What would be beneficial...or not, you decide...

Thought I'd come back but firstly, thanks fire for the encourage about 60+.

Death your ideas would be great. That would actually be an awsome fix, simply make daggers stronger than 20 damage shots, lets get something that would really add up.

I really got excited about your crit rate increase job trait though. We have the highest base dex, we pump tons of dex into ourselves(currently +25dex and +24agi myself). As it is now I crit at least 25% on too weak mobs without kidney dagger(crit+5%,so so 18base damage,182 delay). On xp mobs I crit about 10% not including SA. It would only make more sense to farther improve our crit rate. It helps keep up in damage since normal dagger strikes aren't the greatest even with how fast they come. This would also be a great farming perk and would give something nice to look forward to after triple attack.

Too bad no one cares about my idea of an Ultra jump 2hr for dragoon :cry:
 
It is actually very hard to make a new ability really. Tweaks I thought it could do:

1. Ninja (as it is)

Mijin gakure: Should do equal damage reflecting their remaining HPs if posible, unresisted damage. Honestly mob uses this equation, yet the player is based on... what? My thought could be for players say 2x your remaining hps. Of course this might also lead to exploit in killing nms. You know... charging HNMs with full hp, and use mijin from start. This means, having multiple 75 nins will own the HNM before other people have even engaged. Flagging 50% mijin damage reduction might solve this but as you can see, its a tought thing to do.

2. Dragoon

For once I think, Call wyvern should not be a 2hour ability. Make it like a 10min reuse. I mean how long does the wyvern live during a heavy aoe mob? Darters anyone? They are weak against piercing weapons, yet they have devastating aoe which can drop the wyvern like flies. (even with spirit link, they won't last long).

Their WS element also should be revised. As it is, they are quite identical to the ranger WS element, which leads them to be quite left out when both jobs are seeking. They really don't need another ability. I cannot find anything that suits them. They need revising on what they have now.

3. Samurai

Now samurai are mastaers of skill chain. Their WS has all element needed to start and end the skill chain which is good in concept. Now what problem I see? Well I only see one, maybe others can see other problems in the sam job. The Damage on their Katana, comparing with other 2handed weapons are somehow weaker. I question alot about this. Katanas are light and fragile, but they are incredibly sharp, and can do serious damage (in real life katana that is) with just a light swing. Its kind of illogical to be a bit low on damage.

4. Summoner

Where to begin -_-; They at the least need the improvement of bloodpact timer. Make it as they progress, every 10 level or so, the upkeep DECREASES instead of INCREASE it. Like for example, a 75 summoner should have an upkeep of each avatar of 5ish instead of 10. Honestly... as you progress you should be mastering how to controle, not getting worse...

Now the blood pact timer could be the same. Lets say every 10 levels say you remove 1 sec or 1.5 sec of the blood pact reuse time. So ends up with 50sec + gear reduction re use time. Alternatively, make them able to use at least 2~3 bloodpacts pre 70 abilities without limiting them to one. As it is, summoner can only summon once per minuit on any summon, the rest remains as a whm.

What does this lead? Well they can tag with whm since they give more UNIQUE things to the party "MORE OFTEN". Competition with whm should end, summoners are suppose to be summoners. But with the limitation they have now, it really doesn't give much often than replacing the whm position.

The old jobs are pretty much fine. Maybe the Warrior jobs could have been revised a bit. Since as you know, most of their Job abilities are taken by subs without any job penalty (like SA for thf). I cannot think of anything now...

Jobs introduced in Zilart is what needs more attention. As it is, Ninja is another tank (which is fine due to lack of tanks), Dragoon are suppose to be good attackers but has conflict with rangers, Samurai over all should do more damage than what they are now, Summoner should be as summoner instead of being limited with their sub till 70. This is my own opinion of what I think in FFXI. Take EQ for example. I know it has some job imbalances but really its pretty much even out. All jobs has their own role, and also their "Own" position. I am not saying to let drk super powerfull to tank, or make the rdm pur refresh bot (enchanter anyone?).
 
Jagster said:
1.Starts off with your wvyren getting some kind of animation and energy burst

2. Wvyren proceeds to grab your shoulders with its feet and fly as hard as it can straight up until the dragoon can no longer be seen.

3. Seconds later a burning beam of light coming from the sky can be seen as the dragoon comes crashing down at unseen speeds thrusting their spear into the mob

In my version some things I think would be best for power but balance.

Do-able or not, that would be damn cool. It would be great, and hilarious the first time it was used, you'd lose sight of the Dragoon for maybe, 3-5 seconds, and wonder "Did he fly off and escape?" and then he comes dropping back down like a spaceship re-entering the earths orbit...

At least that's how it looked in my sleepy, insommniac head...
 
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