
Originally Posted by
Genosync
Can't make the WSes extremely broken, that's the whole problem. If you give the WS, however, the strength of the job's best WS (not including relic WS), with a legitimate bonus effect after using the WS (aka, longer duration than effects from current relic WS, whose durations SHOULD be extended anyway), it'd be pretty useful.
For instance, just extra things that are based around the weapon/jobthatusesitmost:
GAX: Double Attack +10-20% for 2 minutes based on TP when using WS (100tp being 10% , 200tp 15%, 300tp 20%)
DAG (THF): Critical Rate +10-20% for 2 minutes
AXE: Attack +15-25% for 2 minutes (remember we're talking BST only here, it's not THAT broken)
SCY: Ignore Defense 30-40% for 2 minutes (not a defense down on the mob, but innate status on the DRK itself)
KTN: Magic Attack Bonus +35%, Magic Accuracy +30-40 for 3-5minutes (make Ninjutsu a speciality of those wishing to further their ninja, nothing else does it, this also increases the ability of the :San merits)
GKT: TP Bonus to WS for 3-5 minutes (+100TP to all WSes used in the next 3-5min period, slightly weaker than WS than Gekko/Kasha because of this, stacks with Hagun)
PLM: Restores Jump, Accuracy +10-20% for 3 minutes
H2H: Kick Attack Activation +20%, Kick Attacks +30 for 2-4 minutes (bring back dune boots bitches, this is unique shit)
CLB: Weapon Stats: Cure Potency +20% (the ultimate in curing, give this to dynamis relic too), MP+75 (give dynamis relic >>> REFRESH <<<), WS grants WHM Drain Samba III effect, lasts on WHM 1-3 minutes after WS (whoamg)
BLM Staff: Stats: Magic Attack +20%, Magic Accuracy +15%, WS does Aspir Samba 23789528 on BLM for 1-3 minutes and this samba does not require the mob to have MP, give dynamis relic MATK+25% and MACC+20%.
SMN Staff: Stats: Avatar Perpetuation -3 (give to claustrum), All Avatar Statistics +10% (Critical rate only 5%), WS gives avatar perpetuation -3 additional for 3-5 minutes, give claustrum Blood Pact timer reduction -7/8seconds.
RDM Sword: Stats: All Magic Skills +10, Magic Attack +15%, MACC+15%, WS gives Enspell Damage +10-20 (can't decide a non-broken number that's still really buff) for 3-5 minutes
Now, I don't want to make up more possibilities, because the idiots on the DEV team won't think in this manner at all. But a focus of these weaponskills shouldn't be to make some godawful, overpowered damage melee attack... it should be used to improve important aspects of every job and allow it to melee while not effecting its normal tasks.
All of these WSes do not require the job to use the same WS every time they get TP for these effects! Why can't they think like this, seriously...