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  1. #1
    Player
    Zelda206's Avatar
    Join Date
    Jan 2021
    Posts
    95
    Character
    Dawning Gaur
    World
    Malboro
    Main Class
    Blacksmith Lv 83

    If You Could Design A Job For FF14, What Would It Be?

    We've likely had this discussion or topic before, but I think there is merit to making another thread on the subject since a lot of folks currently feel that the Jobs and their respective categories feel too similar and homogenized. As such, to revive a once-unique Job or introduce a new one, what would you create if you were given the chance?

    Personally I'd introduce a Melee Support around Green Mage with a two-handed Hammer and melee-ranged buff applications and debuff applications with a reverse-Rescue feature that can smash a player out of harm's way while you take their place and gain a shield from it. Although I could see a lot of GRNs abusing it just to horse around with someone and get a shield anyway, it's a familiar trope that goes back as far as healers abusing their Rescues or mistakenly killing someone while attempting to save them. That's what I'd start with.
    (1)

  2. #2
    Player
    Astronema's Avatar
    Join Date
    Jan 2014
    Posts
    254
    Character
    Astronema Borealis
    World
    Leviathan
    Main Class
    Archer Lv 100
    Idol with micsaber, guitar and glow stick weapons. We get to have a band with bard and dancer.
    (1)

  3. #3
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,083
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    I've got a few that have been rattling around in my head.

    Juggernaut, a double shield tank where you can proc attacks by taking damage.

    A bo staff using melee dps that uses long combos that you alternate between, and with many freestyle phases where you can use each step for your benefit.

    A version of Corsair that uses double pistols, and a cutlass, a phys ranged that has some melee opportunities, and utilizes a heads or tails mechanic during ranged phases.

    A shapeshifter caster that uses an enchanted cloak where you can transform into various creatures, and with lots of gauge micromanaging during transformed states.

    Witch, a healer that uses a magicked broom, and utilizes both detrimental, and beneficial curses, and literally sweeps their consequences under the rug to use for later.
    (1)

  4. #4
    Player
    Turnintino's Avatar
    Join Date
    Oct 2022
    Location
    Radz-at-Han
    Posts
    397
    Character
    R'vhen Tia
    World
    Excalibur
    Main Class
    Dancer Lv 100
    Dancer.

    Luckily, the devs beat me to it.
    (0)

  5. #5
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,330
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Chemist. Carry around a backpack full of potions and throw them at people to heal them.
    (1)

  6. #6
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    679
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Ever watched the movie Equilibrium? I'd design a Garlean style Gun Kata ranged DPS.
    (0)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,281
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Scholar Lv 100
    Well, I had an idea a few months ago, for a healer that healed allies by dealing damage. I was thinking of calling it the 'Sage', because in the lore and the gameplay it'd be quite easy to pick up, but very difficult to master:


    GAUGE CHANGES


    Before we get into actions, it's important to note the changes to the gauge.



    The two bars in the center represent Addersgall and Toxikosis. Addersgall, represented by a 0-100 gauge, fills up automatically by 1 per second. This allows for the accumulation of 4 uses of Addersgall moves, compared to the current 3. The lower, purple gauge, is Toxikosis, the 'side effects' of applying your medical knowledge. It is also a 0-100 gauge, and it fills by 1 each time you heal via Kardia, and an additional 4 when a Kardia Augment stack is consumed (Soteria, Zoe, Krasis, Pankardia). 50 Toxikosis can be vented by using Toxikon, allowing the SGE to freely use Neuralgia and Myasthenia, without consuming stacks of either. Because of the bonus potency gained by alternating the two, Toxikon provides a similar gameplay to RPR's Enshroud (Cross/Void Reaping), or MCH's Hypercharge (Gauss Round/Richochet). Consuming Toxikon stacks additionally increases your Addersgall by 4 per stack consumed. Finally, at level 70, the SGE will be able to use Pneuma, which deals more damage than Myasthenia or Neuralgia, but fully vents all remaining Toxikon stacks. As such, the SGE will want to use Pneuma last, after having already consumed all four Toxikon stacks.

    Eukrasia grants 10 Toxikosis upon execution. Pepsis grants 5 Toxikosis upon execution.

    The five meters at the top represent the current available stacks of, from left to right, Soteria, Krasis, Toxikon, Zoe, and Pankardia (as the letters imply). By adding these elements to the job gauge, it helps alleviate the strain on the 'buff cap', reducing the chance of running into issues wherein certain status effects cannot be applied correctly (looking at you, Hello World). Lastly, the blue diamond in the center shows if Eukrasia is active or not.

