Announcement

Collapse
No announcement yet.

Post your job adjustment wish lists!

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #46
    Re: Post your job adjustment wish lists!

    I'd like to see SMN avatars do more damage, take less damage, and their wards to last longer.

    I'd also like SMN avatars to do uncapped Astral Flow Damage. 1k damage is not enough to kill things that are (Easy Prey) to level 75. If a beastman can use Avatars and Astral Flow to kill entire alliances in Dynamis, we should too.

    If your not going to increase the abilities of the Avatars, then add in a AOE Aura ability for all avatars. Just an idea that was mentioned before. I can't think of what all the avatars would do, but for carbuncle it should be an Auto regen. For as long as Carbuncle is out, everyone gets the effect of Regen. Don't need carbuncle cuffs to do that.

    Oh and I want WHM teleport to have the same effect as teleport worked in FFXII. The effect is pretty awesome, and it should be ported over.
    Hacked on 9/9/09
    FFXIAH - Omniblast

    Comment


    • #47
      Re: Post your job adjustment wish lists!

      I never said they were all about the DD, just that that was the bulk of their spells (Don't believe me? Fire up the previous FF games and see for yourself) and it'd be nice if the power reflected the cost of the BPs better. (Not just the DD pacts either)

      Nor did I say their (SMN) weakness was undeserved. They should be the frailest of the pet jobs, I just personally find the general performance of avatars rather lacking. At 75, Carbuncle's damage (even crits) is capped at around 136 a swing, which is decent for that level. But in the dunes I had Ifrit barely hitting the double digits against mandies, while I could do more than that with just my staff. That ain't right. Avatar > SMN IMO. Why else would you summon forth a god?


      Is it really so much to ask that the main focus of the job be shifted from the heavy use of /WHM with the occasional pact here and there, to keeping them out and relying on said pacts while using the SJ to supplement that? I mean isn't that the point of a sub job? To support the actions of your main job, and not to define it!?
      sigpic


      "BLAH BLAH BLAH TIDAL WAVE!!!"

      Comment


      • #48
        Re: Post your job adjustment wish lists!

        Originally posted by Malacite View Post
        I mean, if I could hit Healing Ruby as often as say a Cure I/II that'd be sweet. Then /WHM could be used more for the status spells as opposed to whoring out the cures. We'd be healing through our avatars and not our subjob. Don't go saying that'd be broken either. Avatars can take a decent hit, but they still have less HP than we do so if you go BP happy that's going to leave you low on MP, and possibly with an angry mob in your face once your avatar is down and out.
        Heck, why not even do what they did with DNC and keep the shared timer, but make the timer different depending on which Pact you used? -- Pteryx

        Comment


        • #49
          Re: Post your job adjustment wish lists!

          Personally, I think it's sheer laziness on SE's part. Yeah they have a full plate, but sometimes I wonder if it would kill them to ask for public opinion and give updates on some of the issues the community would like to see addressed. They don't have to use our suggestions, but it'd be nice to know that they're actually listening and give a damn once in a while.
          sigpic


          "BLAH BLAH BLAH TIDAL WAVE!!!"

          Comment


          • #50
            Re: Post your job adjustment wish lists!

            Dang. I made this post right during an emotional moment. I meant to delete it sooner, but my Internet decided to give out on me at the most inopportune moment.

            >_>

            Crap. I am such a TOOL.

            But, yeah, Murphie's right. Hyperbole helps nothing.

            This post seriously has been eating at me for a while. Which is why I've deleted it.
            Last edited by Yellow Mage; 02-26-2008, 04:23 AM.
            Originally posted by Armando
            No one at Square Enix has heard of Occam's Razor.
            Originally posted by Armando
            Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
            Originally posted by Taskmage
            GOD IS MIFFED AT AMERICA

            REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

            GOD IS AMBIVALENT ABOUT FURRIES

            THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
            Originally posted by Taskmage
            However much I am actually smart, I got that way by confronting how stupid I am.
            Matthew 16:15

            Comment


            • #51
              Re: Post your job adjustment wish lists!

              Hyperbole isn't helping, YM.

              Comment


              • #52
                Re: Post your job adjustment wish lists!

