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  1. #31
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    how do you know it was never intended for whm...we were pretty competant nukers with holy till ppl QQing got it nerfed....there's more to whm than just healing and staying out of the way u know
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  2. #32
    Player Sasaraixx's Avatar
    Join Date
    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    I don't know. Maybe it's because the only strong nuke the job had was nerfed years ago and we haven't gotten anything at all even remotely powerful since then? Or perhaps it's because all of the powerful light based magic in the game has gone to SMN SCH or BLU without exception for the last how many years? Or perhaps it is because just about every adjustment the job has gotten related to our ability to heal or enhance. I don't know what it is that you've seen over the last 7 years that has made you think otherwise. If you want to drop big nukes, you should really go level BLM or SCH.

    And of course there is more to the job than healing. Our Divine "nukes" are a supplemental skill set to our primary purpose, which is being a healer. And being a good healer is more than just "healing and staying out of the way" if you're doing it right.
    (1)

  3. #33
    Player Nawesemo's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    352
    Character
    Nawesemo
    World
    Cerberus
    Main Class
    BLM Lv 99
    And a bow! (Rosa? hellooooo!!?)
    (1)
    In our wake will be smoke fire and burnt charred remains of those that have fell before us, We will not remember their names, as they are no more, the next challenge, the next horizon is what we strive for and Demand it be met with Ferocity, We Grin at the Possibility of death, Fear no Mob that walks Vana'diel or it's Realms, there is no tomorrow, there is only now, For pride, for honor, for Glory We are The Knights of Pegasus.

  4. #34
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    Quote Originally Posted by Nawesemo View Post
    And a bow! (Rosa? hellooooo!!?)
    lol I was actually thinking about that over the weekend as a result of a different game....ya, we should get bows! I <3'ed Rosa
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  5. #35
    Player Ashay's Avatar
    Join Date
    Mar 2011
    Posts
    37
    Character
    Ashay
    World
    Ragnarok
    Main Class
    WHM Lv 99
    Hi! I have quite a few ideas that I think would be neat additions and adjustments to White Mage.

    I think the Protectra and Shellra V merits need to be modified. Changing them to Protect and Shell potency which would affect Protect, Protectra, Shell and Shellra of all tiers would be more effective. I don't see why releasing scrolls of Protectra and Shellra V would be a problem as Protect and Shell V are already on scrolls.

    Since there's going to be an ability that reduces magic damage taken by party members, can there be two separate abilities? They can work on a shared timer, but it would be a neat implementation regardless.

    Shield: Creates a shield that increases the defense of all party members that remain in range of the White Mage. Three minute duration, five minute recast.

    Barrier: Creates a barrier that increases the magic defense of all party members that remain in range of the White Mage. Three minute duration, five minute recast.

    This would add a strategical element that would force players to stay in range of the White Mage, making it easier to cast a variety of spells in the process.

    What about Barlightra, Bardarkra and Barspell II? Bard has Light and Dark Carols, and even if they learn Light and Dark Carol II, I think White Mage has been in need of Light and Dark resistance spells for a long time. As for Barspell II, I realize it could be overly powerful, but even if it was a flat increase of +50 to the elemental resistance, it wouldn't be enough to completely negate an enemy's elemental attacks.

    How about Auto Refresh as a job trait for White Mage? Summoner gains 2MP/tick with its Auto Refresh job trait, and while I understand that White Mage gains 2HP/tick with its Auto Regen job trait, I don't see why White Mage couldn't have Auto Refresh of at least 1MP/tick.

    Lastly, can White Mage gain abilities similar to Enmity Douse and Reviviscence? It's neat that Black Mage received Enmity Douse as it was definitely needed, but White Mage also has a desperate need for enmity reduction at whim. Reviviscence has been an impressive ability since the NPC Ferreous Coffin introduced it in Campaign, and it would definitely be a useful implementation for players. Even if it's a single target ability with a ten minute recast, it would still be a useful addition as sometimes, one person being weakened can really prevent a group from being successful.

    Thank you for taking the time to read my post!
    (3)

  6. #36
    Player Upitupi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst / Ragnarok
    Posts
    6
    Character
    Upitupi
    World
    Ragnarok
    Main Class
    WHM Lv 99
    There are a lot of really good ideas being brought up here...keep it up.

    A couple of things I'd like to see:

    I'd like to see an ability added to increase our casting range. With more mobs having AoE ability that exceed casting range, I think this could be a useful addition.

