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Cleftobismal
December 9th, 2014, 10:13 PM
What if one of the most two useless skills in the game (That Hasn't received a update or a remake in JP) were improved on our server? :>?


What If Sun Avenger reflected the damage (including spell damage) you received as magic damage? (You still take full damage)

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE5A4AAE999BDE381AEE5BEA9E8AE90E88085_6 9636F6E2E6A7067


What If Dawn Crusader doubles your base damage you did on your spells instead? /o/

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE69A81E381AEE9A88EE5A3ABE59BA3_E69A81E 381AEE9A88EE5A3ABE59BA32E676966


Because I'm going to be honest. A skill that has a 75% chance to reflect your Attack Damage* is complete crap. (Fodder /o/)


As well as a skill that doubles your Auto Attack damage when your a healer? Wut Lets start hunting +10 Two Handed Swords fellow Dawn Prophets and Sun Commissioners. /o/




Post yer what if's on skills here. (Be sure to include the skill icon) Rather the idea is good, bad, needed, or not needed. /o/

Shiono
December 16th, 2014, 05:56 AM
What if one of the most two useless skills in the game (That Hasn't received a update or a remake in JP) were improved on our server? :>?


What If Sun Avenger reflected the damage (including spell damage) you received as magic damage? (You still take full damage)

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE5A4AAE999BDE381AEE5BEA9E8AE90E88085_6 9636F6E2E6A7067


What If Dawn Crusader doubles your base damage you did on your spells instead? /o/

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE69A81E381AEE9A88EE5A3ABE59BA3_E69A81E 381AEE9A88EE5A3ABE59BA32E676966


Because I'm going to be honest. A skill that has a 75% chance to reflect your Attack Damage* is complete crap. (Fodder /o/)


As well as a skill that doubles your Auto Attack damage when your a healer? Wut Lets start hunting +10 Two Handed Swords fellow Dawn Prophets and Sun Commissioners. /o/




Post yer what if's on skills here. (Be sure to include the skill icon) Rather the idea is good, bad, needed, or not needed. /o/

Someone give this man a cookie. Seriously.
I want to know what the devs were thinking of when they made those skills. So I can only use magic spells and they give me a "increase your physical damage" buff that even keeps me from healing. Just how useful is that (o(.

+1

Edit: I agree with your DP suggestion. I was thinking either that or instead of "increase physical damage" it'd be "increase physical defense". But then again, we already have a skill like that (only difference is that we're still able to heal).

Cleftobismal
December 16th, 2014, 10:36 AM
And I decided to rethink all the skills that are useless. (or needs tweaking)

And before someone points out the obvious, I tried researching into gunners and knights skills. /o/ All I can say is yall deserve a nerf on a couple of skills (SG had like one needed and the gunners have two). But I'm not interested in discussing nerfs. [Unless yall can actually prove ye have skills that do not make sense] And I haven't forgotten about PW, however I'm not going to dive into that class mechanics just yet. (It's still new here /o/)

*And ofc Celestial Templar is getting a remake anyways, so there's nothing to discuss there. /o/

Sun Avenger

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE5A4AAE999BDE381AEE5BEA9E8AE90E88085_6 9636F6E2E6A7067

Recommended Functions: Decreases overall damage taken by half (Before Critical and defense reduction calculations) and has a 75% chance to place a burn debuff of 80% of the Sun Commissioners spell power (Stacks up to 4 times at a 18 second duration, critical is not possible). And increase the delay from 120 seconds to 190.

Explanation: This skill is a suicidal all or nothing skill for Sun Commisioner when forced into full combat mode.
As it disables our buffs and heals, we cannot save ourselves (Or others) while under the buffs effects.
Therefore providing a dmg reduction utility to help sustain our defenses will prevent us from dying too quickly before the full use of the skill is possible.

It's the same reason why there should be a DOT damage debuff effect to the skill. We need a reason to use this skill
in-regards to destroying our target. Because as it is now, there is no point to using it, rather it actually presents a negative impact.

After all, physical attack damage is a stat that Sun Commisioner should NOT be dealing with. And even if we stacked all the attackpower we could, it does not critically strike.

[*This skill will also give us an edge in aoeing mobs as well as keep our name in being defensive healers]

Because of the utility of this skill however, I suggest the hate values on all attack skills be increased by 150% while Sun Avenger is in effect. Because I still do want to leave a weakness on it; Once the Sun Commissioner takes enough damage to be near death, they can just click off the buff icon and start healing. (The skill is already placed on a long delay once it's been used)

The current skill duration is 90 seconds. Leave it as it is. As again, with enough health taken off, the Sun Commissioner can be pressured to take off the buff.





