Introduction:
So I don't like White Mage's lilies. Yes, they're pretty to look at, but I have a few issues with them as a whole.
1. They're forgettable, low-impact, and the most boring gauge system to appear in Stormblood. Even after the repeated buffs they've received, they're still extremely easy to ignore and see very little loss in overall healing and/or DPS output.
2. They have no connection to the White Mage's lore or theme. While Astrologians have card effects on display--the cornerstone of their entire existence, White Mages have a cute accessory on their screen.
I want to change this, and also make some overall quality of life adjustments to White Mage in other areas too. That being said, I don't want to sit here and talk about how my idea is clearly better than Square's because it very well may be better in some areas but worse in others. I want to hear everyone else's opinion on an idea that could be amazing or terrible. So while I dive into this design, I want to hear from all of you--the judges--on what you think about my idea, whether I'm hitting all the right places, or trying to fix what isn't broken. So let's dive into it.
Ability list
Stone
Level 1 - Spell
Single Target Earth Damage - Potency: 200 - Range: 25y (Stone I Animation)
Cast: 2.5s - Recast: 2.5s
Additional Info: Adds 5 Earth Aether to the Nature Gauge
Cure
Level 2 - Spell
Single Target Healing - Potency: 450
Cast: 2s - Recast: 2.5s
Additional Info: N/A
Aero
Level 4 - Spell
Single Target Wind Damage + DoT - Potency: 30 + 30/tick - Range: 25y
Cast: 2.5s - Recast: 2.5s
Effect Duration: 18s
Additional Info: Adds 2 Wind Aether to the Nature Gauge + 1 Wind Aether per DoT tick.
Curaga
Level 10 - Spell
AoE Healing around Caster - Potency: 300 - Radius: 15y
Cast: 2.5s - Recast: 2.5s
Additional Info: N/A
Raise
Level 12 - Spell
Resurrects Target to a Weakened State - Range: 30y
Cast: 8s - Recast: 2.5s
Additional Info: N/A
Water
Level 15 Class Quest - Ability
Single Target Water Damage - Potency:250 - Range: 25y
Cast: 0s - Recast: 30s
Additional Info: Adds 10 Water Aether to the Nature Gauge.
Cure II
Level 18 - Spell
Single Target Healing - Potency: 700 - Range: 30y
Cast: 2s - Recast: 2.5s
Additional Info: MP Cost is reduced to 0 when under the effects of Freecure.
Stoneskin
Level 26 - Ability
Creates a Barrier absorbing damage equal to 15% of the Target's Max HP - Range: 30y - Radius: 0y (15y under the effects of Fervent Earth and consumes that buff).
Cast: 0s - Recast: 30s
Effect Duration: 15s
Additional Info: Adds 15 Earth Aether to the Nature Gauge.
Cloud Nine
Level 30 Class Quest - Ability
Reduces spell cast time and recast time, and auto-attack delay by 20%.
Cast: 0s - Recast: 150s (75s under the effects of Fervent Wind and consumes that buff).
Effect Duration: 15s
Additional Info: Adds 20 Wind Aether to the Nature Gauge.
Tetragrammaton
Level 30 Job Quest - Ability
Single Target Healing - Potency: 700 - Range: 30y
Cast: 0s - Recast: 60s
Additional Info: N/A
Regen
Level 35 Job Quest - Spell
Single Target HoT - Potency: 150/tick - Range: 30y
Cast: 0s - Recast: 2.5s
Curaja
Level 40 Job Quest - Spell
AoE Healing around Target - Potency: 550 - Range: 30y - Radius: 6y
Cast: 2s - Recast: 2.5s
Additional Info: N/A
Holy
Level 45 Job Quest - Spell
AoE Damage around Caster - Potency: 200 - Radius: 8y
Cast: 3s - Recast: 2.5s
Additional Info: Potency lowers by 10% to each successive enemy struck to a min of 50%.
Aero II
Level 46 - Spell
Single Target Wind Damage + DoT - Potency: 60 + 60/tick - Range: 25y
Cast: 2.5s - Recast: 2.5s
Duration: 18s
Additional Info: Usable only under the effects of Aero Mastery and replaces Aero. Overwrites Aero DoT.
Additional Info: Adds 4 Wind Aether to the Nature Gauge + 2 Wind Aether per DoT tick.
Curaga II
Level 50 - Spell
AoE healing around Caster + HoT - Potency: 200 + 50/tick - Radius: 20y
Cast: 3s - Recast: 2.5s
Duration: 30s
Additional Info: N/A
Benediction
Level 50 Job Quest - Ability
Single Target Healing - Potency: 100% Target's Max HP - Range: 30y
Cast: 0s - Recast: 180s
Additional Info: N/A
Asylum
Level 52 Job Quest Ability
AoE healing over a designated area - Potency: 100/tick - Range 30y - Radius: 6y.
