Dark Knight looks really cool :O I love what you did with it
Dark Knight looks really cool :O I love what you did with it
That Chaos Veil stance would make DRK too OP of a tank lol
Dreadnought ~ http://dn.guildwork.com/
"If you want something, don't ask for it. Go out and win it, do that and you will succeed!"
Geomancer looks really OP >_>
I look at Geomancer I think of all those buffs...
Plus with Cura becoming Nuture, I'd see no reason to hop onto WHM anymore. Sacred Prism + Cura = Healing + that regen effect which makes whm unique.
And those buffs, basically make a tank invincible for a couple of seconds with the right abilities.
However, with Geomancer, we'd probably have to introduce some kind of Damage reduction cap, cause almost every one of those abilities offer some damage reduction ranging from 25-75%.
If maybe the buffs were nerfed a little, it's make a super addition to a party set up that uses 2 CNJs already for healing. Allowing one to main heal, and one to sideheal and support.
Dark Knight has no self sustain such as a warriors crit heals and a paladins aegis and holy succor. Meaning that stance is ment to be it's "Self sustain".
Geomancer needed to keep up with White Mage's curing power through mitigating as Geomancer has no cura, or curaga. White mages wouldn't be replaced it's just another type of healer. Just like there are different types of tanks and such :O
Last edited by Mikheli; 09-03-2012 at 01:55 AM.
Should've posted in General, Gamplay(Other), or something, as this is the section for "Website Feedback & Suggestions", and as such, does not get nearly as much foot traffic.
Ya def. should have done that lol >< Maybe we can get it moved or something
As Mikheli said, DRK has no other native self-sustain aside from casting Drain and taking damage. Even the incoming healing from either will work out to still need a healer for support, but provide a 3rd tank option that plays much differently then everything.That Chaos Veil stance would make DRK too OP of a tank lol
I tried to make a 'healer' class without the need to cast any direct heals, making it easy enough to play, but hard enough that not everyone could play it perfectly, making it overly unique.Geomancer looks really OP >_>
The game certainly needs another type of 'healing' in the parties as im sure all can agree. This provides the game with, more buffs, less healing and more mitigating, party support and overall more diversity within parties.
That being said you are absolutely right. Having a 75% damage reduction buff up will make the fact that you don't have Cura anymore, a more handle-able situation. Without the ~1600+ healing from Cura on a hit, the 75% damage reduction stack will equate to that much mitagated damage.... we'd probably have to introduce some kind of Damage reduction cap, cause almost every one of those abilities offer some damage reduction ranging from 25-75%.
Bringing 2 GEO's into the party would only gain small increases in damage reduction as the buffs will overwrite(Thaliak's -> Earthwalker's, Blink -> Shock Spikes) making the 2nd less effective the then first initially.I'd see no reason to hop onto WHM anymore.
Whereas, bringing a WHM along with with ability to drop cures on the group when needed, large heal in case of emergency and so on. As well, Nurture provides the same amount of healing over a short period of time, making it less effecting in say and AV run where you need the extended regen that is just potent enough to counter poison.
I can certainly see where the overpowered comments are coming from, and some of the abilities would have to be nerfed slighty. First draft designs o.ob
Thanks for all the feedback guys! I can try my hand at designs by request from anything that showed in previously FINAL FANTASY games. I am also updating the main post with a Blue Mage Design!
Last edited by Talon_Luna; 09-03-2012 at 07:23 AM.
I really like your blue mage idea while keeping blue mage able to use enemy skills, you keep it only having the 5 class skills! nice ideas :O
while your at it find me a new job too xD
This is not a troll post, just an opinion but~
I personally don't like the idea of DRK being a tanking class, for a number of reasons that I will mention:
1) In current content (won't mention 2.0 as anything from here will be speculation) there is only truly room for 1 tank per party for most content. With already 2 seperate tanking jobs (PLD and WAR), in comparison to other jobs (2x "mages", 2x DD's, 1x support role) - adding another job that is tank heavy won't benefit party play on a huge scale, and if anything - take too much opportunity away from the PLD and WAR mains out there.
2) MRD already has a tank job that stems from it - and that's WAR. I would rather see MRD get a heavy DD (comparable to DRG and MNK) as a secondary advanced job, as they have the base of it there already, but truthfully don't quite cut it. So personally I would rather see the DD side come out on MRD a little more, rather then a tank.
3) DRK has traditionally been a DD role (and while I am trying not to sound like an XI DRK fanboy), that's the model that I can see DRK falling into, rather then a tank role.
So in summary I believe that there is more place in this game for additional DD's, but very little room for additional tanks. If we were to look at "2nd advanced jobs" I would prefer to see a model a bit more like the following (and yes they are based off XI jobs at this stage):
MRD > DRK (DD role) or BST (Pet tank or DD pet role)
LNC > DRK (DD role) or SAM (DD or evasion/parry tank role)
PGL > NIN or THF (evasion tank/support role)
ARC > RNG (heavy DD) or Musketeer/Corsair (support)
CNJ > SMN (yes I know summoner has always been announced as an advanced job for a seperate class)
THM > RDM or "Geomancer" as the OP states (debuff/buff/support role)
GLD > BLU (solo melee/mage/tank style class)
As for geomancer, I like the concept but it sounds a bit like a RDM to me. Since we are playing an FF title (not trying to be picky) I would rather it being called a red mage(Yes I am a traditionalist). I would also rather see it stem from THM rather then CNJ. I am all for the concept, however if they were to add a 2nd "advanced job" to the classes, I would prefer to see it in a significantly different role to it's current advanced job. By that I mean BLM being a heavy DD, I would like to see THM stem into some form of support/healer style role. This way you can then bring out the magic DD out of CNJ and utilize that side of the class.
This would not only allow for more flexibility in how you like to play your base class, but the one point I will make is it will potentially allow the players with a very limited base class selection for end game, to have a higher chance at getting a slot. (Ie you can only have 1 tank in most end game content, so that MRD that isn't quite as skilled/geared to tank can step in the heavy DD shoes).
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