As in... Cure III?
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No, Cure III is the top AoE heal, so it doesn't fit his "Worse AoE heal than AoE dedicated heal" line.
I know what he's trying to say and spells like that are actually quite common in other MMO's.
Basically what we have now (in i110 gear for example) -
Cure I - 1300 HP restore
Cure II - 2100
Cure III - 1700 AoE in small radius, requires more mana to cast than Cure II
What he's proposing would be something like this -
1700 HP restore on Single Target, 400 HP restore on nearby players - Radius of Medica, Less AoE than Medica, Mana Cost should be equal to Cure II
I wish for this.
as for abilities, lets see..
[Shroud of Elements] - Temporarily gain 0 agro, after 10/15s all gained agro is returned to enemies. (doesnt remove current agro, just sets all incoming agro to 0)
For those adds that need to be picked up ASAP, or if MT is going to die and OT is slightly late with Provo-Lob/Toma.
CNJ Skills -
Aero III - Applies aero to all enemies in a 5y radius of the target.
Stone III - Damages the target with potency = to Stone 1 but applies the "debris" debuff, increasing the target's damage from wind elemental sources by 5%.
Medica III - Heals all targets in a large radius for 150 potency and removes 1 debuff from each target. High cost.
WHM Skills -
Full-Life - Heavy cost raise with a long CD, but brings a target back to full HP from the downed state.
Reflect - Return debuffs targeting you to their source for a short period. Long CD, certain debuffs will just be nullified instead of returned
CNJ Traits -
Shroud of the Twelve - Decreases the CD of Shroud of Saints to 90 seconds (or even less)
Maim & Mend IV - Increase Mind by 8
Splash Cure - Grants a chance that all cure spells will splash 10% of their healing onto targets within 5y of the main target.
ACN Skills -
Bio III - AOE Bio I
Miasma III - DOT potency of 35 with a 5% chance to inflict paralysis for 3 seconds each tick. Lasts 24 seconds.
Ruin III - Potency of 120, adds 1 second to all the dots a player has inflicted on the target.
Scholar Skills -
Fairy Ring - Consumes a stack of Aetherflow. Creates a 5y radius AOE which heals for a potency of 50 for 15 seconds and removes 1 debuff ever tick. 1 Minute cooldown.
Fey Blessing - Your next Resurrection will not inflict the raise sickness debuff. Long CD.
ACN Traits -
Aetherdam IV - Increases the number of Aetherflow stacks to 4.
Enhanced Bane - Bane can now spread your dots to 8 targets.
Enhanced Ruin III - Increases the time added by Ruin III to 2 seconds.
I think it was more like Curaga in 1.0, where you could heal a X amount and the rest would bounce to whoever needed it until it dissipated. Like you would heal 1.500 HP and then you could heal 1 more for 1.500 HP, 2 for 750 HP, 3 for 500 HP, etc. until the spell healed for the maximun (3.000 HP). At least thats what I think =P
Ruin III - Potency of 120, adds 1 second to all the dots a player has inflicted on the target.
Enhanced Ruin III - Increases the time added by Ruin III to 2 seconds.
This sounds incredibly broken not for Scholar, but for Summoners.
Imagined Raging Strike + INT Pot buffed DoTs being up for an extremely long amount of time.
For every 2.5 seconds that passed, the DoT duration will go down by 0.5 seconds only.
WHM:
Let's look at FFXI for some ideas:
ReRaise - Grants the Caster the effect of Raise when they are KO'd.
Dia - Lowers enemy's defenses and gradually deals light elemental damage.
Some Kind Cool Down ability that can be used and make the effects of the next spell effect everyone in the Party within range of the effects of the spell. Divine Seal did this in FFXIV but I'm not sure if that would work the best in FFXIV. I might be better with an Esuna2 with a 2-3 min CD - this would enable a Group Esuna that has been much needed.
"WHat new healer spell you want to see in the expansion?"
R1/L1 player targeting.
A 3rd scholar fairy focused on shielding to accentuate the current spells, i.e. Adloquium and Succor, perhaps - Let it have a spell that grants the next 1-3 Embraces apply a shield equivalent to the amount healed?
Rebirth
MP:1228 (Lv.57)
Resurrects target to a weakened state
-MP/TP refresh is applied to target for 15s
Since it seems like the healer spells are all for different uses...
Cure IV: Heals the target and the closest lowest HP party member within 10y. 500 potency.
