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If you could have another JA for Cor what would it be?Follow

#1 Jan 25 2010 at 10:46 PM Rating: Excellent
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With all the hoopla going around about Vanafest, I thought I'd ask a question. If SE came up to you and asked what kind of Job Ability you'd like to see for Corsair, what would it be?

For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.
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#2 Jan 25 2010 at 11:15 PM Rating: Decent
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Well since SE seems to like stances I have 2:

Riposte - Increases parry and counter rate. (+30 parry skill & 10 Counter)
Prise de fer - Increase attack rate and attack power. (10% Attack speed increase & 10% attack)
#3 Jan 26 2010 at 5:15 AM Rating: Decent
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Level 65 Corsair
5:00 recast
1:00 duration
Devil's Luck: Your next roll or double-up will be a six.

Stacks with 2 hour, letting you reliably reset others 2 hours if you want. Also great for times when you land on five and want to double up to perfect. (orz, I suck at math sometimes)

Edited, Jan 26th 2010 2:45pm by PsionofPhoenix
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#4 Jan 26 2010 at 5:29 AM Rating: Good
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I would love something that worked like seigan + third eye, so I don't die as often after a berserk WS. It would allow more soloability too.

Anything to boost damage would be nice.

New rolls - Chocobo roll for movement speed, and a sneak + invis roll. Obviously a haste roll would be great.

Love the idea of a roll not hitting a cor. I hate losing cor roll for 2 minutes to give evoker's.
#5 Jan 26 2010 at 8:32 AM Rating: Excellent
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Quote:
Also great for times when you land on six and want a perfect number, or land on a bloody six with samurai roll.


How would forcing a six on a roll of six be a good thing?
#6 Jan 26 2010 at 8:43 AM Rating: Excellent
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Tummie wrote:
I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.


CaptainTeg wrote:
Riposte - Increases parry and counter rate. (+30 parry skill & 10 Counter)
Prise de fer - Increase attack rate and attack power. (10% Attack speed increase & 10% attack)


I love both of these ideas! They even have some thoughtful names to go with them. You two both have my vote.

PS Can we work in some Princess Bride stances? Bonetti's Defence? Capa Ferro?
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#7 Jan 26 2010 at 8:55 AM Rating: Excellent
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PS Can we work in some Princess Bride stances? Bonetti's Defence? Capa Ferro?

That would be awesome, but then I'd have to make a new Alt named IndigoMontoya. So that I can tell AV he killed my father, prepare to die.
#8 Jan 26 2010 at 9:06 AM Rating: Good
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CaptainTeg wrote:
Well since SE seems to like stances I have 2:

Riposte - Increases parry and counter rate. (+30 parry skill & 10 Counter)
Prise de fer - Increase attack rate and attack power. (10% Attack speed increase & 10% attack)


The stances always come with some sort of penalty, so what would your suggested penalty for these be?
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#9 Jan 26 2010 at 9:24 AM Rating: Decent
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Forgot about penalties:

Riposte - Increases parry and counter rate. (+30 parry skill & 10 Counter - Decreased Attack Speed & Attack Power)
Prise de fer - Increase attack rate and attack power. (10% Attack speed increase & 10% attack - Decreased Parry and Evasion)

Fair trade pure Offense and Pure defensive stances. While in Riposte you could still tp with bullets if you'd like at no penalty. Prise could be for more offensive battles where you have a good tank, like hasso is.

Or if SE wasn't a doosh it could add magic recast penalties like siegan and hasso which might decrease some the the lame /whm cors.
#10 Jan 26 2010 at 10:33 AM Rating: Good
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I'd love to enhance either our damage capabilities or our support capabilities.

For Damage:

Trump - Job Ability
Timer: 5:00
Level 55
Increases the effectiveness of the last roll by 10% for self.


For Support:

Stacked Deck - Job Ability
Timer: 10:00
Level 60
Rolls dice. Effected by Double-Up. Erases one or more harmful status effects depending on the total of the dice rolled.
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#11 Jan 26 2010 at 1:22 PM Rating: Decent
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Id settle for 3 quickdraw charges.

or...

Full House
Level: 60-65
Recast: 10min

Allows up to 6 quickdraws of different elements to be shot at once. Uses up both charges for quickdraw. Would be sweet to debuff, sleep, and damage an enemy.
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#12 Jan 26 2010 at 2:02 PM Rating: Decent
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I'd like one of these.
Ante
Lv60 Corsair
Recast: 5:00
Increases the strength of your next Phantom Roll in exchange for reduced duration. Also, any bust penalty recieved while active will effect all party members within area of effect.