                Originally posted by Yellow Mage View Post
                See also: S-E's vision of Red Mages versus the community's vision of Slave Mages.
                Right along with their vision of NIN pullers/DD >_>
                sigpic


                "BLAH BLAH BLAH TIDAL WAVE!!!"

                Comment


                • #53
                  Re: Post your job adjustment wish lists!

                  SE often comes up with solutions that aren't always what we were asking for and most of the time, they prove to be better fixes than what we suggest. Sometimes SE goes so far to observe what players - or in some cases, the best of players - do with the jobs and make adjustments based on that.

                  If they observed how COR was played and based thier decisions on how most people played it, I probably would have quit this job months ago. Thank God they paid attention to the melee-minded players of the job and not the mage-minded ones. SE clearly wanted to distinguish it from BRD by supplying melee-oriented gear, the AF is proof of that.

                  The BST adjustments made between August and December were a mix of what players had been begging for for years and some things we just didn't expect. I didn't expect Snarl, but it works perfectly with what BST actually would use thier pets to do - tank. Now if we could just get Sic divided up so we could command single-target or AoE attacks, that would be great.
                  Last edited by Omgwtfbbqkitten; 02-25-2008, 06:32 PM.

                  Comment


                  • #54
                    Re: Post your job adjustment wish lists!

                    Wouldn't it be nice if Sic would simply allow you to choose which attack to use in the same way blood pacts work?
                    sigpic


                    "BLAH BLAH BLAH TIDAL WAVE!!!"

                    Comment


                    • #55
                      Re: Post your job adjustment wish lists!

                      well they seem to not want us to be able to pick. Considering how many mobs out there and how many moves they all have, it probably would be hard to program Sic to function exactly like SMN pacts do, but I think it would be plausible to allow us to order a single-target or AoE attack. We usually don't want to AoE attack and that makes Sic troublesome to use in some solo camps and even EXP parties.

                      Comment


                      • #56
                        Re: Post your job adjustment wish lists!

                        Originally posted by Ziero View Post
                        Which is funny, because Smn still seem to be able to solo just as well as all those other Pet jobs.

                        Smns pets can buff better then any other pet, deal more burst damage *on command* then any other pet, be called, killed then called again faster then any other pet and on top of all that stuff just with their pet they can sub Whm and be a damn fine healer.

                        If a Pup's pet dies, it can be gone for 20 minutes

                        If a Drg's pet dies, it can be gone for 20 minutes

                        When a Bst has no pets around that can be charmed, they're reliant on a 5 minute JA and pets they have to pay for.

                        When a Smn's pet dies, they can call them *near instantly* as long as they have MP.

                        Where as you point out, other jobs can still be ok without a pet in a party (because if they're soloing without a pet, they're dead.) they also have to deal with much more restrictions on how often they can call their pet. While Smns have *total* control over when they call their pet, when they release their pet and when they resummon it. The lack of physical stats for a Smn is in no way shape or form an unbalanced disadvantage to the job. Pups, Bst and Drgs are melees who can summon pets to their aid and have fairly little control over what they do. Smn is a mage who summons a pet to their aid and tells it *everything* it should do.

                        And it's certainly not the Avatar's abilities on their own that are "too low compared to the other pet jobs" because Avatars are some of the strongest pets. Wyverns can't heal on command, only when certain conditions, including low HP and proper SJ, are met. Bst pets can't buff pt members *at all*, let alone once a minute with no TP. And Pup's automatons can't bust out hate free, TP free, TP-less dmg once *every* minute on command and have no negative effect on anyone in the pt including the Automaton themself.

                        Smn is a very unique and very powerful job, but it's certainly not all about the damage. And infact, up until FFVII, Summon was never a pure DD, but a mix of Dmg and Support abilities. So their roll as Support and Damage Dealer in this game certainly fits with their history as the same class.

                        However, I do think Avatars and Spirits could use some tweaks, I certainly do NOT think it is anywhere near as big a problem as you make it out to be.
                        *bounces in* I can understand what you're saying. However, I'd like to point out some things. Let's mention what a Summoner can do that the other pet jobs cannot.

