Ahoy, Pari here. First time forum poster~ I had a few ideas I had been thinking out and wanted to drop them on here.
Stances for healers and caster classes: /s 2 isn't really useful thanks to low weapon skills, and /s 3 is only so hopeful over the span of the entire game. A handful of caster and healer stances, even if just one or two, would add a great deal of depth. Adding one would simply give people another stance to spam, essentially not really fixing anything, but if two situational stances were added? Examples:
/s 4: 1% mana/tick drain, like stamina, but +5% ~ +10% nuke damage, essentially a Focus stance for nuke/spell damage. This would also be beneficial toward healers, as they can use Divine Rage, and would gain a small damage bonus to procs in exchange for a mana drain.
/s 5: Forced meditative trance + Silence? Perhaps 3-5 ticks of meditative trance and ~10 ticks of silence? "you are trapped in a deep meditation and cannot cast"~
Alternative ideas
/s 4: Essentially an INT-class "Divine Rage" stance, where it's 1% mana/tick drain with a proc-on-cast that could be like Strike of War, or maybe weaker, that harms hp and/or mana of the victim, and is unresistable. To balance, it could work like bard songs, to the effect that it would not recieve benefits from focus effects. The rate in which this proc happens I haven't thought over to propose~ I would assume something along the lines of 20% per cast, as opposed to the % per mana #, as I suggested a mana drain effect.
/s 5 A raw mana buff, say 1-2k to max mana for 30s (Or an undisclosed amount of time, that was for the sake of having a time frame), when it wears off it causes a 'Mana burn' effect, In example: 5k mana pre-buff. 7k mana after, If you have over 5k mana when the stance wears off, you take damage equivalent to what remained over your max. IF you had 6k mana when it wore off, you would take 1k damage.
/s ?: Mana-based damage absorption. For the time this stance is active, any and all damage you take will be deducted from your mana instead of your hp, the stance wears off once mana is 0, but causes no drain.
Okay, enough for stances right now, but I do plan on updating this post with new ideas when they come to me.
Grips! I had an idea of adding Grips (A secondary slot item) to be used with 2-handed weapons. These can be rewards from bounty hunters, or maybe new thaz rewards! They could do things like +X% X proc, perhaps worn effects much like 'Aura of the Dreadnaught' and others~ Only usable when using a 2 handed weapon. Even give them -Stats and boost others, i.e. -AC and -hp, but +resists and the likeness. These could easily be effective for use for all classes (Except rogue who has no use for a two handed weapon, although who doesn't think a 2HP backstab would be super awesome?)
They could either range from low to high tier, or be high tier exclusive and perhaps be thaz-only like the augs and gear are, or maybe implemented elsewhere. I believe this is all I have for now, Thank you for your time and your interest in my suggestions
~ Parietis
*EDIT [4/3/13]
Having worked on a FFXI FTP, I'm fairly sure the client does not 'block' an item in secondary while holding a 2hander entirely, more like 2 handed weapons are assigned a 3 (For example), with the circumstance that "If 3 = lock secondary slot". Assuming SoD is laden with LUAs and works off of anything like a "Master settings" and/or things like SQL server settings, it's extremely doable. Keeping pets in mind, that both hold a 2h in primary and a 1h in offhand; If the server itself disallowed secondary while primary was occupied with a 2 handed weapon, this wouldn't be possible at all. Moving on, my idea was split into several options for reasoning.
Grips V1: Secondary slot item, no aug slot, non-expable. Used as a raid drop somewhere, or maybe a quest reward of some kind. Stat ideas include Delay -1, or maybe Delay -2, possibly a DMG: +1. Procs/stats were in the original idea. Example 1~
Molded Yclistinite Bindings
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 10
Magic DMG: 1
Skill: 2 Hand Slashing +5
Effect: Cancel Magic (Melee Proc, 2.5%)
AGI: +5 DEX: +5 HP: +50 MANA: -100
Recommended level of 65
Or, a Thurg Bounty Hunter reward, with a way to work the aug rewards into them, perhaps using a T12 augs like the seeds:
White Wyvernhide Wrap
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 5
Cold DMG: 1
AGI: +10 DEX: +10 HP: +50 MANA: -100
Recommended level of 65
Slot 1: Type 12
Or as an expable item, here are examples with and withour the bounty reward idea:
White Wyvernhide Wrap (2)
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 5 (10)
Cold DMG: 1
AGI: +5 (10) DEX: +5 (10) HP: +25 (50) MANA: -200 (-100)
Recommended level of 65
Level: 0/10 Mod: +0% (+100%)
Slot 1: Type 12
Farhanniaths Smoldering Cloth
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 5 (10)
Effect: Calefaction (Melee Proc, 4%)
AGI: +3 (15) DEX: +3 (15) HP: +20 (100) MANA: +20 (100)
Recommended level of 65
Level: 0/50 Mod: +0% (+100%)
Stances for healers and caster classes: /s 2 isn't really useful thanks to low weapon skills, and /s 3 is only so hopeful over the span of the entire game. A handful of caster and healer stances, even if just one or two, would add a great deal of depth. Adding one would simply give people another stance to spam, essentially not really fixing anything, but if two situational stances were added? Examples:
/s 4: 1% mana/tick drain, like stamina, but +5% ~ +10% nuke damage, essentially a Focus stance for nuke/spell damage. This would also be beneficial toward healers, as they can use Divine Rage, and would gain a small damage bonus to procs in exchange for a mana drain.