This would provide a straight 25% increase to the effect of the next Phantom Roll effect and the bust penalty will be the same 25% additional. This does not seem too unbalanced to me as Corsairs at Lv60 do not have Snake Eye or Fold and therefore risking (what this job is about) a bigger effect will be more risky due to the bust effect hitting all party members.

Sleight
Lv30 Corsair
Recast: 10:00
Removes the penalty from an "unlucky" Phantom Roll effect and reverts it's value to the nearest value rounded down.

This one takes the risk out of most rolls once every 10 minutes and will be a godsend to lower level Corsair's who tend to get that oh so frequent VIII Chaos Roll. It'll pretty much give a VIII roll the value of a VII one as an example.

Edited, Jan 26th 2010 8:02pm by Tatham
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#13 Jan 26 2010 at 4:46 PM Rating: Good
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ImmortalAlchemist wrote:
For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.


Dunno if I can beat that, really good idea.

I wouldn't mind added rolls. Yeah, it's been discussed to death, but the frequently mentioned "Chocobo Roll" for movement speed+ isn't a bad idea. Maybe range from 8% unlucky up to 25% lucky. Just make COR the job bonus and make it higher than 37COR, so there's no such thing as a non-job bonus enhanced roll.
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#14 Jan 26 2010 at 4:57 PM Rating: Decent
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I've been screaming for parry ja since job was released.

Other than that. Cor is fine with me.
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#15 Jan 26 2010 at 5:15 PM Rating: Good
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(sorry about the silly naming but you get the idea...)

Phantom Draw
Grants a beneficial effect to a party member within area of effect.
Obtained: Corsair Level 45
Recast Time: 1 Minute
Charges: 4
Duration: 5 minutes
Command Syntax:
/ja "Corsair's Shot" <t>
/ja "Chaos Shot" <stpt>
/ja "Evoker's Shot" <stpt>

-All the treats that apply to "Phantom Roll" also apply to "Phantom Draw" (Phantom roll recast, Winning Streak, etc..).
- it has its own double-up timer just like normal rolls, and it doesn't affect anyone but the target that has been ...shot.
- doesn't share the same recast as Phantom roll but it works on charges like Quick draw (you can use phantom roll and phantom draw in successive).
- Default range 16 (no ring required).



Snake Eye II
Your next roll will automatically be a 2.

:P



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#16 Jan 26 2010 at 5:53 PM Rating: Good
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Alobont wrote:
Id settle for 3 quickdraw charges.

or...

Full House
Level: 60-65
Recast: 10min

Allows up to 6 quickdraws of different elements to be shot at once. Uses up both charges for quickdraw. Would be sweet to debuff, sleep, and damage an enemy.


I think that could work if it went alongside a stance. It would have to require a Hexagun, 6 different elemental cards (excluding light and dark), consume both QD charges, and alter the recast for each QD to 2 min.

The formula for QD would have to be altered for that ability as well to keep from doing instant 1800+ dmg.
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Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#17 Jan 26 2010 at 6:49 PM Rating: Good
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Raise the total merits in combat skills from 20 to 32. I need to cap Marks and Sword, **** it!
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#18 Jan 26 2010 at 11:22 PM Rating: Good
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don't really need any new JAs, but would love silver bullets.
#19 Jan 26 2010 at 11:43 PM Rating: Decent
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Silver bullets, and a third quickdraw charge.
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#20 Jan 27 2010 at 6:42 PM Rating: Excellent
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I'd have to say i'm very happy with the way COR already is, but I have always thought this would be a neat addition:

Sleight of Hand
Recast:15 min
Duration:1 min
Effect: Forces next double up to be -1

Kind of like a reverse Snake Eye

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#21 Jan 27 2010 at 6:47 PM Rating: Decent
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Question...

What the **** would you people wanting a parry JA do with it? Are you really soloing a lot of mobs by meleeing them on COR? If you're just farming weak stuff, parry isn't a big deal at all, and certainly not worth doing a parry "stance" if your other option is anything that gives you, say, better offensive ability. Nothing something like Drain Samba II or Dancer's Roll can't handle. If it's a harder mob... why do you have hate on it while you're meleeing?

ImmortalAlchemist wrote:
If SE came up to you and asked what kind of Job Ability you'd like to see for Corsair, what would it be?