    I often find myself as the lone WHM in an alliance, so I would like to see some spells (or an ability) intraduced that are alliance based, rather then just party based. Protectrona(?) Curona(?)

    Rather then auto-refresh; I'd like WHM to gain the trait Auto-Regain. WHM has access to 5 weapon skills that give MP in return (Starlight, Moonlight, Mystic Boon, Dagan, and Spirit Taker; ) and 3 of those, you don't even need to be in melee range. As far as melee is concerned; in most cases, WHM doesn't gain TP terribly fast. So, while this would be a nice boon to our melee output, I don't see it being game braking.

    Just a few ideas I had. Thank you for taking the time to read this.
    (2)

  7. #37
    Player Ahrana's Avatar
    Join Date
    Mar 2011
    Posts
    69
    Character
    Ahrana
    World
    Cerberus
    Main Class
    SCH Lv 96
    Right now white mage is really one of the strongest jobs, and is really quite solid. The issues I have with todays whm are largely the same complaints I've had for years. So here's my thoughts:

    1. Barlightra/bardarkra
    2. Regen casting time is waaaaay too long. It shouldn't take longer to cast then cure, and even if it was a snap cast like stun it would still see limited use.
    3. Misery could use a small boost.
    4. Cursna at full healing skill has a sad success rate against doom.

    I would like to have better melee skills, and banish IV and banishga III would be nice, but I don't think I've ever seen the whm more powerful then it is now.
    (3)

  8. #38
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    I'd like to see us get a JA, maybe 5-10 min recast that prevents all damage from one attack, usable on pt members...or failing that, some kind of spell perhaps in line with Sentinel's Scherzo or Migawari that protects pt members from massive damage, as we seem to be encountering creatures more and more often that like massive damage

    I also think Benediction and our -na spells need a massive overhaul...I'm finding increasing occurances where Benediction nor any of my -na spells can cure an effect, like mute, or that special curse or doom or w/e that Chloris and a few others have that takes u from like 3k hp down to like 200. We are supposed to be able to cure most if not all status effects.

    I'd also love to see our offensive side expanded on, whether it's melee (preferrably) or nukes, or both, our offense needs to be more detailed. I wouldn't mind seeing melee-oriented JT's and JA's that puts our melee ability like a step away from an official light DDer....something to encourage more whm's to melee and be allowed to melee in serious events.
    (0)
    Last edited by Bubeeky; 08-03-2011 at 12:00 AM.
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

  9. #39
    Player
    Join Date
    Mar 2011
    Posts
    34
    Quote Originally Posted by Kiakasha View Post
    level a frontline job...
    I can't believe I missed such a popular comment (4 likes at time of writing). You hadn't posted in 4½ months, and this is worth breaking the silence?

    Front-line ≠ Melee
    Sometimes we need to be in range, and ever since Misery it's been very beneficial situationally. Front-line doesn't necessarily mean DD. For example, Misery is a front-line option, and it can be used for melee -or non-melee purposes.

    Optional Versatility
    We don't need to be first-rate DD's, but having more than one way to do things makes -any- job a little more interesting. You don't have to use front-line WHM options if you don't want them, but many of us WHM's have found advantages to multiple playstyles (not just one), and we have employed them where appropriate to great effect!

    Valuable Feedback
    In the future, please make an effort to be kind (I know it's hard when you have the power of anonymity) and constructive where possible. We're trying to discuss pros/cons of proposed changes to WHM, so all you need to say is:
    "I have always felt that WHM should remain on the back lines, because ____."
    That way we can continue working on the original topic, which is WHM adjustments/direction. Thank you for reading, and have a wonderful day!
    (3)
    Rya's Killage Factory: http://www.happyhappyd.com/

  10. #40
    Player Bubeeky's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    328
    Character
    Bubeeky
    World
    Carbuncle
    Main Class
    WHM Lv 92
    Another idea that just popped into my head for whm is some kind of a holy aura, a passive JT that supresses the status-inducing auras of monsters...it wouldn't prevent status effects from their attacks, but it would prevent like the passive silence aura from that shroom in Vunkerl from taking effect. It would be like an extension of our status cures/prevention magic, but we'd have to be in melee range for it to work
    (0)
    Love life, dare to dream, and LIVE ON PURPOSE!
    Also make sure to beat up any evil elvaans along the way, as we all know tarus are the ultimate race.

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