    In this example picture, at a glance we can see that we have:
    2 stacks of Soteria
    1 stack of Krasis
    1 stack of Toxikon
    3 stacks of Zoe
    2 stacks of Pankardia
    75 Addersgall
    25 Toxikosis
    Eukrasia is active



    SAGE ACTIONS


    Level 1: Dosis, 1.5s Cast, 2.5s Recast
    Deals Unaspected damage with a potency of 150.

    Level 2: Diagnosis, 1.5s Cast, 2.5s Recast
    Restores target's HP.
    Cure Potency: 400

    Level 4: Kardia, 1s
    Applies Kardion to target.
    Kardion restores HP whenever damage dealt by your attacks.
    Cure Potency: 150
    Additional Effect: Increases Toxikosis by 1 when Kardion heals

    Level 10: Prognosis, 1.5s Cast, 2.5s Recast
    Restores HP of self and nearby allies.
    Cure Potency: 300

    Level 12: Egeiro, 8s, Cost: 2400 MP
    Resurrects target to a weakened state.

    Level 20: Physis, 60s
    Restores HP over time to self and nearby allies.
    Regen Potency: 100
    Duration: 15s

    Level 26: Phlegma, Instant, 40s Recast
    Deals Unaspected damage to target, and all enemies near it, with a potency of 400 for the first target and 30% less for remaining targets.
    Maximum Charges: 2
    Recast is unaffected by status effects or gear attributes.

    Level 30: Eukrasia, Instant, 1s Recast, Cost: 800 MP
    Augments the effect of certain actions, by adding additional effects.
    Dosis is augmented into Eukrasian Dosis.
    Diagnosis is augmented into Eukrasian Diagnosis.
    Prognosis is augmented into Eukrasian Prognosis.
    Phlegma is augmented into Eukrasian Phlegma.
    Does not share a Recast Timer with other actions.
    Upon execution, this action's Recast Timer will be applied to all other spells.
    Grants 10 Toxikosis upon execution.

    NOTE: Eukrasian variations of a spell are equal to the base form, plus a bonus effect. Thus, if Eukrasia is used accidentally, the player does not need to remove the status, as the base spell's potency is still present. Potency values are adjusted to reflect this.

    Level 30: Eukrasian Diagnosis, Instant, 1.5s Recast
    Restores target's HP and applies a barrier equal to 100% of the HP healed.
    Cure potency: 400
    Additional Effect: If this spell critically heals the target, additionally applies Differential Diagnosis,
    a barrier equal to 100% of the HP recovered.
    This action replaces Diagnosis while Eukrasia is active.

    Level 30: Eukrasian Prognosis, Instant, 1.5s Recast
    Restores target's HP, and applies a barrier equal to 75% of the HP recovered.
    Cure Potency: 300
    This action replaces Prognosis while Eukrasia is active.

    Level 30: Eukrasian Dosis, Instant, 1.5s Recast
    Deals Unaspected damage with a potency of 150.
    Additional Effect: Damage over time
    DOT Potency: 25
    Duration: 30s
    This action replaces Dosis while Eukrasia is active.
    NOTE: Same total damage as current, but more is frontloaded to make the base cast equal to regular Dosis (in case of misclicks)

    Level 30: Eukrasian Phlegma, Instant, 40s Recast
    Deals Unaspected damage to target and all enemies near it with a potency of 250.
    Additional Effect: Damage over time
    DOT Potency: 25
    Duration: 15s
    Shares charges with Phlegma.
    Maximum charges: 2

    NOTE: this DOT is the same as Eukrasian Dosis, this is a way to apply the DOT in AOE (and not via 'Eukrasian Dyskrasia', since the two terms are an oxymoron). The damage of E.Phlegma is more than Phlegma on 2 or more targets, provided that the DOT fully ticks.
    The animation for this is the one used in Endwalker for 'Toxikon' (the one Alphinaud uses in the trailer)

    Level 32: Neuralgia, Instant, 20s Recast
    Deals Unaspected damage in a line in front of you, with a potency of 170 to the first target, and 50% less to secondary targets.
    Additional Effect: If the enemy suffers from Myasthenia, potency is increased by 20.
    Additional Effect: Inflicts Neuralgia
    Neuralgia Effect: Reduces the autoattack damage of the enemy by 3%, or 5% if Myasthenia is present upon execution. Neuralgia overwrites Myasthenia.
    Duration: 20s
    Recast Timer is not affected by status effects or gear attributes.
    Maximum Charges: 2