Cast: 0s - Recast: 90s
Duration: 24s (48s under the effects of Fervent Water and consumes that buff).
Additional Info: Adds 25 Water Aether to the Nature Gauge.
Stone II
Level 54 Job Quest - Spell
Single Target Earth Damage - Potency: 250 - Range: 25y (Stone III Animation).
Cast: 2.5s - Recast: 2.5s
Additional Info: Usable only under the effects of Stone Mastery and replaces Stone.
Additional Info: Adds 10 Earth Aether to the Nature Gauge.
Water II
Level 56 Job Quest - Ability
Single Target Water Damage - Potency: 300 - Range: 25y
Cast: 0s - Recast: 30s
Additional Info: Usable only under the effects of Water Mastery and replaces Water.
Additional Info: Adds 20 Water Aether to the Nature Gauge.
Aeroga
Level 58 Job Quest - Spell
AoE Wind Damage + DoT - Potency: 50 + 40/tick - Range: 25y - Radius: 5y
Cast: 2.5s - Recast: 2.5s
Duration: 24s
Additional Info: Adds 8 Wind Aether to the Nature Gauge.
Assize
Level 60 Job Quest - Ability
AoE Damage to Enemies around Caster - Potency: 300 - Radius: 15y
Cast: 0s - Recast: 60s
Additional Info: AoE Healing around Caster - Potency: 300
Additional Info: Restores 10% Max MP to self.
Thin Air
Level 62 - Ability
Reduces MP cost of all spells to 0 for the caster.
Cast: 0s - Recast: 120s (60s under the effects of Fervent Wind and consumes that buff).
Duration: 12s
Additional Info: Adds 20 Wind Aether to the Nature Gauge.
Munificent Efflorescence
Level 64 - Ability
Overhealing allies with the Caster's Healing Spells causes Targets to gain the excess HP restored as bonus Max HP up to 5% of their own Max HP. This Bonus Max HP is lost upon receiving damage.
Cast: 0s - Recast: 90s
Duration: 15s (30s under the effects of Fervent Earth and consumes that buff).
Additional Info: Adds 15 Earth Aether to the Nature Gauge.
Aquaveil
Level 66 - Ability
Creates a Barrier that nullifies all cleanse-able detrimental effects received. Range: 30y - Radius: 0y (15y under the effects of Fervent Water and consumes that buff).
Cast: 0s - Recast: 30s
Duration: 5s
Additional Info: Adds 25 Water Aether to the Nature Gauge.
Quake
Level 68 - Spell
Single Target Earth Damage - Potency: 350 - Range: 25y
Cast: 2.5s - Recast: 2.5s
Additional Info: Usable only when 100 Earth Aether is in the Nature Gauge. Replaces Stone or Stone II.
Additional Info: Subtracts 100 Earth Aether from the Nature Gauge.
Additional Info: Applies Fervent Earth to the Caster.
Tornado
Level 68 - Spell
AoE Wind Damage + DoT - Potency: 65 + 65/tick - Range: 25y - Radius: 5y
Cast: 2.5s - Recast: 2.5s
Duration: 24s
Additional Info: Usable only when 100 Wind Aether is in the Nature Gauge. Replaces Aeroga. Overwrites Aeroga DoT.
Additional Info: Subtracts 100 Wind Aether from the Nature Gauge.
Additional Info: Applies Fervent Wind to the Caster.
Flood
Level 68 - Ability
Single Target Water Damage - Potency: 400 - Range: 25y
Cast: 0s - Recast: 30s
Additional Info: Usable only when 100 Water Aether is in the Nature Gauge. Replaces Water or Water II.
Additional Info: Subtracts 100 Water Aether from the Nature Gauge.
Additional Info: Applies Fervent Water to the Caster.
Plenary Indulgence
Level 70 Job Quest - Ability
AoE Healing around Caster - Potency: 150/300/450 Based on Confession Stacks - Radius: 30y
Cast: 0s - Recast: 60s
Duration: 10s (Confessions)
Additional Info: Casting Curaga, Curaga II, or Curaja apply a stack of Confession to all healed Allies (Max. 3).
Additional Info: Can only be cast when at least 1 ally has a stack of Confession.
Additional Info: Adds 2 Earth Aether, Wind Aether, and Water Aether to the Nature Gauge per Confession stack consumed.
Arise
Level 71 - Spell
Resurrects Target with Max HP - Range: 30y
Cast: 8s - Recast: 2.5s
Additional Info: Usable only when Caster has accumulated 200 or more of Earth Aether, Wind Aether, and Water Aether combined. Replaces Raise.
Field of Bliss
Level 73 - Ability
Creates a Barrier around all nearby allies that nullifies 90% of all damage received and delivers the absorbed damage gradually over 9 seconds. - Radius: 30y
Cast: 0s - Recast: 180s
Duration: 9 seconds.