Dawn Crusader

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE69A81E381AEE9A88EE5A3ABE59BA3_E69A81E 381AEE9A88EE5A3ABE59BA32E676966

Recommended Functions: Doubles the magic damage dealt (Before critical and defense reduction calcuations) and has a 10% chance to reduce the targets overall defenses [All physical and elemental] 450. (Stacks up to 4 times at a 18 second duration, critical upon attacking IS possible) And increase the delay from 120 to 190. Increase Hate Values on All Actions by 150%


Explanation: This skill is also a suicidal all or nothing skill for the Dawn Prophet.
As it disables their buffs and heals, they cannot continue to support them or their others.
Dawn prophets are known for their Omen's of misfortune to help boost the dps done on bosses. But aside from healing
(If the dawn prophet is that capable or is even needed for that) and placing elemental debuffs for Moon flame Envoys; that's all their expected to do. They need more utility in this area of supporting and just letting a useless skill (as it is now) like Dawn Crusader decreasing their targets' defenses will give Dawn Prophets a step in providing a unique DPS to the party. (Let alone gives them a chance to destroy their opponents before they are destroyed)


Shock Of Vitality

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE99BBBE69283E89887E7949F_E99BBBE69283E 89887E7949F2E676966

Recommended Functions: Reconfigure the cooldowns. Level 1: 6 Seconds Level 2: 4.4 Seconds Level 3: 3 Seconds Level 4: 2 Seconds Level 5: 1 Seconds.

Explanation: I'm just going to be honest and brief on this. It's max healing potenial is 2501 (not counting the 400 or 500 damage done to the "healed target"). This skill falls off already when everybody already has 16k~28k HP.
I don't intend to see this skill to be used to keep a person alive forever, (Hence the Cooldown limitation) but to give the Sun Commissioner or whatever heal the target is relying on enough time to get a good HP recovery (or to finish off the boss quickly).
Otherwise Dawn prophets might as well use Psyche greater heal. (Which. . . is a skill that no longer's scales with the class and it's not a great emergency skill to use due to the cast times [Which A Support DP shouldn't be touching])




Omen of Destruction

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE382B8E383A3E38383E382B8E38395E383ACE3 82A2_E382B8E383A3E38383E382B8E38395E383ACE382A22E6 76966

Recommended Functions: Decreases all defenses [Both Physical and Elemental] by the current values of the skills. New Delay: 45 Seconds.

IE: Level 1 Omen Of Destruction removes 826 Water defense. Suggested Level 1 Omen of Destruction removes 826 element and physical defense.



Explanation: Again Dawn Prophet should be pushed more on the dps support side. But as I imagine, players wouldn't want them to be overdone (And to be the new flavor of the month class). I would suggest keeping the debuff duration the same as it is normally is. (7 Seconds) Also considering the spell power scaling and the fact it will always take five seconds to cast this skill at a veeeeery close range.
600 second CD just seems absolutely obnoxious these days. Especially for end game play.




Arctic Blast

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE382A2E382A4E382B9E383ABE383BCE383A0_E 382A2E382A4E382B9E383ABE383BCE383A02E676966

Recommended Functions: Add a 350 Movement speed debuff.

Explanation: We need a reason to have a Moon Flame Envoy in the party aside from just Raw Damage. (Practically almost any other class will do the same thing) Let's make them unique by stepping up their game in overall Crowd Control on a AOE level. Currently they have Earth Sink to root all mobs surrounding the caster for 15 seconds (At max level). Great. But that's it.
There will be many times when it will be too dangerous for the MFE to even be that close to the mobs to CC them. Adding this utility will give Moonflame Envoy a name in the world of crowd controlling. Because they sure do need it for their glass cannon builds.




Traverse

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE38386E383ACE3839DE383BCE38388_E38386E 383ACE3839DE383BCE383882E676966

Recommended Functions: Reduce The Delay from 30 seconds to 24.

Explanation: We wanna give them a chance to get out of unexpected situations and not just occasionally. Because once their caught in a dilemma. It's very hard for them to get out of it.
This skill delay change will help smooth out Moon Flames Envoy Crowd Control utilities as 24 seconds is a plausible rate. [As well as increase their kiting skills with the new mspd debuff]




Siphon's Life

http://lucentheartwiki.hardrain.net/attach/536B696C6C2FE383A9E382A4E38395E38389E383ACE382A4E3 83B3_E383A9E382A4E38395E38389E383ACE382A4E383B32E6 76966

Recommend Functions: Give it the same healing base numbers as Life surge. IE: Level 1 Siphon: 35% Spellpower + 61 (instead of 35% spellpower + 35).

Explanation: Aside from reducing a targets Wind defense (Which will no longer be that practical as Galaxy Sages will now use earth instead after V9).
The heal is nothing to be proud of, in-fact it is not beneficial in sustaining the galaxy sage's hp even at the minimal level. Let's give this skill a use Galaxy Sage's can be proud of.

Shiono
December 16th, 2014, 02:19 PM
As long as I can still use Shock of Vitality to get ma kills am good *cough cough*