    Level 35: Soteria, 5s, Cost: 1000 MP
    Grants 4 stacks of Soteria to self.
    Soteria effect: Increases the healing effect of Kardion by 50% of the damage dealt by the attack that triggers Kardion.
    Additional Effect: Increases Toxikosis by 4 when a stack is consumed
    Duration: 20s

    Level 38: Myasthenia, Instant, 20s Recast
    Deals Unaspected damage in a cone in front of you, with a potency of 170 to the first target, and 50% less to secondary targets.
    Additional Effect: If the enemy suffers from Neuralgia, potency is increased by 20.
    Additional Effect: Inflicts Myasthenia
    Myasthenia Effect: Reduces the autoattack damage of the enemy by 3%, or 5% if Neuralgia is present upon execution. Myasthenia overwrites Neuralgia.
    Duration: 20s
    Recast Timer is not affected by status effects or gear attributes.
    Maximum Charges: 2
    NOTE: Myasthenia (weakness of muscle) and Neuralgia (nerve pain) overwrite one another, but upon doing so, empower the effect of each other.
    Additionally, they grant a small potency bonus when overwriting the opposite debuff. As such, alternating between the two is preferable.

    Level 40: Icarus, 45s
    Rush to a targetted enemy's or party member's location.
    Unable to cast if bound.

    Level 42: Toxikon, 5s, Cost: 50 Toxikosis Gauge
    Grants 4 stacks of Toxikon to self.
    Toxikon Effect: Allows for the execution of Neuralgia and Myasthenia without requiring a Charge.
    Additionally, the Recast timer is set to 1.5s when Neuralgia or Myasthenia consume a Toxikon stack.
    Additional Effect: Grants 4 Addersgall per stack consumed
    NOTE: Because of the 20 potency bonus when Neuralgia overwrites Myasthenia or vice versa, alternating the two (ala RPR) during Toxikon is preferable.

    Level 45: Druochole, 1s, Cost: 25 Addersgall
    Restores target's HP.
    Cure Potency: 600
    Additional Effect: Restores 700 MP
    NOTE: Addersgall/Addersting gauge changes are listed in the Gauge section, later on.

    Level 46: Dyskrasia, Instant, 2.5s Recast
    Deals unaspected damage with a potency of 160 to all nearby enemies.
    NOTE: this really ought to be named something else, so as not to conflict with Eukrasia

    Level 50: Kerachole, 30s, Cost: 25 Addersgall
    Shields nearby allies, causing them to take 10% less damage.
    Effect cannot be stacked with Taurochole.
    Duration: 15s
    Additional Effect: Restores 700 MP

    Level 52: Ixochole, 30s, Cost: 25 Addersgall
    Restores HP of self and nearby allies.
    Cure Potency: 400
    Additional Effect: Restores 700 MP

    Level 54: Krasis, 5s, Cost: 1000 MP
    Applies 4 stacks of Krasis to self.
    Krasis effect: Reduces cast time of spells by 3s
    Additional Effect: Increases Toxikosis by 4 when a stack is consumed
    Duration: 20s
    NOTE: Krasis level vastly lowered, and reworked to open up much easier access to 'doubleweaving'

    Level 56: Zoe, 5s, Cost: 1000 MP
    Grants 4 stacks of Zoe to self.
    Zoe Effect: Additionally applies a barrier to Kardion target, equal to 25% of the healing delivered. Up to 4 applications of the barrier may stack, with successive applications adding to the barrier's strength. Does not stack with Eukrasian Diagnosis or Eukrasian Prognosis.
    Additional Effect: Increases Toxikosis by 4 when a stack is consumed
    NOTE: allows a player to apply barriers without interrupting damage, if there's enough time to.

    Level 58: Pepsis, 5s, Cost: 500 MP
    Dispels Eukrasian Diagnosis, Eukrasian Prognosis, and Second Opinion from self and nearby allies, healing based on the buff that was dispelled.
    Eukrasian Diagnosis Potency: 400
    Eukrasian Prognosis Potency: 300
    Second Opinion Potency: 250
    Grants 10 Toxikosis upon execution.
    NOTE: Second Opinion, learned via a trait at level 68, is a new buff left behind for 6s after E.Diagnosis, E.Prognosis or Zoe breaks. This allows Pepsis to be quickly used right after damage is taken, as a sort of 'GNB Continuation' off of the enemy's attack rather than our own

    Level 60: Physis 2, 60s
    Restores HP over time to self and nearby allies.
    Additional Effect: Increases HP recovered by healing actions by 10%
    Regen Potency: 130
    Duration: 15s
    NOTE: the two effects are bundled into the same buff, to alleviate pressure on the buff cap. Because of this, the duration of the HP recoveryeffect is increased from 10s to 15s.