- Cast time: 2 Seconds
- MP Cost: Somewhere between Cure 2 and 3.
- Trait: Procs off of Cure 2 @15%, becomes instant cast while costing the same MP.
Medica III/Regen..ga?
- MP Cost: Same as Medica II
- Applies a unique regen effect that stacks with Medica II and Regen on all party members within range.
- Potency: 100, Duration: 18 Seconds
Scholars
- 3rd Fairy focused on damage mitigation/shielding
Trait: Stacking Shields
- Allows shields to stack on each other, up to two times.
- The shields do not refresh the duration, and each new stack has it's shield effectiveness reduced by 50%.
CD Ability: Fairy Oath (because we need something that stacks with Rouse!)
- Increases the effectiveness of Fairy Abilities for 15 seconds.
Just for fun:
Scholars need to learn some variant of 'Grudge' from the Tonberries. Let Surito Carito come back, not wanting to give up on the Scholar he used to be, and have him teach it.
Simplest variant: Cast on target for x duration. All damage done to that target during that duration is then turned back on to anyone who damaged the target at the end of duration.
I'd also like to see something that works like drain, but heals a party member instead of the scholar, but that would be harder to actually work in.
Throat Jab! Like Throat Stab, but done with the spine of the book. Blunt damage, maybe adds 1-2 second Silence?
CNJ: Esuna II
WHM: Haste
Osmose (kidding.. xD)
SCH: Dispell
From one of my FC Mates, that I thought sounded pretty cool...
Devotion/Martyr: Merit abilities from FFXI. Consumes 1/4 of your existing HP to restore another MP or HP, respectively.
Aquaviel: Non-instant surecast(in FFXI, decreases interrupt rate/stops interruption X number of times)
Full-raise effect: Something on long CD (5 minutes); no weakness.
I would appriciate a better dispel - either a cast that removes every debuff from a single target, or one that removes one debuff from every friendly target within a certain range. (i dont care if it is a placed AoE or pointblank)
edit: i would prefer a singletarget-cleanse since it is a pain in the *cough* to try and get a certain debuf of a tank etc when he also have 3 different dots up. you often just cannot efford 3-4 GCD without healing.
mmmmm I play SCH but no WHT so I don't know what I'm about to suggest should go to which but
I'd like to see a heal that not only healed but granted enmity or full hate similar to provoke like to a freshly raised tank cause sometimes you know
for those "oh shit" moments in full party dutys
Full-Life (5min CD, instant cast no weakness.) Cure IV (instant cast, 2.5 recast, potency same as cure I, MP cost same as cure II.) Maybe Banish? :D Get that extra 40 potency added back to holy? :D
I don't know why some people are so against WHM getting an AOE DoT ability. SCH gets Miasma 2 from ARC which is the exact same thing people are asking for in Aero 2. Its an instant cast, AoE DoT.
I'll preface this by saying I play SCH main and don't really touch my WHM.
I really like where SE went with Ruin 2. Its an instant cast dmg spell but has a debuff (Blind) attached to it. I would love to see a whole suite of spells like that. Dia from FFXI, as others have suggested (too bad its more of a WHM spell since in 11 it did Light/Holy dmg), would be perfect. In 11 it was a fast cast, not instant, weak DoT that blinded the enemy. SCH already has Ruin 2 (Blind), Virus (DMG Debuff), and Miasma 2 (incoming healing debuff). I'd love to see some more (relevant) debuffs too like reduced def or slow (not heavy) but without the diminishing returns. (I understand the point of diminishing returns but it removes the possibility of an entire debuff based class which I would love to play.) SCH already kinda has some of that stuff. Blind and DMG reduction directly relate to healing. Slow could fit in that vein as well.
It'd be cool to see a Trait or something (I know its linked to SMN so a Trait is hard to do) that does something like:
Targets under the effect of Glavanize have increase DPS/SS/Def.
It kinda gets into that party buffing territory that makes playing a healer/support class more interesting without just spamming heals for the sake of regaining HP.
I would also love to see Phalanx make a return. If I remember right in 11 it absorbed all damage from the next incoming attack. I know that its similar to Stoneskin but Stoneskin absorbs X damage regardless of source(s). Phalanx would absorb 100% from a single source even if its a really weak source. Could be fun to time on tanks for certain raid mechanics or to use on recently Raised party members to give them a little extra survivability while weakened.