Here's another idea, going with the two stance concept that S-E seems fond of:

Lv. 40 "Lucky Shot". Recast 5min, Duration 5min. While in effect, elemental Quick Draw shots (Fire/Earth/Thunder/Stone/Wind/Water) can be used only on targeted members of the Corsair's party, and cannot be used on enemies. QD will give the targeted player the "weather" effect corresponding to the QD used for a duration of 3min (same time as a SCH's -storm spells), as well as a +3 stat boost to the corresponding stat (same as a SCH with 1/5 Stormsurge merits). There's precedent for affecting the weather on particular players with SCH, would be kinda cool to see another job get this ability.

Lv. 40 "Gambler's Shot". Recast 5min, Duration 5min. While in effect, elemental Quick Draw shots can be used only on enemies, and not on members of the Corsair's party. Essentially, the same way damaging elemental QDs work now.

EDIT: Actually, you know what... just axe the Gambler's Shot JA altogether and make that the default, just like now. Just add one JA to give an alternate stance. I like it because you have to give up something (QD damage) in order to get something (single target party member weather effect buffs). It also fits with our key role, buffing our party, and with one of our two signature abilities (QD, the other being Phantom Rolls).

Edited, Jan 28th 2010 3:22am by Anza
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#22 Jan 28 2010 at 6:22 AM Rating: Excellent
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so you guys don't want "Pianissimo" for Corsair :O?



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#23 Jan 28 2010 at 6:48 AM Rating: Decent
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Quote:
What the **** would you people wanting a parry JA do with it? Are you really soloing a lot of mobs by meleeing them on COR?

I pull a lot of hate, it would be nice not to die almost instantly when that happens. ┬║While I do pull hate often in merits(what good DD doesn't?) I'm mostly refering to low man events. I play in Cst in the morning which is mainly jp onry and I don't speak japanese. So I usually duo/trio anything I can with my friends who can be on at that time. They usually ask for me to cor because none of us have brd and one of my friends usually goes ninja and the other whm. So either I have to Cor/dnc for heals or the nin has to nin/dnc if or whm friend can't make it. Either way I pull hate with the slightest of actions.Even with the whm around and nin/war, if I don't hold back I get some face time with mobs.
They could however just fix gallant's to do something useful defensively and I'd be happy with that.
Quote:
so you guys don't want "Pianissimo" for Corsair :O?

Essentially ImmortalAlchemist's hold idea would work in a similar but different fashion of that.
Quote:
For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

Edit: ┬║

Edited, Jan 28th 2010 7:15am by CaptainTeg
#24 Jan 28 2010 at 12:21 PM Rating: Decent
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PsionofPhoenix wrote:
Level 65 Corsair
5:00 recast
1:00 duration
Devil's Luck: Your next roll or double-up will be a six.

Stacks with 2 hour, letting you reliably reset others 2 hours if you want.

This is arguably the single most overpowered adjustment I've ever heard of.

To clarify: you believe that from LV65 on, COR should have the ability to reset everyone's 2hr abilities and completely refill their MP with 100% reliability.

Please tell me that you're joking.

Edited, Jan 28th 2010 10:22am by redvenomweb
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#25 Jan 28 2010 at 12:57 PM Rating: Excellent
My friends and I have talked about this quite a bit in the past.

Hit Me
Level 45 Corsair
Limits area of effect of next Phantom Roll to a single target. Double-Up effects for selected Phantom Roll will only affect chosen target.
Recast: 2 minutes
Duration: 1 Phantom Roll (Including Double-Ups) or 1 minute

Basically a Pianissimo effect for Corsair, to allow them to give a Phantom Roll effect to a single target without needing to potentially impair his/her own active Rolls. Know some of the others mentioned were similar to Pianissimo in one form or another, but this one is basically just a Cor equivalent in every shape and form.

Shuffle
Level 60 Corsair
Rerolls the current Phantom Roll or Double-Up effect. Cannot be used to remove a Bust effect.
Recast: 10 minutes
Duration: 1 Phantom Roll (or Double-Up).

With Shuffle, if a Corsair lands on an Unlucky Number but doesn't want to risk a Double-Up for fear of a Bust, they can re-roll their current Roll number or Double-Up to potentially get better luck.

