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    Player Hyrist's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99

    Alternative Solutions to "Cure V"

    Work in progress. As writing out the arguments for/against tend to take longer than just typing down ideas. Watch this post for updates.

    Note: All names, timers, potency,etc are tentative and open for discussion.

    Faith - White Magic
    96 WHM/SCH (Addendum:White) 99 RDM
    Enhancing Magic
    60 MP, 3 second cast, 12 Second Recast, 3 Minute Duration
    Party Target, Acessionable

    Description: Gives Target Player added "Cure" and "Waltz" Potency. Additionally their cures and waltzes will grant the effect of "Restoration."

    Details:
    Faith
    - Grants 5-15% Cure Potency, effected enhancing magic at point of cast (Follows Temper's Formula.)
    - Cure Potency Bonus effected by hard 50% Cure Potency cap.
    - Faith will work with Blue Magic cures.
    Restoration
    - 15 Second Buff that restores the total amount of 'Bonus Healing' (Amount of HP restored by Cure/Waltz Potency) over 5 'tics'. This includes Cure Potency from Gear.
    - Amount is calculated before healing 'results' (Meaning if you over-cure Restoration is not effected by it.)
    - Separate and stack-able with 'Regen' Effects.
    - Overwritten by most recent application. [Most potent?]
    - Casting on a player with the status effect resets duration (overlaps).
    - Stackable with Cureskin[?]

    Hesitation [Gravity II? Pain? Confuse?] - Black Magic
    97 RDM
    Enfeebeling Magic
    50 mp[?], .5 second cast, 45 second recast. Duration Varies (Hard 10 second cap 4 second average.)
    Enemy Target, Non-Manisfistationable

    Description: Severely hampers and enemy's damage, magic damage, and magic accuracy for a brief duration.

    Details:
    -45% Phys/Magic Damage reduction 30% Magic Accuracy reduction.
    - Resistible only through Magic Shield
    - Stacks with Saboteur
    - Does not overlap with self (will not take effect if enemy already has stays effect)


    Restrohelix - White Magic
    99 SCH
    Healing Magic
    100 MP, 3 second cast 10 second recast.
    Ally Target, Accessionable[?]

    Description: Restores Ally's HP then gradually restores HP over time.

    Details:
    - This spell a lower portion of HP on the initial cast, [Soft Cap 200?] and is repeated on each of its ticks.
    - Unlike most HoT effects, this spells ticks every 9 seconds, with an average duration of 1 minute (same as an Elemental Helix.)
    - Stacks with Cure Potency bonus and Faith [?]

    Spell Additions:
    Regen III, 83 RDM
    Regen IV, SCH 93(Addendum:White) 98 RDM


    Some Brief Notes:

    Faith.

    The Aim of Faith is to increase the amount of HP restored by ALL healing for ALL jobs. Rather than just providing quick potent heal from a few. Giving it to WHM insures that WHM itself is not dislodged by this addition.

    As the effect of Restoration works on total Cure/Waltz Potency, there is now more insensive to itemize for it. It's added strength depending on the bonus cure amount makes long recast or expensive spells like Cure VI and Healing Waltz V more useful in situations where they may not be so.

    I feel as though Faith itself might be a bit overpowered with how widely it will effect curing, but this can be regulated by toning down the amount of cure potency applied, or providing a hard cap on the amount healed by Restoration by tier.


    Hesitation:

    The goal for Hesitation was to create a "Stun/Flash" like enfeeble that will RDM specific and useful at all levels of gameplay.

    The high cost on Hesitation is to offset the possibility to Chainspell it. Making it more valuable to plan its use rather than destroy your RDM's MP pool attempting to spam it.


    Restrohelix

    The goal was to provide Scholar with the strongest HoT in the game for use of the same strategic methods as known for the job.

    Questionably Acessionable or perhaps conflicting Faith, as repeating its use might make groups down right unstoppable.

    General

    Giving RDM and SCH both higher tiers of Regen at this point would be icing on the cake, but allowing them to stack heavy Regen over Time spells should offset their Burst Curing. Enemies who still threaten to kill or near-kill enemies with frequent, heavy attacks or enemies who manage to target players who have weaker defenses will still get crushed rather quickly unless frequent burst or AoE curing is provided (read: WHM) . This will hopefully improve the general healing itself in the game while still providing a strong niche for WHMs to frequently fill.
    (3)
    Last edited by Hyrist; 10-06-2011 at 06:11 AM.