                        1. Our pet doesn't have 3 things that depend on them t stay alive.

                        a. MP
                        b. Avatar HP
                        c. Summoner HP

                        If mp is gone, avatar is gone, If avatar hp is gone, avatar is gone. If summoner is gone, avatar is gone.

                        2. No backup when avatar is dead.

                        This is something I mentioned somewhere else.

                        "I don't know too much about Beastmaster, but, when it comes to Summoner, we have a very short recast time because we have no backup when our pet is down. When a Dragoon's pet and a Puppetmaster's pet is defeated, the master is left to fight for their life. They can fight for their lives much better than a Summoner can. You have...

                        A Summoner with a Staff (with /whm magic, but nothin but avatars/spirits on main).
                        A Puppetmaster with Hand-to-hand (with evasion).
                        A Dragoon with a Polearm (with jump abilities).

                        A Summoner would most likely die. Why? Our str, att, and defense are a joke compared to other jobs (and I'm not saying SE PLEASE GIVE SUMMONER MORE OF THESE). A staff compared to h2h and polearm is hilariously bad. /whm could save our lives if we weren't interrupted so much when we get hit, but smn have no abilities or magic (obviously besides summons) as main. Summoning skill still decreases summoning interruption, but obviously not 100% guaranteed...and we all know about the perpetuation (mp drain).

                        A Puppetmaster could fairly die or live. Why? Well, sure the specialize in evasion, but that doesn't mean they'll evade everything (espcially on the IT and VT and maybe T mobs). The C+ H2H is enough. I read a guy had a parse and he (as pup) was doing 32% of the party's damage (him doing 15% and the automaton doing 18%). If Pup's H2H was rank A, then MAYBE (keyword: MAYBE) it MIGHT (keyword: MIGHT) be overpowered. Plus, pup has some nice weapon skills that can do good damage.

                        A Dragoon could also fairly die or live. Why? Polearm is actually very nice from what I've seen (this is probably weird, but I haven't seen many "loldrgs" lately. I've seen many good-damaging ones). The delays in Polearms can be annoying since you'd like to fight faster when fighting for your life with no pet.

                        For the jobs themselves, I don't wanna say a job is more miserable than the other or say which job has it easier than the other. Just pointing out things about what you're left with when you're pet is gone.

                        3. Minor problem (in certain situations), but when a Summoner's pet dies, we can't instantly summon an avatar to do a "Quick! Save my life" plan. Other jobs, however, can.

                        4. Hate to mention this since I've said this somewhere else before as well. Other pet jobs can keep their avatars out forever. A Summoner cannot. Although, if a drg, bst, and pup went afk with their avatar out and they got attacked, the pet doesn't do anything; however, a summoner's pet will. So, maybe that balanced a teeny bit of things between that situation even though SE said the other pet jobs will eventually have the chance to do that.

                        5. Going back to MP, a Summoner at full potential (meaning to do it how SE explains the job) will hold back any party knowing that MP cost of Blood Pacts are costly and perpetuation is nasty plus using /whm magic here and there. No one (not that I know of) doesn't want someone resting every 30 seconds. So, we have to make the Summoner job even less of what it truly is which is heal and throw in a couple of buffs here and there. Plus, the buffs we recieve aren't really equally useful. At 75, you'd find yourself eliminating the majority of buffs you have because using them would be a waste if you could use something better. Most commonly asked/used buffs are pretty much Earthen Ward, Hastega, and Aerial Armor.

                        6. Let the Ballista begin!

                        1st team: Warrior, Dark Knight, Red Mage, Monk, Thief, and Black Mage
                        2nd team: Dragoon, Summoner, Puppetmaster, Beastmaster.

                        LolSummoner: easiest targest (meaning that I know the others can be easy targets too, but you can't really deny the fact that Summoner is the easiest).

                        Stupid moments:

                        Drg: Wait! Smn! Don't rush in first! You'll get massacred!
                        Smn: Don't worry. I have my avatar and we're really powerful.
                        Drk: Aaaw! The Summoner wants to prove something... This'll be real quick, guys. Give me like 5 seconds.