Additional Info: Usable only when under the effect of Fervent Earth and consumes that buff.
Static Turbulence
Level 75 - Ability
Places all DoTs and HoTs applied by the Caster in Stasis, preventing their effect times from reducing, to all nearby allies and enemies. - Radius: 15y
Cast:0s - Recast: 180s
Duration: 15s
Additional Info: Usable only when under the effect of Fervent Wind and consumes that buff.
Fluid Image
Level 77 - Ability
Places a watery Replica of the Caster at a set location. This Replica will mimic Spells cast by the Caster and disappears after a short period of time. - Range: 30y
Cast: 0s - Recast: 180s
Duration 12s
Additional Info: Usable only when under the effect of Fervent Water and consumes that buff.
Additional Info: The Replica will finish the cast of the Spell even if the Caster cancel's their own cast. The Replica will not cast if the Caster's target is out of range.
Eschaton
Level 80 Job Quest - Spell
AoE Damage around Caster - Potency: 250 - Radius: 10y
Cast: 2.5s - Recast: 2.5s
Additional Info: AoE Healing around Caster - Potency: 250 - Radius 10y
Additional Info: Usable only under the effects of Quelled Earth, Quelled Wind, and Quelled Water and consumes those buffs OR when under the effect of Holy Scourge.
Additional Info: Replaces Holy.
Traits
Freecure
Level 18
Grants a 15% chance that after casting Cure, the MP cost for your next Cure II becomes 0.
Maim and Mend
Level 20
Increases base action damage and HP restoration by 10%.
Enhanced Mind
Level 20
Increases Mind by 8.
Enhanced Mind II
Level 40
Increases Mind by 16.
Maim and Mend II
Level 40
Increases base action damage and HP restoration by 30%.
Aero Mastery
Level 46
Ticks of Damage or Healing from Aero, Aeroga, Regen, and Curaga II each have a 1% chance of replacing Aero with Aero II for 1 cast.
Stone Mastery
Level 54
Critical Hits and Critical Heals from Stone, Cure, and Cure II replace Stone with Stone II for 1 cast; additionally, Critical Hits and Critical Heals from Holy and Curaga have a 20% chance of replacing Stone with Stone II for 1 cast.
Water Mastery
Level 56
Casting Benediction replaces Water with Water II for 1 cast; additionally, casting Water, Tetragrammaton or Assize has a 30% chance of replacing Water with Water II for 1 cast.
Enhanced Mind III
Level 60
Increases Mind by 24.
Natural Aether
Level 68
Allows elemental Spells and Abilities to accumulate Earth Aether, Wind Aether, and Water Aether over time to a max of 100 each. Quake, Tornado, and Flood are accessed at 100 of their respective element's Aether and take precedence over Aero Mastery, Stone Mastery, and Water Mastery (But they do not consume those effects).
Raise Mastery
Level 71
Replaces Raise with Arise when the total combined Aether between Earth Aether, Wind Aether, and Water Aether meets or exceeds 200.
Holy Scourge
Level 80
Consuming Fervent Earth, Fervent Wind, or Fervent Water grants the Caster the effects of Quelled Earth, Quelled Wind, or Quelled Water respectively. Also grants the Caster the effect of Holy Scourge for 10 seconds when Quelled Earth, Quelled Wind, and Quelled Water are consumed.
The Talk:
Alright so I know that was a lot but bare with me.
Basically, lilies are replaced with the Nature Gauge. Every time you cast elemental spells, whether offensive ones or supportive abilities, you accumulate that element's Aether. When you hit 100 of an Aether, you get to cast a powerful elemental spell that leaves you with a buff that enhances one of that element's supportive tools. This way you're rewarded for DPSing, but not locked out of the benefits if you don't.
I changed DPS spells from basically being upgraded each time to powerful versions that are occasionally accessible. This means that a White Mage's standard DPS is lower (though the addition of Water helps); however, there are many opportunities for White Mages to get powerful bursts of high damage to offset this. The reason I did this is to give White Mage players the opportunity to feel powerful when these tools show up. Having to spam the dingy Stone spell offset by those powerful opportunities to cast Stone II and Quake will give players a rush of adrenaline and excitement. You can also double up on damage with Fluid Image should you choose to use it aggressively.
I went into what 5.0 abilities could look like as well making a minor assumption of when those abilities would be acquired. Those abilities are all extremely unique and powerful, but require the buffs left behind from Quake, Tornado, and Flood. Their long cooldowns will ensure you can't use them every time, though, and you'll want to make sure it counts when you do.
This took quite a while to think about and achieve, so I'm really curious to see what others think, or if I took things too far.
*Edit 1: Boosted Aether gain on supportive abilities*
*Edit 2: Lowered Tornado Potency slightly*
*Edit 3 in progress: Updates to Mastery Traits, Aquaveil, and Munificent Aether.*