Widowmaker has 30% more base damage than Perdu Voulge. Sure Atmas matter, but running around with a level 75 GA still makes someone a gimp.
Widowmaker has 30% more base damage than Perdu Voulge. Sure Atmas matter, but running around with a level 75 GA still makes someone a gimp.
Enhance TP return/tick for the SCH Regain spell , & regain TP JA for all mages ! I wanna be melee SCH/BLM/SMN/WHM/RDM , & better Occult Acumen for SCH/BLM.
Enhance mages defensive/melee capabilities further more.
Make Relic weapons as strong as Emp. Weapons.
Allow more jobs to use Magian trial weapons. Each job has its primary type covered, but many of the secondary weapon types have pretty poor options. It doesn't have to be all of the options for the weapon type (e.g., no Emp WS or Store TP+ bow for SAM, but WS DMG+ or TP Bonus for Archery WS seems completely reasonable).
again: instanced fucking content. spent the whole afternoon being cockblocked by pickup trash trying to finish our glavoids. if you're going to make content that the entire population wants to do: make it so the entire population can actually fucking do it instead of waiting on all the helmet-wearing window lickers.
Add something like atma to dynamis. Not that I ever do it anymore...
Please allow dual wielding relic/mythic/empyreal combinations with full benefits on both main and offhand weapons- triple proc/+35atk/etc (minus no weaponskill on the offhand, as usual). For some reason PLD is allowed having full benefit of relic/mythic/empyrean Sword AND relic/empyrean shield with BOTH working with full potential. If you, dear SE wanted to follow same logic of balance, you would have made relic/empyrean shield stripped to DEF and Size the moment PLD equips empyrean/mythic/relic sword. ;p
Or just make relics/mythics/empyreans work offhand with full benefit of weapon we worked hard to obtain if above is too much to ask (or still in your opinion, despite latest additions, overpowered).
Add bard to that list![]()
A native damage mitigating JA for DRG would be nice. Super Jump is nice and all but it's once every 3 minutes and doesn't help us tank really. THF/NIN/DNC have shadows/fandance/evasion. DRK has spikes/stun/bash. MNK has perfect counter, counterstance, counter traits, jesus HP, decent eva, guard, dodge etc..
SAM's got third eye natively. Restoring Breath/Healing Breath are nice but during most NM fights the wyvern gets one shotted so DRG needs some tool to stay alive better without the wyvern while not erasing hate like super jump if doing things lowman.
Maybe a wyvern wall type thing where wyvern absorbs physical damage directed at us combined with sentinel-like properties for 30-60 seconds.
I want a JA delay reduction, at least for Dancer and hopefully for all jobs. Eliminate the hard delay so we can use multiple JAs at once and leave the soft delay at 1 second.
What has been said earlier in the thread... something challenging that doesn't consist of mnk + heal bot :/ I know a lot of people are greedy and would prefer to low man with their mules but I liked having group oriented fights where you need more than a mnk and a whm..
This ^
We did KB for my mule's Black belt last nigth, and the stupid fight was so much fun. I forgot how much some fights could have you rolling from laughter. No comp, just some random noboy there that wantd to farm the nq for hides. Eating Meteor for fun, trying to straight tank it with mana wall. Ranked right up there with breath challenges on faf/nid, eating spears on DI, seeing how much you can heal Lambton for. You know, shit that made the game FUN(ny).
Mnk + whm is just soooo ZZZZzzzz in abyssea, plus cant proc shit from grellows.
stackable empyrean shit for visions/scars
no fucking spell lock
the first might happen, second never will
Get rid of level caps from Town missions. They did it with CoP so there's really no excuse to not get rid of it from Town missions as well. I just wanna get through the other two storylines without having to drag help with me.
I'd like to see a furniture only storage space in your MogHouse. It could be around 40 spaces but expands with the storage from the furnishings itself. This would free up some space from your "regular" storage and because only furnishings can be placed there it gives people more incentive to pimp out their Moghouse. It would help WW's out as well.
In response to your first point, that should be coming next update.
Doing this would mean they'd have to retcon Spirit Link, Wyvern Feed and all Wyvern HP gear. It would also mean their attacks would produce no hate. What happens if you pin the mob and just have the wyvern attack it since it's undamageable.Maybe I'm missing something critical, but I'm at a loss for why Square hasn't just made the wyvern an untargetable, undamageable entity.
Personally I think Wyverns should have had the -50% PDT not Avatars. Avatars are resummonable. Wyverns have like 1k HP at 90 and die in like 1-3 AoEs. Spirit Link is every 3 minutes and even with full HP only restore 400-500(while taking like 900 HP from us).
Personally I would ask for the following:
1) Change the formula of Elemental Breath to only factor in MAX HP, like Healing Breath instead of Current HP. It's unreasonable to keep the Wyvern at maximum HP for high Elemental breath numbers. Instead make the ACCURACY of Elemental breath depend on wyvern current HP instead of its potency.