    Level 62: Taurochole, 45s CD, Cost: 25 Addersgall
    Restores target's HP, and applies Taurochole.
    Cure Potency: 750
    Taurochole effect: Reduces damage taken by 10%
    Effect cannot be stacked with Kerachole.
    Additional Effect: Restores 700 MP

    Level 66: Pankardia, 5s, Cost: 1000 MP
    Applies 4 stacks of Pankardia to self, and Pankardion to all nearby allies.
    Pankardia effect: Restores HP to all targets with Pankardion when Kardion is triggered, equal to 50% of the healing done by Kardion
    Additional Effect: Increases Toxikosis by 4 when a stack is consumed
    Duration: 20s

    Level 68: Haima, 120s
    Creates a stacking barrier effect on target. Once a layer of barrier is broken, another layer replaces it. A total of 6 layers are applied.
    Barrier potency per layer: 300
    Duration: 15s
    If any layers remain upon duration expiration, a healing effect is applied.
    Cure potency per remaining layer: 150

    Level 70: Pneuma, 1.5s Cast, 2.5s Recast
    Deals unaspected damage in a straight line before you with a potency of 500 for the first enemy, and 50% less for remaining enemies.
    Upon execution, all remaining Toxikon stacks are removed.

    NOTE: Toxikon turns into Pneuma when used, after learning the 'Oath of Hippokrates' trait.
    Pneuma's damage and healing components separated, so Pneuma's cool animation isn't 'wasted' on 'damage neutral heal'.

    Level 72: Dosis 2, 1.5s Cast, 2.5s Recast
    Deals Unaspected damage with a potency of 320.

    Level 72: Eukrasian Dosis 2, Instant, 1.5s Recast
    Deals Unaspected damage with a potency of 320.
    Additional Effect: Damage over time
    Potency: 30
    Duration: 30s

    Level 72: Phlegma 2, Instant, 40s Recast
    Deals Unaspected damage to target, and all enemies near it, with a potency of 500 for the first target and 40% less for remaining targets.
    Maximum Charges: 2
    Recast is unaffected by status effects or gear attributes.

    Level 74: Rhizomata, 90s
    Negates the MP cost of the next Kardia Augment, and grants 25 Addersgall.

    Level 76: Holos, 120s
    Restores HP of self and nearby allies, and applies a barrier equal to the HP restored.
    Cure Potency: 300
    Barrier Duration: 30s
    Additional Effect: Reduces damage taken by self and nearby allies by 10%.
    Effect Duration: 20s

    Level 80: Panhaima, 120s
    Creates a stacking barrier effect on self and nearby allies.
    Once a layer of barrier is broken, another layer replaces it. A total of 6 layers are applied.
    Barrier potency per layer: 200
    Duration: 15s
    If any layers remain upon duration expiration, a healing effect is applied.
    Cure potency per remaining layer: 100

    Level 82: Dosis 3, 1.5s Cast, 2.5s Recast
    Deals Unaspected damage with a potency of 330.

    Level 82: Eukrasian Dosis 3, Instant, 1.5s Recast
    Deals Unaspected damage with a potency of 330.
    Additional Effect: Damage over time
    Potency: 40
    Duration: 30s

    Level 82: Dyskrasia 2, Instant, 2.5s Recast
    Deals unaspected damage with a potency of 160 to all nearby enemies.

    Level 86: Phlegma 3, Instant, 40s Recast
    Deals Unaspected damage to target, and all enemies near it, with a potency of 600 for the first target and 50% less for remaining targets.
    Maximum Charges: 2
    Recast is unaffected by status effects or gear attributes.

    Level 90: Soma, 120s
    Restores HP of self and nearby allies.
    Cure Potency: 900
    NOTE: The heal is equal to the potency of Zoe-Pneuma in Endwalker, due to the reworking of Zoe.
    Let's be real, we only used Zoe on Pneuma anyway


    TRAITS


    Level 20: Maim and Mend
    Increases base action damage and HP restoration by 10%

    Level 40: Maim and Mend II
    Increases base action damage and HP restoration by 30%

    Level 42: Toxikosis
    Enables the accumulation of Toxikosis in the Toxikosis Gauge. Toxikosis can be spent on Toxikon, allows for free execution of Neuralgia and Myasthenia.
    Toxikosis is generated via healing with Kardion, or by consuming stacks of Kardia Augments.