                        5 seconds later

                        Smn: *dead*
                        Drg: *sigh* Why don't summoner ever listen? No matter what you should not rush in or even stand out. Just heal us or buff us after we've died and come to life.
                        Smn: =(

                        7. "So their roll as Support and Damage Dealer in this game certainly fits with their history as the same class." - You

                        Summoner can't maintain any role (except healer) correctly or as impressively as any other versatile job. A versatile job is made up of other parts of other jobs, but fixed up in a way that it could be called it's own job. Summoner's avatar can deal damage. Summoner's avatar can melee, and a Summoner can buff. A Summoner can have it's avatar tank for the Smn or for a CERTAIN type of party in some sort of situation (mainly excluding exp party and hard-hitting monster situations). Alone with each of those roles seperately, it will not be capable. Those things together, as a versatile job, should be able to be maintained and/or multi-task, but it can't even do that well to hold the party or sometimes itself together.

                        If one thing happens, the other thing is eliminated as well. If you melee, you risk MP that could be used for BPs If you do a BP while having avatar out, that shortens the time the avatar can stay out considering the MP is still draining. Mp perpetuation also hold the avatar back from melee regularly. If we're about to use a Blood Pact and the enemy is too far away, the MP is still used even though an attack was not initiated all the way. Once again, one thing seems to try to knock the other for happening normally. A Support and Damage Dealer role may fit Summoner, but that doesn't eliminate the fact that they can't do it without pulling out a flaw that sets them back quickly.

                        Don't get me wrong though. I still understand what you're saying. I just think a bit differently, but I definitly can't deny that Summoner do have advantages and I can't say other jobs don't have disadvantages. I still love the job though. Like Malacite said in another thread...

                        "It's a good class, it just needs an overhaul.

                        Everything it needs is there, we're just waiting for SE to [get] their act together and shift the focus to summoning rather than curing."


                        Aaliyah is more than a woman and she graduated with a 4.0 GPA (she only had 1 "C" grade ever in her life).

                        I bolded and underlined the "is" just for you, Malacite.

                        Comment


                        • #57
                          Re: Post your job adjustment wish lists!

                          Some changes in opinion in the post-SCH update world:


                          THF: Collaborator's a good ability, though THF could still stand to have that Chain Closing Potency ability, and the game in general could still use more light DDer gear. If they add any more hate management abilities, I hope for THF to get some lower-level ones.


                          BLM: In light of SCH becoming such a good nuker -- and one efficient enough for today's expectations, and generally party-friendlier than BLM is -- BLM could use a few bennies. To start with, it doesn't seem much to ask to change it so that MAB II-IV are 5% each instead of 4%. Further, it could use something to make it party-friendlier without breaking the "kill shit" theme; the best idea I can come up with, though, still strikes me as odd for BLM -- single-target buffs to cast on melees to add a level 1 skillchain attribute to the next weaponskill they perform, allowing the party to more easily create an appropriate skillchain for the BLM to magic burst off of. (Of course, one can only have one of the eight statuses on them at a time.)


                          WHM: Come on, SE, split off Divine Veil already! Even if you did, SCH would still be ten times better at it! We're waiting... For that matter, why can SCH "Curaga" other parties, but not WHM?


                          RDM: Having mused on RDM melee some more, two more things come to mind. One, increasing RDM's own raw power in melee (aside from through more light melee gear which is just as usable by other light melee jobs) probably would unbalance it in a hurry, not to mention that sheer strength has never been what RDM is about. Any solutions to the RDM melee problem should be trickier and more clever than that.

                          Two, when I think back to what RDM melee was like for me at low levels, I debuffed and then I ran forward to hit stuff. What if we made that desirable? What if, say, Enspells added a status to the mob that makes debuffs of the matching element wear off slower, but which has to be maintained through constant melee with the proper Enspell up like DNC's Sambas? This could make our melee more desirable in situations where you don't want a particular debuff to wear off once you've stuck it. This could even work hand-in-hand with the Enstatus idea.