/s 5: Forced meditative trance + Silence? Perhaps 3-5 ticks of meditative trance and ~10 ticks of silence? "you are trapped in a deep meditation and cannot cast"~
Alternative ideas
/s 4: Essentially an INT-class "Divine Rage" stance, where it's 1% mana/tick drain with a proc-on-cast that could be like Strike of War, or maybe weaker, that harms hp and/or mana of the victim, and is unresistable. To balance, it could work like bard songs, to the effect that it would not recieve benefits from focus effects. The rate in which this proc happens I haven't thought over to propose~ I would assume something along the lines of 20% per cast, as opposed to the % per mana #, as I suggested a mana drain effect.
/s 5 A raw mana buff, say 1-2k to max mana for 30s (Or an undisclosed amount of time, that was for the sake of having a time frame), when it wears off it causes a 'Mana burn' effect, In example: 5k mana pre-buff. 7k mana after, If you have over 5k mana when the stance wears off, you take damage equivalent to what remained over your max. IF you had 6k mana when it wore off, you would take 1k damage.
/s ?: Mana-based damage absorption. For the time this stance is active, any and all damage you take will be deducted from your mana instead of your hp, the stance wears off once mana is 0, but causes no drain.
Okay, enough for stances right now, but I do plan on updating this post with new ideas when they come to me.
Grips! I had an idea of adding Grips (A secondary slot item) to be used with 2-handed weapons. These can be rewards from bounty hunters, or maybe new thaz rewards! They could do things like +X% X proc, perhaps worn effects much like 'Aura of the Dreadnaught' and others~ Only usable when using a 2 handed weapon. Even give them -Stats and boost others, i.e. -AC and -hp, but +resists and the likeness. These could easily be effective for use for all classes (Except rogue who has no use for a two handed weapon, although who doesn't think a 2HP backstab would be super awesome?)
They could either range from low to high tier, or be high tier exclusive and perhaps be thaz-only like the augs and gear are, or maybe implemented elsewhere. I believe this is all I have for now, Thank you for your time and your interest in my suggestions
~ Parietis
*EDIT [4/3/13]
I would guess the client blocks holding a secondary item when holding a 2hander in primary.
Having worked on a FFXI FTP, I'm fairly sure the client does not 'block' an item in secondary while holding a 2hander entirely, more like 2 handed weapons are assigned a 3 (For example), with the circumstance that "If 3 = lock secondary slot". Assuming SoD is laden with LUAs and works off of anything like a "Master settings" and/or things like SQL server settings, it's extremely doable. Keeping pets in mind, that both hold a 2h in primary and a 1h in offhand; If the server itself disallowed secondary while primary was occupied with a 2 handed weapon, this wouldn't be possible at all. Moving on, my idea was split into several options for reasoning.
Grips V1: Secondary slot item, no aug slot, non-expable. Used as a raid drop somewhere, or maybe a quest reward of some kind. Stat ideas include Delay -1, or maybe Delay -2, possibly a DMG: +1. Procs/stats were in the original idea. Example 1~
Molded Yclistinite Bindings
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 10
Magic DMG: 1
Skill: 2 Hand Slashing +5
Effect: Cancel Magic (Melee Proc, 2.5%)
AGI: +5 DEX: +5 HP: +50 MANA: -100
Recommended level of 65
Or, a Thurg Bounty Hunter reward, with a way to work the aug rewards into them, perhaps using a T12 augs like the seeds:
White Wyvernhide Wrap
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 5
Cold DMG: 1
AGI: +10 DEX: +10 HP: +50 MANA: -100
Recommended level of 65
Slot 1: Type 12
Or as an expable item, here are examples with and withour the bounty reward idea:
White Wyvernhide Wrap (2)
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 5 (10)
Cold DMG: 1
AGI: +5 (10) DEX: +5 (10) HP: +25 (50) MANA: -200 (-100)
Recommended level of 65
Level: 0/10 Mod: +0% (+100%)
Slot 1: Type 12
Farhanniaths Smoldering Cloth
[Magic Item]{Lore Item][No Drop]
Slot: Secondary
AC: 5 (10)
Effect: Calefaction (Melee Proc, 4%)
AGI: +3 (15) DEX: +3 (15) HP: +20 (100) MANA: +20 (100)
Recommended level of 65
Level: 0/50 Mod: +0% (+100%)
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