    Level 45: Addersgall
    Enables the accumulation of Addersgall in the Addersgall Gauge. Addersgall can be spent on several healing and mitigation actions.
    Addersgall is generated automatically over time, or by consuming stacks of Toxikosis.

    Level 54: Somanoutic Oath
    Upgrades the potency of Dosis to 250, Eukrasian Dosis to 250, Phlegma to 450, and Eukrasian Phlegma to 300.
    Upgrades the potency of Neuralgia and Myasthenia to 270.

    Level 58: Phlegmatic Protection
    Upon Eukrasian Diagnosis barrier on target, or Eukrasian Prognosis barrier on self, being fully consumed, grants Phlegmatic to self.
    Phlegmatic Effect: Allows the use of Phlegma or Eukrasian Phlegma, without consuming a charge. Phlegmatic is consumed before Charges.
    Duration: 40s

    Level 60: Physis Mastery
    Upgrades Physis to Physis 2.

    Level 62: Neuralgia & Myasthenia Mastery
    Grants Dosis an additional effect, wherein each time Dosis is cast, either Neuralgia or Myasthenia (chosen randomly) will have its cooldown reduced by 1 seconds.

    Level 64: Somanoutic Oath 2
    Upgrades the potency of Dosis to 300 and Eukrasian Dosis to 300.
    Upgrades the potency of Neuralgia and Myasthenia to 320.

    Level 68: Second Opinion
    When a Barrier effect from Eukrasian Diagnosis or Eukrasian Prognosis is fully consumed, it is replaced by Second Opinion for 6s. Pepsis can be used to consume Second Opinion to heal the recipient of the buff.

    Level 70: Oath of Hippokrates
    Increases the healing potency of Kardia to 170.
    Additionally, allows the execution of Pneuma after executing Toxikon.

    Level 72: Offensive Mastery
    Upgrades Dosis to Dosis II, Phlegma to Phlegma II, and Eukrasian Dosis to Eukrasian Dosis II.
    Additionally, increases the potency of Eukrasian Phlegma to 300, and the damage over time of Eukrasian Phlegma to 30.
    Additionally, increases the potency of Neuralgia and Myasthenia to 340.

    Level 78: Enhanced Kerachole
    Adds an additional healing over time effect to affected allies.
    Cure Potency: 100

    Level 82: Offensive Mastery 2
    Upgrades Dosis II to Dosis III, Eukrasian Dosis II to Eukrasian Dosis III and Dyskrasia to Dyskrasia II.
    Additionally, increases the potency of Neuralgia and Myasthenia to 350.

    Level 85: Healing Mastery
    Increases the healing potency of Diagnosis to 450 and the base heal of Kardia to 200.
    Increases the barrier potency of Eukrasian Diagnosis to 120% the amount healed and Eukrasian Prognosis to 110% the amount healed.
    NOTE: Current EW values have E.Diag barrier potency at 540p and E.Prog at 320p. By using these percentages, we can have the Eukrasian versions
    of these heals heal for the same as their base counterparts, and have the barriers be equal strength to the EW values.

    Level 86: Phlegma Mastery
    Upgrades Phlegma II to Phlegma III.
    Additionally, increases the potency of Eukrasian Phlegma to 350, and the damage over time of Eukrasian Phlegma to 35.


    (I did the other 3 too, which can be found here. They only go up to 90 though, DT stuff wasn't announced at the time)



    Sarcasm and bad jokes aside, I also did post a long time ago about how I'd (try to) do a Time Mage, as a Caster DPS:

    Basically, there'd be two gauges (a bit like RDM), Matter and Antimatter. Matter skills would all be about applying, maintaining and 'consuming' DOT effects (eg extend the effect's duration, then consume it all at once for burst damage) and would generate Matter Gauge. Antimatter related skills would have varying CDs, with them reducing the CD of the next one in the sequence (eg first is a regular GCD, second is a 10s CD but is reduced by 1s when 'first' is used, third is a 60s CD but is reduced by 2s when you use 'second'), and these Antimatter skills would build Antimatter Gauge. Gauge would then be spent on a strong attack called Singularity, with bonus potency based on both how much of each gauge is used (like Apex Arrow on BRD), and how close the two are balanced (so building just one gauge will not hit for very much).