                          SMN: Elemental Syphon is part of what SMN needed. It helps their MP issue and it involves them actually summoning. I approve! Still, the job's not quite fixed yet; SMN needs more, especially a way to make avatar melee worth it. My current idea on that front is this: http://www.ffxionline.com/forums/sum...c-project.html


                          SCH: As things stand now, SCH's only problem is in defense -- and giving them Blink and Stoneskin now would just plain break them. Probably the best approach at this point is to give them that half-Enmity strategem pair I've wanted them to have, Innocence/Aquittal. -- Pteryx

                          Comment


                          • #58
                            Re: Post your job adjustment wish lists!

                            I think Scholar should just have an ability where any damage they take is only in over-time increments. Or maybe, dare I say it?, a Damage to MP Ability. Combined with Sublimation, the latter ability easily becomes the former ability, so . . . yeah. Hopefully, a backline Mage wouldn't have to use it very often, as it should go without saying. And if they do, then maybe they're better off without all the MP giving them hate.

                            Call it "Modus Vivendi" (Method of Life), because last time I used that name for a Scholar idea, it became Sublimation.

                            Summary: give Scholar a minor defensive ability, not a minor defensive spell. Problem solved.

                            Will get to Red Mage another time. Got tons of ideas out of the woodwork, but not enough time to organize them all at the moment.
                            Originally posted by Armando
                            No one at Square Enix has heard of Occam's Razor.
                            Originally posted by Armando
                            Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
                            Originally posted by Taskmage
                            GOD IS MIFFED AT AMERICA

                            REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

                            GOD IS AMBIVALENT ABOUT FURRIES

                            THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
                            Originally posted by Taskmage
                            However much I am actually smart, I got that way by confronting how stupid I am.
                            Matthew 16:15

                            Comment


                            • #59
                              Re: Post your job adjustment wish lists!

                              Originally posted by Pteryx View Post
                              THF: Collaborator's a good ability, though THF could still stand to have that Chain Closing Potency ability, and the game in general could still use more light DDer gear. If they add any more hate management abilities, I hope for THF to get some lower-level ones.
                              Enmity management never really was the issue, the issue has been and remains that all THFs best DD abilities are under subjob - they need a DD Job Ability that is exclusive. The newer enmity abilities are nice in the post ToA problems, but THF is a spike DD and they're completely robbed of the ability to shine because SATA is sub-able.

                              Give them another spike DD trait, make it stack with SA and make it exclusive to THF.

                              That's really the only thing that needs to be done.


                              BLM: In light of SCH becoming such a good nuker -- and one efficient enough for today's expectations, and generally party-friendlier than BLM is -- BLM could use a few bennies. To start with, it doesn't seem much to ask to change it so that MAB II-IV are 5% each instead of 4%. Further, it could use something to make it party-friendlier without breaking the "kill shit" theme; the best idea I can come up with, though, still strikes me as odd for BLM -- single-target buffs to cast on melees to add a level 1 skillchain attribute to the next weaponskill they perform, allowing the party to more easily create an appropriate skillchain for the BLM to magic burst off of. (Of course, one can only have one of the eight statuses on them at a time.)
                              I could see this being abused a lot, even to negative ends. While it would be nice to stop someone from closing Detonation on a Puk (which just heals it), we could just encourage people to, you know learn how to make skillchains that work rather than force one on a PT member just because they're stupid.

                              I say (for either WHM or BLM) they be given something else that's attractive to melee and will ecourage Skillchains - Regain. BLMs can use that as a gambit for PTs to make SCs. Sure, like there are weak-willed RDMs that will use Refresh to get invites, there would be BLMs that would abuse Regain to the same ends. But that doesn't mean the good BLMs couldn't still use it as a gambit to get the SCs they wanted.


                              WHM: Come on, SE, split off Divine Veil already! Even if you did, SCH would still be ten times better at it! We're waiting... For that matter, why can SCH "Curaga" other parties, but not WHM?
                              Isn't Divine Viel a level 40 job trait? Sure, SCH can simulate its effect, but its one of many trade off choices SCH has to make per Strategem charge. Its not a terrible idea to split it off, but it really doesn't change much for WHM.

                              Why can SCH Curaga an outside PT and WHM can't? Hell if I know. Why can WHM, RDM, SCH and anything /RDM or /WHM or /SCH cure outside PTs single-target, yet BLU and DNC can't? Why can SMN AoE buffs in Campaign but SCH and only buff players off an nearby NPC?