(For example, a Corsair uses Fighter's Roll and lands on 4, then gets a 5 with Double-Up, resulting in the Unlucky Number of 9. Rather than risking a Bust to hopefully get a better number, the Corsair uses Shuffle on the Double-Up effect and rolls a 6, resulting in an effect of 10 rather than 9)

Edited, Jan 28th 2010 8:10pm by Vlorsutes

Edited, Jan 29th 2010 2:44am by Vlorsutes
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#26 Jan 28 2010 at 6:10 PM Rating: Good
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ImmortalAlchemist wrote:
For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.

Wow man, it's like you read my mind. I've been telling friends for over a year that COR should have an ability opposite of Pianissimo, where a Corsair can excuse himself from the results.

I never thought of putting the name 'Hold' to it, though. I realy like that!
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#27 Jan 29 2010 at 12:26 PM Rating: Good
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I'd like "X Marks the Spot".
Recast 20 min
Duration : 1 min
Finds the nearest coffer or chest on your current map

we're pirates for heavens sake. We need some sort of treasure finding ability.
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#28 Jan 29 2010 at 2:32 PM Rating: Default
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Just some random card game terms I thought might work for COR JA's.

"Bluff"
COR. Lv. 50
10:00m recast
Uses a Double-Up value(in other words, recast is used/animation goes but nothing happens) and applies it to the following Phantom Roll or Double-Up attempt. (doesn't work with 2hr)

ie. You hit a 4 on Chaos. Use Bluff/Double-Up and get a 5. Now you know what you'll want to save that 5, rather than double-up and use it on a lucky Evokers or Wizards, or if you get a 5 and double-up and get a 6, then you know you'll want to double-up, rather than hold it.

"Up Card"
COR. Lv. 70
3:00m recast
Takes the current Phantom Roll/Double-up value(even if a Bluff effect) and stores it as a charge. (Max 3 charges) Will not erase a Bust.

"Double Down"
COR. Lv. 70
6:00m recast
Takes all "Burn Card" charges and applies it to the next Phantom Roll effect. (doesn't work with 2hr) You may not double-up on this Phantom Roll.

"Low Ball"
COR. Lv. 60
10:00m recast
Swaps current phantom roll lucky values. (Eg. Chaos Roll would be now be Lucky 8 Unlucky 4 "11" would now be 1 and "1" would be 11. All other values in between would be swapped.

"Stiff"
COR. Lv. 40
10:00m recast
Shortens Phantom Roll recast for 3 minutes.

Other than that, I agree with "Hold" or "Hit me". Just wanna throw another possible name for it out there: "Stand", since COR seems to deal more with blackjack. If nothing else I would love to see a COR pianissimo.

PIRATE TERMS! (fighting JA's)

Defensive stances (same timer/overwritten by Hail Shot or Swashbuckle)

"Parley"
COR. Lv. 45
5:00m recast
Increases Parrying rate for a reduction in atk power. (Parry proc + atk/r.atk -)

"No Quarter"
COR. Lv. 45
5:00m recast
Increases Evasion rate for a reduction in acc. (Evasion +/acc/r.acc down)

Offensive stances (same timer and overwritten by Parley or No Quarter)

"Case Shot"
COR. Lv. 65
5:00m recast
Increase ranged attack power/speed in exchange for a reduction in melee atk/speed. (very similar to velocity shot, just not as powerful)

"Swashbuckler"
COR. Lv. 65
Increase melee attack power/speed in exchange for a reduction in ranged atk/speed. (opposite stance of hail shot)
#29 Apr 24 2010 at 3:17 PM Rating: Decent
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A job trait that prevents my from rolling 6 after 6 after 6 after 6 after...
#30 Apr 24 2010 at 4:55 PM Rating: Good
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Make every roll have an individual 1 minute recast. Having them all share a recast is stupid. It also makes a COR Pianissimo, or Hold worthless, since you still must wait a minute between rolls, and thus wouldn't have time to use the COR Pianissimo in the first place. Plus it'd help COR's damage/pulling/healing ability, since you could put up all 3-5 buffs at once, then do whatever you want for 4 minutes. Like BRD has always been able to do.
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#31 Apr 24 2010 at 9:35 PM Rating: Excellent
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"Hold" read my mind, but louispv has the real solution. That's the biggest problem I have with the job. I might actually like COR if I didn't have to eat mage buffs all the time.

I usually COR/WHM by force to Dynamis to the BLM party, and mostly I just stand around like a bump on a log cause I don't see the point in shooting gil at mobs with mage buffs on me. If I could just Roll x2 mages then run to the side and Roll x2 myself, I'd gladly come COR/RNG and jump into the fight and actually make a contribution.