2) Give Wyverns the same -50% PDT that Avatars have. Aren't dragon scales/skin supposed to be one of the most durable things in Fantasy games? If not that, give Wyverns like 3 or 4 tiers of Stout Servant.
3) Cap the amount of HP Spirit Link uses to heal your Wyvern such that the amount of HP SL takes from the Dragoon can NEVER exceed how much the Wyvern is healed by. The current Spirit Link formula will eat 400-500 HP from the Dragoon even if the Wyvern is at 99% HP. If I want to change to Wyvern HP gear and Spirit Link 150 HP for my next Smiting Breath, I don't want to sacrifice 400-700 HP to heal 150. Normally SL multiplies the amount of HP it takes and adds to the wyvern such that if you have 2HP you can still SL for like 70-100, but it's lame if the wyvern is 999/1000 HP and you SL to heal 1 HP but lose 600 HP.
4) Make Resotirng Breath targettable. It's so god damn annoying that Restoring Breath activates on the wyvern, then the AI heals the person in your party with the lowest Current/Max HP ratio. If I'm in a party and the RDM converts and the party gets hit with an AoE Restoring Breath will target the RDM instead of a melee. Since the RDM's out of range the skill fails. Let us target party members with it
5) "Soothing Breath"- Commands your wyvern to remove a status ailment. Removes Poison/Blind/Paralyze on target party member.
6) During Spirit Surge, allow Spirit Jump and Soul Jump to be enhanced as if the Wyvern is still alive. Since we fuse with the wyvern, there's no reason why these two Jumps should be weaker than Jump/High jump. Also add secondary enhanced effects to these jumps during Spirit Surge. Jump adds Def Down, High Jump erases all TP and Super Jump negates 50% of the enmity of the person behind you. Add cool effects to the new Jumps too.
7) Pommel Bash- Delivers an attack that can stun the target. Requires a Polearm. Seriously the other 3 Knight classes have a 'bash' 'circle' and 'killer' 'breaker' ability but we still lack a 'bash' move that stuns.
8 ) Make another JA besides Spirit Surge that incorporates the 'Holy Crest'. Seriously the whole Holy Crest thing was a HUGE plot point in the DRG quest and it's almost completely ignored in our skill set.
For RDM:
1) Double Cast- The next spell will be cast instantly with no recast. Since many jobs have JAs that act like mini 2hrs, let RDM have a mini chainspell for their next spell. I know we get Fast Cast but a 5 min recast JA that lets you cast the next spell instantly with no recast would be useful for something like Raise, Stoneskin or even stun.
2) Cure V but without the low enmity bonus WHMs get.
3) Gravity II/Regen III/Haste II/Poison III/- Make RDM have an edge for enhancing/enfeebling again.
4) Wall- Single target Magic Shield spell based on Enhancing Magic. Basically like Magic Barrier but for RDM, castable on others.
For PLD-
1) Enrage- Goads the enemy into attack you. In an era of Atmas and high end DDs, it's increasingly hard and fruitless to use a PLD tank over an evasion tank that can also DD. Give PLDs this JA already, it's in the .dats.
2)A JA like Afflatus Misery that the more damage the PLD sustains, the more damage, crit rate, enmity and attack speed bonus the PLD gets. Make it a 5 min recast with 2 minute duration and make the damage potency extremely potent since PLDs don't dual wield or use a 2h weapon. Maybe link it to shield blocks like restraint. The more blocks you have, the stronger the bonus instead of just taking damage.
3) MORE DIVINE MAGIC. DRK has a TON of Dark Magic, PLD needs more as well. For starters give PLD Repose. DRKs have Sleep/Sleep II it would be nice if PLD had repose for low-man situations to sleep links or aggro or for solo. Holy's MP cost should be halved or given a secondary effect like massive def down for 15 seconds or additional effect terror. It's 100mp cost is unjustified for it's 150 damage. How about light-based damage spell similar to banish that converts the damage it deals into MP kinda like Drain, except it gives you MP back while dealing HP damage. PLD has high Divine Skill but it's basically almost worthless outside of Flash Accuracy and Enlight potency.
4) Add an enmity bonus to Enlight.
5) Add a JA with a 15 minute timer that when used saves your from being killed if an attack does more than your current HP. Similar to 'Second Chance' from Kingdom Hearts. If you activate this ability and have 500 HP left and get hit for 1k damage the effect wears off and you remain alive with 1 HP.
6) Reflect- Only works on single target magic spells cast on the PLD (not AoE), player spells wouldn't be affected by reflect. Spell would visually take effect on PLD, then a few moments later take effect on the user of the spell. The text would say "Mob casts Flare on Paladin. Reflect! The Mob takes X amount of damage!" It could only work on like 2 or 3 spells like Blink and it would the % of it working would be based on Divine/Enhancing skill.
In general: It's been quite some time since merits have been out. Let us cap job categories out finally so we can unlock and go 5/5 on everything. Then introduce Group III/IV merits.
Group III= enhance effects/duration/recasts of JAs given to us 76-99.
Group IV= new traits/spells/job abilities