                              I think its just to differentiate the jobs and make people think strategically, what this or that job can or cannot do. Its so no job becomes the one that always trumps another.

                              Two, when I think back to what RDM melee was like for me at low levels, I debuffed and then I ran forward to hit stuff. What if we made that desirable? What if, say, Enspells added a status to the mob that makes debuffs of the matching element wear off slower, but which has to be maintained through constant melee with the proper Enspell up like DNC's Sambas? This could make our melee more desirable in situations where you don't want a particular debuff to wear off once you've stuck it. This could even work hand-in-hand with the Enstatus idea.
                              This steals directly from what distinguishes DNC from RDM as a status enfeebler, it makes the single target versions of the spells redundant and it lets RDM melee out of pity rather than improvement. It also means Enblizzard would essentially be no different from Ice Spikes and RDM solo would become even more overpowered and ungodly than it is now.

                              Give them a job ability that improves thier Enspells further, put it on a reasonable timer like, say, five minutes that boosts the effect of enspells higher for maybe one or two minutes at a time, to offset it, make the ability slow null Fast Cast a little bit. Basically, make it like Berzerk or Velocity Shot, give them a boost one way and a penalty on the other.

                              SCH: As things stand now, SCH's only problem is in defense -- and giving them Blink and Stoneskin now would just plain break them. Probably the best approach at this point is to give them that half-Enmity strategem pair I've wanted them to have, Innocence/Aquittal. -- Pteryx
                              I think that's some what of a waste of a JA, the AF gives a notable amount of -Enmity and Penitent's Rope, Staff strap and other -Enmity gear is out there. SCH should be quite frail for all the power it has, just as BRD, WHM, SMN and BLM are frail for the powerful abilities the have. BRD was given a -Enmity Song via merit and no one even merits it.

                              Comment


                              • #60
                                Re: Post your job adjustment wish lists!

                                Originally posted by Omgwtfbbqkitten View Post
                                Enmity management never really was the issue, the issue has been and remains that all THFs best DD abilities are under subjob - they need a DD Job Ability that is exclusive. The newer enmity abilities are nice in the post ToA problems, but THF is a spike DD and they're completely robbed of the ability to shine because SATA is sub-able.

                                Give them another spike DD trait, make it stack with SA and make it exclusive to THF.

                                That's really the only thing that needs to be done.
                                What exactly would you have this new spike damaging ability be like?

                                Originally posted by Omgwtfbbqkitten View Post
                                I could see this being abused a lot, even to negative ends. While it would be nice to stop someone from closing Detonation on a Puk (which just heals it), we could just encourage people to, you know learn how to make skillchains that work rather than force one on a PT member just because they're stupid.

                                I say (for either WHM or BLM) they be given something else that's attractive to melee and will ecourage Skillchains - Regain. BLMs can use that as a gambit for PTs to make SCs. Sure, like there are weak-willed RDMs that will use Refresh to get invites, there would be BLMs that would abuse Regain to the same ends. But that doesn't mean the good BLMs couldn't still use it as a gambit to get the SCs they wanted.
                                Isn't Regain implemented as a white spell cast by pixies, precluding it being given to BLM? Wouldn't WHM play a little too much like RDM if it were given Regain? Not that I don't agree that my idea could get out of hand; it's just the only remotely appropriate one I can think of. I'm basically trying to answer the question of what BLM could do that's party-specific that still ends in job one being "inflict pain", not "keep up a buff cycle". Because, believe it or not, not every mage job should be forced to keep up a buff cycle.

                                Originally posted by Omgwtfbbqkitten View Post
                                Isn't Divine Viel a level 40 job trait? Sure, SCH can simulate its effect, but its one of many trade off choices SCH has to make per Strategem charge. Its not a terrible idea to split it off, but it really doesn't change much for WHM.

                                Why can SCH Curaga an outside PT and WHM can't? Hell if I know. Why can WHM, RDM, SCH and anything /RDM or /WHM or /SCH cure outside PTs single-target, yet BLU and DNC can't? Why can SMN AoE buffs in Campaign but SCH and only buff players off an nearby NPC?

