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Quote:
Originally Posted by
tdb
Snip
I would add a 2.1:
Every tank has a form of self-heal. PLD has Clemency, DRK Soul Eater/Sole Survivor and WAR Thrill of Battle/Inner Beast/Storm's Path/Steel Cyclone/Equilibrium. If they executes any of those, they'll be damaged intead. And there is also those DPS who have any heal themselves (such as RDM's Vercure or SMN's Physick or melee's Second Wind). Any of those will harm badly if reversed.
And I would also add a 3: it will affect the balance in general. Specially if reverse affects enemies. Not only healers.
For instance, during the reverse debuff, both PLD and WAR will have a DPS tool that does 1,200 POT damage (Clemence and Equilibrium) while DRK will have nothing to keep on par. RDM will have a spammable 700-pot (350+350) DPS tool that ignores their entire rotation while Reverse is on the monster/boss. And not looking at healers, where WHM can easily IK (Reverse + Benedicion) or apply a 1,700 potency damage (Cure II + Tetragrammaton + Assize) with just 1 GCD (some DPS takes several GCDs to make the same dmg), while the WHM can add an extra GCD to apply a "DoT" on the target (Regen or Regen+Largesse) doing 150~180 potency damage every 3 seconds for 21 seconds (what would add up to 1,260 potency damage to the stones/aero rotation). It would leave all the healers slightly OP in comparison with any DPS.
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I don't think the idea is entirely bad, but it's a little too powerful. The cooldown would need to be long enough that it's usable once per fight only really.
One random thought thinking about changes to it, rather than just absorbing damage. Make them unable to receive any heals (basically any heals just do 0), but heals the person for like double of all damage received. They'd still need to survive the hits but then they get the HP back and then some.
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To be honest, you would have to follow up on Kuribu for Reverse. Make it cause your healing magic to deal damage so that WHM actually has a stance shift(keeping true to what it used to be in ARR with Cleric Stance). It’d be their DPS stance, but Reverse would change their abilities(outside oGCDs except for Asylum).
Reverse: Changes all of your healing spells into damage.
Duration: 15s
CD: 90s
Bleed: Deals 400 Healing potency as Damage. Replaces Cure during Reverse.
Bleed II: Deals 700 Healing potency as Damage to a single target. Replaces Cure II during Reverse.
Bleed III: Deals 550 potency Healing as Damage to all enemies in a small radius. Replaces Cure III during Reverse.
Wound: Deals Damage over time to a Target. Replaces Regen during Reverse.
Potency: 150
Duration: 21s
Mass Bleed: Deals 300 potency to enemies within a large radius.
Mass Wound: Deals 200 potency and Damage over time to enemies within a large radius.
Wound Potency: 50
Duration: 30s
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As for Asylum...
Bedlam: Deals Damage over time within the bubble. Shares a recast timer with Asylum. Can only be used during Reverse.
Potency: 100
Duration: 24s
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Actually you could see something similar to what Radiant Shield used to be. Putting a shield on a party member (based on heal potency or HP%) and instead of just being consumed, the shield would inflict the damage (or a percentage) to the enemy. This would need to take into account a lot of things (max HP, DPS figures, heal potency etc.) but could be interesting in a WHM kit as an eefective rework into 'healer that damages a lot while healing'
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Thematically this should be an AST skill, not WHM.