Also, we should have access to all guns and ammo. Not like we don't already have the disadvantage with our poor marksmanship skill.

edit: typo

Edited, Apr 24th 2010 9:38pm by Nazantia
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#32 Apr 25 2010 at 5:05 PM Rating: Excellent
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Warrior's Roll: Increases max HP.
Templar's Roll: Increases Counter rate.
Assassin's Roll: Increases critical hit damage.
Cleric's Roll: Increases cure/waltz potency.
Sorcerer's Roll: Increases magic critical hit damage.
Duelist's Roll: Increases Fast Cast value.
Valor Roll: Reduces damage taken.
Abyss Roll: Increases enmity accumulation rate.
Monster Roll: Reduces damage taken by pets.
Scout's Roll: Increases ranged attack rate.
Bard's Roll: Lowers enmity accumulation rate.
Summoner's Roll: I am positive BRD will be getting more tiers of Ballad, so let's make this another Refresh roll to keep up with BRD.
Koga Roll: Haste!!!
Saotome Roll: Grants Regain.
Wyrm Roll: Grants Regen to pets.
Mirage Roll: Increases max MP.
Commodore Roll: Increases base stats (STR, DEX, etc).
Pantin Roll: Grants Regain to pets.
Etoile Roll: Regen, same reasoning as Summoner's Roll.
Argute Roll: Increases magic critical hit rate.

And even if we do get a second tier of rolls, hopefully SE will be kind enough to have them drop off mobs instead of sold for 100k+ from NPCs... /dream.

Edited, Apr 25th 2010 7:07pm by Seitekifu
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#33 Apr 25 2010 at 5:40 PM Rating: Decent
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Quote:
And even if we do get a second tier of rolls, hopefully SE will be kind enough to have them drop off mobs instead of sold for 100k+ from NPCs... /dream.


Yeah right. i'm building my war chest just for this very thing. I trust SE to make every second tier roll insanely expensive. And assumedly they will give us second tier rolls since certain rolls that are non-percentage based will get terribly weak by 99 (Evokers, Dancers, Healers, Scholars) and even some percentage based rolls will not scale very well (fighters, rogues).
But if they do this, we need to be able to have 3 rolls up on players.

Quote:
Warrior's Roll: Increases max HP.increases enmity
Templar's Roll: Increases Counter rate. I'm good with this
Assassin's Roll: Increases critical hit damage. Good with this also but I wouldn't mind adding Treasure hunter with rate based on roll i.e. Lucky = TH3, XI = TH4
Cleric's Roll: Increases cure/waltz potency. that would be sweet
Sorcerer's Roll: Increases magic critical hit damage. Sure
Duelist's Roll: Increases Fast Cast value. another good mage roll
Valor Roll: Reduces damage taken. What gallants should have been in the first place
Abyss Roll: Increases enmity accumulation rate. I'd make this the Warriors roll and make Abyss a dread spikes effect
Monster Roll: Reduces damage taken by pets. Fine
Scout's Roll: Increases ranged attack rate. Basically adds snapshot and stacks with snapshot through traits and gear
Bard's Roll: Lowers enmity accumulation rate. rather have increases elemental resistance here.. see wyrm roll
Summoner's Roll: I am positive BRD will be getting more tiers of Ballad, so let's make this another Refresh roll to keep up with BRD. tier 2 refresh has to be somewhere
Koga Roll: Haste!!! you know at this point I'd hate to get haste and then be straightjacketed into always providing it. How about lowers recast timers for spells and abilities
Saotome Roll: Grants Regain. Much rather have this in our armamentarium
Wyrm Roll: Grants Regen to pets. I thinks this is the better spot for lowering enmity
Mirage Roll: Increases max MP. I'm not for adding to stats much and would rather this do something else, but I'm stuck for ideas
Commodore Roll: Increases base stats (STR, DEX, etc). again not a fan of adding to stats. How about parry bonus here lol
Pantin Roll: Grants Regain to pets. sure
Etoile Roll: Regen, same reasoning as Summoner's Roll. higher tier Regen for sure
Argute Roll: Increases magic critical hit rate. another good idea for mages


Not sure if this will cover the deficiencies of not getting higher percentage ATT and ACC rolls But it would be cool to see these in effect. But we'd really need to be able to get more rolls on players than just two to make all these rolls worthwhile
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#34 Apr 26 2010 at 1:57 PM Rating: Excellent
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I'd be happy with recycle and better, cheaper ammo.

