One thing that bugs me for melee dps is that none of the 4 of them make us of their MP bar. It's just this vestigial thing on your UI. And yet, at least three of the 4 could all easily use it instead of gaining a "unique" resource.
For Samurai and Ninja, it really just cleans up the UI a bit. For Monk, it would actually be a big QoL thing, too, as they have this really weird RNG aspect to their oGCD usage. For Dragoon, it could also represent a QoL buff in that, with my suggestion, you would have a bit less stress on managing so many oGCDs that all want to be used on cooldown, and it would give a touch more mobility as you would have a bit more freedom of when and how you use your Jumps/Dives.
The ideas:
Samurai
Ninja
Monk
Dragoon
I know the classes can work fine as they are, but this would clean up the UI a bit for Samurai, Ninja, and Monk, and act as a nice QoL boost for Monk, as well as (I think) a QoL boost for Dragoon.
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For Samurai and Ninja, it really just cleans up the UI a bit. For Monk, it would actually be a big QoL thing, too, as they have this really weird RNG aspect to their oGCD usage. For Dragoon, it could also represent a QoL buff in that, with my suggestion, you would have a bit less stress on managing so many oGCDs that all want to be used on cooldown, and it would give a touch more mobility as you would have a bit more freedom of when and how you use your Jumps/Dives.
The ideas:
Samurai
- Kenki becomes MP.
- Simply add two zeroes to the end of all Kenki values.
- Biggest hiccup here is that Samurai would then start fights at "100 Kenki". This can be addressed by either toning down some Potencies on his oGCDs, or upping the MP cost on a couple (Senei/Guren, maybe Shinten/Kyuten).
- Considering the passive MP gain is technically a dps boost, adjusting potencies is probably the best route for balancing Sam's output.
Ninja
- Ninki becomes MP.
- Simply add two zeroes to the end of all Ninki values.
- Passive MP generation is a dps boost, so:
- Adjust the potencies of Bhavacakra and Hellfrog Medium to balance Ninja dps output.
Monk
- Chakra just becomes MP. This even fits the lore of Chakra in game.
- Change The Forbidden Chakra and Enlightenment to cost 10k MP.
- Meditate grants 2k MP when used in combat, 10k MP when used outside of combat.
- The best part of this change: no more RNG on Chakra!
- Deep Meditation I gives 1k MP (50% of a chakra) on a crit. Deep Meditation II gives 1.4k MP (70% of a Chakra).
- Meditative Brotherhood from the Brotherhood ability gives 600 MP (30% of a Chakra) when your party member uses a weaponskill.
- The likelihood of overcapping MP is very high (ie a server tick gives you MP before you can press TFC or Enlightnment), but I feel this is offset by the fact that you also have passive MP gain, which would translate into "10% passive Chakra gain on server ticks."
- This isn't even a power bump, because Monk should be starting every fight with all 5 Chakra already open. Well, I guess the passive MP recovery is a power bump, but that's pretty small, and potencies can always be adjusted as needed.
Dragoon
- This is the hardest one to make use MP, but I think it would actually be a huge QoL boost--mostly because it takes away a little of the stress of managing so many oGCDs that have to be used on cooldown.
- Make Jump/High Jump, Spineshatter Dive, and Dragonfire Dive cost 5k MP each, all share a recast timer, and have a recast timer of 2.00s.
- Make the potencies between High Jump and Spineshatter Dive equal.
- Spineshatter Dive and Dragonfire Dive both grant Dive Ready, as well.
- The idea is you're no longer using Spineshatter Dive or Dragonfire Dive on cooldown, but as your "eye opener" depending on the situation:
- High Jump and Spineshatter for single target, and varies based whether you want to close the gap, or return to your position.
- Dragonfire Dive is for AoE situations.
- For MP generation, you can get MP on Vorpal Thrust (1000 MP), Wheeling Thrust (500 MP), and Fang and Claw (500 MP).
- A given rotation, which is 10 GCDs long, would give 4k MP. That, plus server ticks, is enough for 1 Jump/Dive per rotation.
- To prevent Dragoons from entering LotD immediately in a fight, increase the recast timer on Mirage Dive to 30s.
- As far as leveling goes, create two new abilities, Dive and Blasting Dive. These are gained when Spineshatter Dive and Dragonfire Dive would be gained, respectively.
- Dive would have the same potency as Jump. Blasting Dive would have a potency appropriate for its AoE nature, relative to the potencies of Jump and Dive.
- At 74, when Dragoon gains Jump Mastery, Dive and Blasting Dive upgrade to Spineshatter Dive and Dragonfire Dive, respectively, and maybe also have their animations sped up?
- Can adjust Jump/Dive potencies to balance dps output, or even MP generation to balance the rotation.
- And to also keep it inline, give Elusive Jump a 10s recast timer, but have it also cost 1000 MP.
- And just so Piercing Talon doesn't feel quite so lame on the hotbar, give it the Enpi treatment. Have it recover MP on use, and have Elusive Jump grant Dragon's Talon for 15s, which buffs the potency of your next Piercing Talon to ~320.
I know the classes can work fine as they are, but this would clean up the UI a bit for Samurai, Ninja, and Monk, and act as a nice QoL boost for Monk, as well as (I think) a QoL boost for Dragoon.
Continue reading...