor of actual mains of this one.
    For a card rework, I think a simple answer is looking right at us. Introduce 12 cards. The normal ones we have now, and Inverted variants (just like tarot cards). Regular cards could give one of three buffs, Critical Hit, Determination, or Skill/Spell Speed. Inverted Cards could give either Damage Mitigation, Regen, or a Shield. Then to fix the obvious complaint of not getting the card you want, they could add a skill to invert your card, which just swaps it over to the corresponding buff, while keeping the sigil the same.
    Some more quick heal options would be nice too, but as I said, I don't really play this class. If I want tons of "o-shit" buttons, I'll just go back to Scholar. if players like Earthly Star, and Horoscope the way they are, then I hope they don't get changed.

    Dark Knight:
    This one I don't have a lot of experience with, but I've been brainstorming about it recently, so I might as well.
    TBN is fun for it's Risk/Reward assessment, so I wanted that to remain intact without making it feel as bad. So how about option A: Increase the reward from an Edge of Shadow to a Bloodspiller proc. This way it's much more rewarding to use TBN right rather than the same as just using that MP for EoS in the first place. option b: TBN's cooldown is increased to 35 seconds, but when the shield breaks, the CD is reduced by 20 seconds, and you get an edge of shadow when the buff expires either way. For this one, it still keeps the risk involved by locking you out of your mitigation for extra time, but it ends up being DPS neutral.
    Other than that, I'd definitely like some more personal healing for trash packs. Maybe make Abyssal Drain a shorter cooldown, or even better, let us use our new TBN proc on Abyssal Drain. you could even give it the same potency as Flood of Darkness to not lose damage. (I hope I'm remembering these ability names right.)
    And finally, Since the AOE combo on Dark Knight are counted as spells, I'd differentiate them from all other tank AOE by having the circle originate from the target rather than under the player. It means you can pull multiple mobs from far away, and keep up the damage without missing a beat, and gives an actual reason behind your AOE not scaling with Skill Speed. You might need to target swap a bit more to keep everyone in range, but we call that job nuance. I think it'd be fun.
    (3/3)I'm new here, and I don't know how to format properly, but I didn't want to risk losing this novel by learning.
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