They could also make hexaguns more useful with powerful hexagun only abilities like maybe our own little barrage or further reduced delay with hexaguns or something. I rarely see a cor with a hexagun who isn't subbing white mage and equipping level 22 bullets.
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#35 Apr 27 2010 at 2:45 AM Rating: Decent
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Quote:
They could also make hexaguns more useful with powerful hexagun only abilities like maybe our own little barrage or further reduced delay with hexaguns or something. I rarely see a cor with a hexagun who isn't subbing white mage and equipping level 22 bullets.


You know how you fix hexaguns? Cut their already low damage in half and add to every one of them "Occasionally attacks 2-6 times." Congrats, it fits the lore of hexaguns having 6 barrels, it makes them actually useful if expensive, and there might actually be a reason to shoot for TP. (Occasionally shoots twice on magians isn't enough to make them useful over martial's damage+ tp bonus anyway, so it's gotta be upped to at least "Occ. shoots 2-3 times")
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Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
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#36 Apr 27 2010 at 4:15 PM Rating: Default
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louispv wrote:
Make every roll have an individual 1 minute recast. Having them all share a recast is stupid. It also makes a COR Pianissimo, or Hold worthless, since you still must wait a minute between rolls, and thus wouldn't have time to use the COR Pianissimo in the first place. Plus it'd help COR's damage/pulling/healing ability, since you could put up all 3-5 buffs at once, then do whatever you want for 4 minutes. Like BRD has always been able to do.


Splitting up things is very important, and something SE has completely missed. BP:Rage and BP:Ward are two other things that needs splitting, because you sure as **** can't work with your cure and dispel sharing the same timer. (At least DNC only has to wait like 17 seconds between cure and erase)

Thing is though, that COR rolls last 5 min BECAUSE they take 1 min to roll. (SMN wards AFTER 2004 also lasts 5 min BECAUSE they take 1 min to recast... wards before 2003 are just ignored and broken aka 'solved with summoning magic'). Most likely if you want BRD recast, you'll get BRD durations (like 2 min?) and it won't necessarily give you more spare time.

If you ask me though... every single buff should last 15 min in this game. No reason only protect and shell and earthen ward (which has max hits) or aerial armor (which has max shadows) should last 15 min. With 15 min durations, who would need shorter recasts? Just toss up those 4 rolls during 4 min and spend your other 11 min DDing.


PS. If I could ask for just one JA for COR, it would be one that made the roll bonus work on pets and vice versa (assuming you for some reason lack DRK but have a BST and want attack bonus for whole party). It is the only thing I think COR is missing.
#37 Apr 27 2010 at 11:16 PM Rating: Good
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110 posts
More rolls, cheaper bullets, those 11 bonuses they mentioned. But also, would like some QD stances.


Cat 1:
Heavy Trigger: Lv50 5m Duration/Recast
+MAttk, -MAcc

From the Hip: Lv70 3m Duration/Recast
-50% QD recast, -25% Movement Speed

Cat 2:
Savvy: Lv60 5m Duration/Recast
Gain Full Benefit of Day/Weather Bonuses, Double Card Consumption (Full set of obis in a single JA)

Brigand: Lv70 5m Duration/Recast
Quick Draws eligible for Magic Burst

Marqued: Lv80 3m Duration/Recast
Quick Draws changed to physical damage, Prepares an enemy for Skillchain (Makes QD act like Wild Flourish based on element used)


Two categories so we can mix/match them.

Edited, Apr 28th 2010 1:17am by ShiftlessDrifter
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#38 Apr 28 2010 at 2:17 AM Rating: Decent
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Quote:
Thing is though, that COR rolls last 5 min BECAUSE they take 1 min to roll. (SMN wards AFTER 2004 also lasts 5 min BECAUSE they take 1 min to recast... wards before 2003 are just ignored and broken aka 'solved with summoning magic'). Most likely if you want BRD recast, you'll get BRD durations (like 2 min?) and it won't necessarily give you more spare time.


I think COR buffs last 5 minutes because they sometimes take 45 seconds to cast even if there wasn't a recast. How many times do you have to double up 5-6 times because you keep getting 1's and 2's? Or when some ******* moved out of range? (especially when the BRD starts ******** that he isn't getting full COR's roll) And since BRD buffs last 3 minutes with 8 second cast times (shortened by fast cast) I see no problem with 5 minute duration rolls when they might take 45 seconds to roll.
Quote:
If you ask me though... every single buff should last 15 min in this game. No reason only protect and shell and earthen ward (which has max hits) or aerial armor (which has max shadows) should last 15 min. With 15 min durations, who would need shorter recasts? Just toss up those 4 rolls during 4 min and spend your other 11 min DDing.

