No no no no :( Enchanced Mind IV and Maim & Mend III please.
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Came up with another one. Something like sacred soil but it will increase strength, mind and intelligence by 10%, but will take 30% more damge for 20 seconds. Have to stand in the bubble for effects to be active.
It's fun to speculate!
White Mage
Enhance: Grants target a 10% hp bonus. Duration 30m.
Reflect: The next magical attack received is deflected to the caster. Duration: 1m
Sacrifice: Deals 20% HP damage to caster to remove all status ailments from target.
Holy II: Deals unaspected damage to target. Potency 300.
Scholar
Wall (ability): Consume remaining aetherflow stacks to reduce incoming damage dealt by 5%/10%/20%. Duration 30s.
Purify (ability): Consumes 1 aetherflow stack. Projects a circle which will remove 1 status ailment every 3 seconds for targets within.
Perpetuance (ability): Next enhancement spell is doubled in duration. Duration 1m.
Aura: Consumes 1 aetherflow stack. Activates aura for summoned pet. Duration 2m.
Eos Aura: Regen for targets in range. Range 25y. Potency 50.
Selene Aura: Quickens spellcasting and skill use for targets in range. Range 25y.
I want an AOE dispel *o*
" Holy II: Deals unaspected damage to target. Potency 300. "
Bad idea in my eyes, Holy is dealing already tons of dmg right now (in donjons I do 50% of the dmg job on trash monsters)
What I see, as support and healer, whould be more healing, or support skills.
I think, as whm, I have already anough healing skills.
So maybe kind of support skill ?
Lets see... A AOE buff of dmg, that healer need to use at the right time in fights (but Off GDC then plz), like 10-15% more dmg for 10-15sec, not OP, but good enough, that whould be interresting for a support class, and for the gameplay/teamplay overall.
Whould be great, I think we have enough to heal and reduce dmg, we just lack of buffs for dmg, we dont have any.
Very true, but then Holy is AoE, and is also caster-centered. My suggestion is for a single target version, but ranged. The potency of spells is significantly lower on AoE skills for classes than it is for single target skills. Paladin for example, has Rage of Halone for 260 potency, higher than even a Dragoon's Dragonfire Dive!
Holy has always been one of the big damage spells in Final Fantasy, so I see no reason the trend should not continue. If you want MMO evidence; with Afflatus Solace, a WHM can hit well over 1k damage in FFXI, and much MUCH higher if they're particularly well geared. You could argue that WHM isn't meant to DPS, but we're already expected to. You can minimize overuse by upping the mana cost to make it resistant to spamming.
Mind you, I'm also of a mind for them to bring back Bravery and Faith. Spells which enhance attack and magic respectively.
Bravery and Faith could have been cool, if handled properly. But that ship has sailed, they shouldnt be adding new stats at this point.
Holy, imo, should always be the ultimate dps spell for white mage. There should be no such thing as "holy II" or "holyga" etc.
Do we really want new spells with the expansion? I'm not so sure I want more spells, or even a raised level cap. I'm not entirely against it either though.
Reraise.
But probably wont' see that because of how the game devs have developed most of the core of the gaming content.
Man I want Light Arts/Dark Arts, Strategems, the the whole FFXI SCH shabang SOO BADLY!!! The whole idea of "why specialise in white magic or black magic when science can let you be a master at both" appealed to me in that it somehow worked.
Also Embrava, and Kaustra. Kaustra is the ultimate black magic spell; it belonged to Odin.
Reraise would be nice too.
Probably the thing that would be most... doable, and would be best would be some kind of Scan ability. Show monster stats of some kind. As far as my research has shown, in the handful of games where SCH has appeared, the only link tying them together at any point was Scan (I think it was Libra in FFXI?). Could be a total fluff ability but I'd like to see it.
They wouldn't be 'healing' spells exactly, but Conjurer at least:
Aeroga (Aero III) - Field-targeted AoE - Deals 60 potency across 8 yalms.
Additional effect - Inflicts a tick of damage from and for each Aero and Aero II effect upon enemies hit by Aeroga.
OR
Additional effect - Deals 35 potency per tick over 12 seconds. Removes a buff from each enemy hit by Aeroga. If the buff is offensive in variety, it may be transferred to a party member near its previous owner at random lesser duration.
Dia (rough idea only) - Short cast - Deals damage around a target based on each unit within range who has recently (last 3 seconds) taken healing (maybe up to 12%) or Holy damage (20 to 25%, idk).
[Used as a sort of opportunistic nuke to finish off a Holy spam from range or on melee's target after Cure IIIing them.]
If I see a tornado spawn when they do Aeroga I'm just gonna lose it. Drop my Scholar and main WHM.