Maybe SCH could get an alternative to sleep called Confuse though unlike traditional FF titles it just causes the mob to walk around like an idiot for a few seconds thus removing it from the equation ala Sleep but more amusing lol.
http://img2.finalfantasyxiv.com/f/54...ffc0_50x50.jpg
A few things.
1. I am against WHM getting an AoE DoT because they don't need it, unless SCH gets something else a WHM already has Holy and doesn't need an AoE DoT. Besides Miasma II is a PBAoE, you gotta get in there. Pretty sure most everyone is asking for Aero III to be cast on target/area not point blank.
2. Miasma also applies Disease like Miasma II. Just had to point it out because it was bugging me that you put "... Miasma 2 (incoming healing debuff)."
3. I agree with needing more Debuffs. I honestly hope an Astrologian is more of a debuffing/support healer.
4. That Galvanize Trait might be a bit too overpowered, depending. Considering Galvanize is already so powerful and Succor would become an incredible powerful Team wide buff.
5. Phalanx sounds really interesting, but it could be hard to balance. % based reduction/damage absorption is much easier to balance than a flat 100% negation. (edit: If they did have this, then some moves would have to ignore it otherwise you could survive wipes that should have occurred.) [edit #2: Also, all healers would need a spell like this otherwise the one who has this would be the best healer flat out and everyone would want them, and only them, in the group.]
6. FFXIV already has Confusion, it causes you to attack your allies.
Every time I see someone talk about "dispel" I'm always like "But FFXIV doesn't have Dispel... oh wait they mean Esuna/Leeches. Lol." Because Final Fantasy has Dispel which removes buffs from enemies while mmos use "dispel" to mean removing debuffs. ;[
CNJ/WHM trait that allows the use of SS2 during battle.
Another Fairy would be nice, also they did a whole storyline on Eos, would be good to see some Selene storyline or a cut-scene with all 3 fairies or something.
I agree that with having new healers come to play, perhaps they will extend how many players will be in a group. 3 healers / 3 pets. Maybe new one "Helios" can reduce the cost of spells, and then his rotation will be reduce the cost of TP generating abilities. His Big buff could be allies immune to status effects etc for a period of time.
I shrug.
WHM should get re-raise. ;D
Although Helios is a man.... I don't know how will they implement a male fairy. It's a bit creepy receiving an Embrace from a male fairy. :D
If he will take the form of a cherub, then I guess it's forgivable, albeit coming from a different folklore.
Edit.. nearest would be Putto(pl. putti)
My hotbars are already full. I dont want more spells/skills unless they come to replace others.
I kind of agree >> I could remove Return and Teleport and just use them from the menu but... Blah. It's going to be interesting to get use to new spells on my hotbars. I only use 2 crossbars because it feels comfortable to me and I really don't want to have to use a third one.
Stona. A spell to remove petrification. I predict that at least WHM will get it with the level increase.
i would like more HoT for WHM and non enmity on freecast... maybe HoT on cur 3 when you got a proc.
Ability to summon both fairies at the same time!
Tractor type spell that you can drag someone out of harms way before they die.
Hey I'm not sure if anyone else said this, I skipped to the end lol. But what about the bar- and en- spells the ones that reduce elemental damage and add it to regular attacks. I think these would be cool. They don't seem like they would be OP, depending on how they are handled, and i feel it would make a bard's Foe Requiem a bit more useful, since right now it really onlyworks when partnered with a Black Mage.
Bar- reduces "elements" damage buy 5% or 10%, for 30 seconds to a 1 minute or so, would havea cool down of like a minute and a half. One bar- spell might be the only one required
En- adds "element" to attacks for 1 minute or more, this could be on a regular or low cool down i guess since using it would be more situational, similar to the monks different fists, or Huton.
I'd love to have auto resurrection on my whm.
I'd rather see things like this become Traits rather than spells - ie enhanced Esuna. If they're just more powerful versions of an already existing spell, there is no need to create a new one when they can just upgrade the old one, much like we already have mind bonuses at certain levels instead of Cure IV, V, VI, or Proshell instead of another shielding spells.
This sounds really cool if you can teleport the target near you. Maybe have a much wider range than your healing spells so you can grab that one dps too late to stack with everyone else and make sure your Cure III hits him too.Quote:
Tractor type spell that you can drag someone out of harms way before they die.