I hear that. Though protect and shell last 30 minutes, not 15. Unless you're casting protect IV on a level 30 or something.
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Quote:
Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#39 Apr 28 2010 at 6:03 PM Rating: Decent
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Quote:
For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else. This means that a COR who has Hunters and Chaos roll active can run back and use Evokers on the mages, and it hits the mages but skips the COR allowing them to keep their existing rolls.



Yes please
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#40 Apr 29 2010 at 11:09 PM Rating: Good
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Quote:
You know how you fix hexaguns? Cut their already low damage in half and add to every one of them "Occasionally attacks 2-6 times." Congrats, it fits the lore of hexaguns having 6 barrels, it makes them actually useful if expensive, and there might actually be a reason to shoot for TP. (Occasionally shoots twice on magians isn't enough to make them useful over martial's damage+ tp bonus anyway, so it's gotta be upped to at least "Occ. shoots 2-3 times")


I'd rather have "Quick Draw: Occasionally shoots 2-6 times" along with the current damage ratings. I don't want to weaken slug shot too much.

Quote:
For me, I'd love a "Hold" ability, to where the next Phantom Roll is exempt from the Corsair while placing buffs on everyone else.


Or even better, be able to choose someone to put "hold" on so you can also roll DD buffs while your mage is up front casting accession-something-or-other.
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#41 Apr 30 2010 at 12:09 AM Rating: Decent
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Quote:
I'd rather have "Quick Draw: Occasionally shoots 2-6 times" along with the current damage ratings. I don't want to weaken slug shot too much.


I think you'd out DD all other spell casters with such a move. I mean you can already do some 300+ damage with QD, multiplying that with 2-6 nets you pretty good numbers. Of course it will be more reasonable during resists when you just do 50*(2 to 6)
#42 Apr 30 2010 at 1:26 PM Rating: Decent
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Quote:
I'd rather have "Quick Draw: Occasionally shoots 2-6 times" along with the current damage ratings. I don't want to weaken slug shot too much.

Who cares if it weakens slug shot. You'd slugshot, then pull the trigger 1-2 times, then slugshot again. Would cost an arm, a leg, and a kidney, but there'd finally be a job that actually shoots guns. (COR only uses guns for quickdraw and slugshot, then melees for everything else. RNG only uses the relic gun+ melees for tp with kraken club. If the RNG doesn't have those 2 it just uses bows)

EDIT: oops, entirely missed the point. Everything that has multihits has to have crappy damage. Even the virtue weapons have comparatively lower damage than the alternatives. And the more hits it gets the weaker it gets, just look at merc kris and k club. Don't cut the damage and a rich COR will become the best DD in the game.

Edited, May 1st 2010 2:18am by louispv
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Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#43 Apr 30 2010 at 5:58 PM Rating: Decent
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i always thought a passive ability that gives greater bonuses to 'hard' numbers would be great. for instance, a hard 6 could give better bonuses than 7, soft 8, and 9. hard 10 would give just as good a bonus as 11. etc


for those of you who dont play craps, 'hard' numbers are doubles of the same digit. 4 + 4 = hard 8, 5 + 3 = soft 8.
#44 May 01 2010 at 5:02 AM Rating: Decent
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Mark
Recast [5 seconds]
Duration [2 hours]
Marks Target Party Member to receive next 2 rolls and ignore other rolls.

Mark [II]
Recast [5 seconds]
Duration [2 hours]
Marks Target Party Member to receive next 2 rolls and ignore other rolls.

Mark [III]
Recast [5 seconds]
Duration [2 hours]
Marks Target Party Member to receive next 2 rolls and ignore other rolls.


Yes I realize these 3 essentially do the same thing but you would only have to position yourself once to get the proper rolls, after which you wouldn't need to position at all (IE: Just fire off rolls with luzaf's on). Reason why I think 3 would be good is you can separate rolls into 3 groups: Pet rolls, mage rolls, Melee rolls. If you wanna get real technical, a 4th could be defense rolls (gallant, magus rolls I guess, its 4AM and I'm dropping here!)

