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  1. #11
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,096
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Cabalabob View Post
    I agree, I like moon flute for the power, but as an ability it’s really not that fun, there’s a reason that berserk on old WAR was changed to not work like this (and WARs version could actually be esuna’d so it actually had more interaction to it than moon flute). There are ways to give BLU a powerful burst window that could be more fun and interactive than moon flute. I only really left it out because I’m looking at moves that don’t work. Moon flute is functional, it’s just not that fun.
    One thing that could happen is reducing the Waning Nocturne time to 10s, so you can match that downtime with actions like Apokalypsis or Suzaku's Kick - channeled actions. Right now you can cut a little of that downtime with those, but still there's many seconds of doing nothing. Or perhaps a new action with 6-10s of cast time, rewarding you for the correct timing and good positioning by the last second of Waxing Nocturne.

    Back to the OP, other than MF, the other actions I think need revision are:

    - Loom: Make it instant cast so you can actually use it in actual duties and not just the Masked Carnivale.
    - Chelonian Gate and Dragon Force: Make them instant cast under Tanking Mimicry. All of the tankbusters in the game are designed to be reacted with instant cast mitigators... BLU's having a cast time just makes the fight timeline annoying as heck because you can't have your GCD rolling at the time of the buster, or you'll miss it. Plus, who even remembers correct timelines for things like dungeons or old raids? If they wanted to make BLU tanking more challenging, that's defnitely not the best way to do it. Either change that or make BLU tanks less squishy. Diamondback probably could stay as it is.
    - Aetherial Mimicry: Not quite the action itself, but just put 'role NPCs' close to the job hub. In fact, please give Martyn and his crew the actual building behind them for the guild!
    Ice Spikes: Buff both the damage and the duration. It's a cool spell for tanks but it does have minimal impact as it is.
    (0)

  2. #12
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    882
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Cabalabob View Post
    I left out eerie soundwave because technically there’s nothing wrong with the move, it’s the game’s design that’s the problem.
    Assuming there's a difference, this description would fit Loom better since it does what it's supposed to, but a hard-cast gap closer has the same issue as hard-cast mitigation. It's Eerie Soundwave and Toad Oil that outright don't work, the former even more so.

    Quote Originally Posted by Raikai View Post
    - Aetherial Mimicry: Not quite the action itself, but just put 'role NPCs' close to the job hub. In fact, please give Martyn and his crew the actual building behind them for the guild!
    I think the consensus on this was "teleporting back to Ul'dah and the Miners' Guild to switch roles is just an extra step to what you have to do now"
    (0)

  3. #13
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Cabalabob View Post
    Toad oil: evasion just isn’t a stat in this game so this spell basically does nothing but buff self destruct beyond level 30, it should be changed to just give you a static 20% chance to evade attacks to make it a useful tanking option in any content.
    Oh it does work, even on higher level mobs. Still think it is probably a waste, when looking at other skills, but it is good in solo - people in treasure maps for example tend to use it when solo.

    The whole system would need to be streamlined if you ask me. They need to add more filter to the skilllist, skills that are range or melee, skills that are dots or flat dmg, skills that are instant or have a casttime, skills that share a recast timer with another skill, skills that are defensive/offensive/support&utility.

    Blue Mage Log should allow bluemages to be able to solo them, to me it fails their purpose if you add a Basic Instinct ability, but you are forced to queue as 4 man into a dungeon, else it wouldn't count for the log. Though if 3 players would leave, it would still count for the log anyway...It is a simple design flaw.

    I wish they would have at least 1 instant cast ability with a normal GCD, with reduced potency if necessary, no not Flying Sardine 10 potency - a bit more like 100 maybe on 3s GCD, at least something while in movement.

    I think they should fix Mortal Flame, on a lot of bosses it can't be applied as they simply fully resist it. Making you waste the slot. You also cant tell if its your Mortal Flame or someone elses.

    Deep Clean Peat Pelt seems like a nice idea for a healer combo, but isn't practical due to slot capacity being low.

    I think Both Ends potency should be buffed, so it compares a little better with Nightbloom, 600 potency directly vs 1900 over 1 minute. It is less than a third...A nightbloom that goes over 10s is already better than Both Ends, making it almost always worse.

    Chocobo Meteor sound effect can be pretty annoying after a longer duration, but it is the best dmg skill in open world with a chocobo.

    Aetherial Spark, Feather Rain, Breath of Magic and other DoT abilities share the same "dot debuff slot", making it so there can be only one bleed/dot effect over time, overwriting each other.

    I think Cold Fog buff should be at least 7s up instead of the 5s atm, some bosses are really slow with autoattacks if unlucky.

    J Kick/Flying Frenzy/Loom should get the DRG jump treatment, making it smoother to use, so not being animation locked.

    Surpanakha reduced to 3 Charges, but increase the potency, so dmg stays same, while having more time in moonflute.

    Condensed Libra/Offguard isn't worth the RNG/hotbar slot for only 5% potential dmg increase that much anymore.

    Frog Legs only having a 4y aoe effect, is a pretty annoying way to provoke, especially if some duties require a range swap to be more effective. Furthermore I think it is the old type of provoke which puts you only 1 point over the highest aggro target, instead of giving you a tiny lead. Especially for bosses like alpha 4s and cinder drift, where enemies become invulnerable but still need to be tanked, it can get more difficult.
    Maybe there should be a single target enmity skill..

    Glass Dance and Veil of Whorl both have 90s CD, should be reduced to 60s like other primal spells, to make them worth it

    I think Moonflute is too short now with the new skills, it is almost like you can do another moonflute opener right after it when you use cold fog too.

    Diamondback is weird with some skills, like T5 fireprisons, it will just get ignored.

    But overall, it would be nice to have at least 2 more sets to save. Dungeons will always require The Rams Voice and Ultravibration - while raids do not. I know there are macros, but would still be cool to just have another set or two to save. At the moment we can save 5 saved sets: Tank/Healer/Dps Raid/Dungeon, Treasure maps, Solo play, Carnival - you could cover all categories with 9.

    Every skillset we do atm, feels like you have to remove important skills, as there are not enough slots. Adding 4 more would complete skillsets properly, without having to switch 1-2 situational skills out every damn different duty.
    (0)

  4. #14
    Player
    Ryskim's Avatar
    Join Date
    Dec 2013
    Location
    Garlemald
    Posts
    105
    Character
    Sigmund Galt
    World
    Tonberry
    Main Class
    Reaper Lv 100
    I wish BLU could become a regular job but I guess that's too much to ask.
    (1)

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