    Cooldowns would include things like 'forcibly equalize the gauges', 'actions build gauge twice as fast for X GCDs' and 'your own SpellSpeed is increased for X seconds'. There's plenty of really cool sounding Astronomy terms to use for naming things too, Solar Flare, Red Shift, Stellar Drift, Syzygy, Annihilation, Gravitational Collapse, Event Horizon, list goes on. The hope would be, all those poor souls who liked Old SMN and the DOT gameplay, would get a DOT management Caster via Time Mage.



    I've also posted musings about how, until the SHB additions to the job, Blue Mage could have been made a real job, with the 'collect spells' aspect of the job being a side activity (like Performance is a 'side activity' for Bards). A lot of the skills are already reskins of one another as it is, with the effects only really mattering in Carnivale, so just do that: have the bonus effects be Carnivale (or Unsync) specific effects, and make Flamethrower/AquaBreath/Kaltstrahl/Ink Jet just be optional unlockable reskins. Give the player a set of default spells as they level (or via totems unlocked at certain levels), easy.

    Here's a list of the 'base spells' I'd give BLU (via levelling, totems etc), and a chart of which learnable actions would act as 'spell glamours' for those base actions:




    Note, any skill, while having slightly different aesthetics, will do the same damage regardless of it's animation. For example, in the '60s Guaranteed Crit/DH GCD' section, we have Rose of Destruction, Triple Trident, and Matra Magic. While we might see 8 damage splats from Matra Magic, or 3 from Triple Trident, or just one from Rose, the damage values of adding those splats from Matra together would have equalled the splat of Rose, had Rose been the spell that was cast. Functionally, the damage behind the scenes is the same, it's just how that number is presented to the player that changes. Same goes for any other skill compared to it's counterparts in the category.

    For gameplay, it'd be a fairly reactive and engaging gameplay style. You'd use your big damage stuff for your 2mins, pool stuff like the 40s OGCD charges so you can blast in 2min harder, but the gameplay loop of the 'filler' would be where the class keeps you on your toes. All of the singletarget, Circle, Cone, etc skills are equal potency. However, when you cast Martyn's Shortcoming-Seeking Scan (Libra), you get a buff for, let's say 5 spells. This buff grants a potency buff to one of those shapes, chosen at random. Thus, the gameplay is to react to that 'found weakness' and exploit it.

    All the default spells have cheesy Martyn branding plastered all over the names, because at the end of the day we're his walking advertisement

    Also, my apologies but the spreadsheet has an error from when I first posted it, Garuda and Ifrit would be 30s, one charge. Titan/Shiva/Ravana/Suzaku would be 40s, up to 3 charges


    BLU could have filled a gap that we've had for a while: PhysRanged gets DNC as the 'very support heavy' option. NIN was that option for a while for Melee, until SE took the 1min Trick away and gave us all 2min CDs. So BLU could have been the 'super-supporty but also kinda quirky' Caster option. Offering defensive tools, healing actions, a raidbuff for damage (of course), mobility, I realise as I type this that I've just described Pictomancer
    (1)
    Last edited by ForsakenRoe; 10-04-2024 at 08:45 PM.

  8. #8
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,447
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Machinist.
    (0)

  9. #9
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,715
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    I'm playing a fun little phone game called Fit RPG that feels like someone plugged the base concept of FF1 into a pedometer. (Freemium game, highly recommended if you love stat grinding and get a decent daily step count. It replaced Pokémon Go as my daily this past summer when I quit in protest over their botched graphics update.)

    There's a Warlock class in that game, separate from their mage tree, that does a blend of magic and physical ranged damage. A little bit like RDM but it stays ranged the whole time. It's main thing is debuffs and DoTs on the opponent, but it's also an incredibly strong AOE class.

    Because they've slowly stripped out the DoTs from other classes, and because we've never really had a seriously debuff heavy class in the game, I think something like that could fill a niche that is missing in XIV.
    (0)

  10. #10
    Player
    Astronema's Avatar
    Join Date
    Jan 2014
    Posts
    254
    Character
    Astronema Borealis
    World
    Leviathan
    Main Class
    Archer Lv 100
    here the middle manager. weapon a magic glove that shoots exploding pink slips.
    https://www.youtube.com/watch?v=O33LOMJJhEE
    (0)

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