                                I think its just to differentiate the jobs and make people think strategically, what this or that job can or cannot do. Its so no job becomes the one that always trumps another.
                                Well, then, answer me this: what can a WHM do healingwise that a SCH can't? Raise III, Regen III, and Cure V aren't much in the way of selling points by themselves; about the only major thing WHM has over SCH is Haste, and you can get the same spell from RDM instead and get a lot more MP endurance in the process. Meanwhile, SCH can perform AoE status removal once a minute, throw AoE spells on outside parties, and throw up mass buffs that WHM can only dream of having for a cost that would make any SMN as green as their AF.

                                Originally posted by Omgwtfbbqkitten View Post
                                This steals directly from what distinguishes DNC from RDM as a status enfeebler, it makes the single target versions of the spells redundant and it lets RDM melee out of pity rather than improvement. It also means Enblizzard would essentially be no different from Ice Spikes and RDM solo would become even more overpowered and ungodly than it is now.
                                I gather that my idea has been completely misinterpreted here. Let me try to give you an example...

                                Let's say the party pulls a BLM Mamool Ja. The RDM throws his usual litany of enfeebles at the foe, including Silence. It would really help if Silence didn't wear anytime soon, so the RDM gets his sword out, casts Enaero II, and runs up front to start meleeing. Enaero II's damage is no higher than Enaero I's; instead, as long as the RDM keeps meleeing with Enaero II active, the Gravity and Silence effects on the mob will count down to time to wear off at only half the normal speed.

                                As for the interaction with Enstatuses, the thought I had boils down to this:

                                Ah, crap, imp aggro. Well, the key offense of an imp is its spellcasting ability, but it's horribly magic-resistant, so better break out Ensilence if you're gonna have a chance of sticking it. Fortunately, Silence lands on your fifth hit, so you quickly change from Ensilence to Enaero II in order to both boost your DoT and practically double the duration of the Silence you landed.

                                While both my examples use Enaero to extend Silence, one could also use Enwater to extend poison effects for more MP-efficient DoT, Enthunder to ease a stun cycle, and so on.

                                Originally posted by Omgwtfbbqkitten View Post
                                Give them a job ability that improves thier Enspells further, put it on a reasonable timer like, say, five minutes that boosts the effect of enspells higher for maybe one or two minutes at a time, to offset it, make the ability slow null Fast Cast a little bit. Basically, make it like Berzerk or Velocity Shot, give them a boost one way and a penalty on the other.
                                And people would want us to bother with this why? Heck, nulling Fast Cast would make us worse at meleeing, because then we'd lose more swings; remember, RDM always has another spell that needs to be cast yesterday. Not to mention, RDM isn't about raw power; the Tim Taylor solution to making there be a point to us meleeing just doesn't fit the job even if you introduce it in a balanced way.

                                Originally posted by Omgwtfbbqkitten View Post
                                I think that's some what of a waste of a JA, the AF gives a notable amount of -Enmity and Penitent's Rope, Staff strap and other -Enmity gear is out there. SCH should be quite frail for all the power it has, just as BRD, WHM, SMN and BLM are frail for the powerful abilities the have. BRD was given a -Enmity Song via merit and no one even merits it.
                                WHM is not as frail as SCH; you forget, WHM has Blink and Stoneskin. SMN has that whole "he did it" thing going for them, so they aren't about to die easily either -- not to mention, their best AoE defenses tend to last a very long time, so they're liable to have Blink and/or Stoneskin up anyway. BRD has a decent amount of defensive gear available for those situations where they can't just count on the tank, not to mention light-based sleep that takes only two seconds to cast. Only BLM is particularly vulnerable -- until you take subjob abilities into account.

                                What I propose for SCH isn't as powerful as any of this, nor as subtle and perpetual as you seem to be assuming. The thought is simply this: a Strategem pair, available at sub levels, that causes the next white magic or black magic spell the SCH (or /SCH) casts to generate half as much Enmity -- Enmity -50% on a single, likely potent, action. Basically, it's an indirect means of making sure the SCH doesn't die for making a decisive move in a dangerous situation. It would be used basically for lack of better options.

                                I hope I've managed to be clearer. -- Pteryx

                                Comment

                                Working...
                                X