Example Usage:
Beginning of merit party:

Fire Mark [I] on mage, and Mark [2] on melee and yourself. Fire off mage rolls in mage vicinity, then melee rolls. Now you're set for 2 hours being able to roll mage/melee rolls without losing your melee rolls thanks to being marked.

SE would also have to add in a 3rd slot to rolls where the effect is not given to the corsair rolling under the effect of a mark, but just provides a status effect saying yea you've rolled this roll and this can double up.
So say you have chaos roll on, and hit samurai roll. The corsair and melee will both get samurai roll, meaning now corsair has chaos and samurai roll on. The corsair, however, will also receive a 3rd "roll" simply called "Phantom Roll" which is the current roll and its count. This 3rd "roll simply acts as a double up agent, allowing the corsair to be able to use mage rolls without losing their own current buff, whilst providing zero benefits in terms of buff to the corsair, and simply wears after 1 minute.
</end 4am rambling, apologies in advance>



[i]Edited, May 1st 2010 7:04am by dasquall
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#45 May 02 2010 at 3:50 PM Rating: Decent
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Job Trait: 5 Card Trick
Roll once and double up 4 times without busting and your last roll and all existing rolls and your next roll become 11.

Job Ability: Burn Card
Your last double up is removed allowing you to double up again.. Will not remove bust status after a busted roll.

Double down:
Allows you to double down once lowing your current card total by 1-6. This ends your roll. Cannot double up again.

Flop:
Automatically rolls and doubles up twice. If busted then bust duration is set to 60 seconds for the busted roll.
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Quote a few months before the mass salvage banning:
couerlmaster wrote:
And stfu with the banstick, this is hardly traceable and so widespread throughout the EG community there's nothing SE can do w/o banning half the EG community on every server


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#46 May 04 2010 at 9:53 AM Rating: Decent
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Seen several nice ideas in here, a few I'd love to see.

Most important adjustment I want for COR though is this: HIGHER BASE DAMAGE BULLET FOR QUICK DRAW!
Simple adjustment: Add COR to Hightail Bullet.
Make it happen Squenix.
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#47 Jun 17 2010 at 5:15 PM Rating: Excellent
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Seitekifu wrote:
Warrior's Roll: Increases max HP.
Templar's Roll: Increases Counter rate.
Assassin's Roll: Increases critical hit damage.
Cleric's Roll: Increases cure/waltz potency.
Sorcerer's Roll: Increases magic critical hit damage.
Duelist's Roll: Increases Fast Cast value.

Valor Roll: Reduces damage taken.
Abyss Roll: Increases enmity accumulation rate.
Monster Roll: Reduces damage taken by pets.
Scout's Roll: Increases ranged attack rate.
Bard's Roll: Lowers enmity accumulation rate.
Summoner's Roll: I am positive BRD will be getting more tiers of Ballad, so let's make this another Refresh roll to keep up with BRD.
Koga Roll: Haste
Saotome Roll: Grants Regain.
Wyrm Roll: Grants Regen to pets.
Mirage Roll: Increases max MP.
Commodore Roll: Increases base stats.
Pantin Roll: Grants Regain to pets.
Etoile Roll: Regen, same reasoning as Summoner's Roll.
Argute Roll: Increases magic critical hit rate.


What do I win?!

Edited, Jun 17th 2010 7:16pm by Seitekifu
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#48 Jun 19 2010 at 7:48 AM Rating: Decent
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Quote:
What do I win?!


If you'd listed the Assassins roll as a movement speed roll rather than a critical ht roll, then I'd give you a prize. 1/2 only gets you a one thumb up boobie prize.
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#49 Jun 19 2010 at 9:17 AM Rating: Decent
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I would have hmm

Summon parrot: Fuel it up with various types of crackers for some fun effects.

Sea Legs: +25% movement speed on boats and ships n wotnot.

Just fun enhancements
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#50 Jun 19 2010 at 11:25 PM Rating: Good
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Quote:
What do I win?!


10 dollars. But since you bought 20 1 dollar tickets, you still owe us 9 bucks. We take cash, check, credit cards, and rate ups.
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Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

Mellowy is awesome, now.
Quote:
I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#51 Jun 20 2010 at 7:51 AM Rating: Decent
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With the new XI extended buff trait, it would be nice if SE gave another JA that gave us some control on roll numbers.

Boxcar
Your next double up will be a six.
Duration 30 sec
Recast 10 min

That would definitely help you get to XI combined with Snake Eye.
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