No votes for lightwell yet? :cool:
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No votes for lightwell yet? :cool:
Persistent, weak, passive heal?
It should be like 30 to 50 potency, I think? to avoid that "ERMAGERD PASSIVE HEAL OP" stuff
But hey, if you can stack it upon the natural regen instead of regen itself.... that'd be great.
For CNJ/WHM I would like to see a rework for fluid aura and shroud of saints.
Shroud of Saints would only regen MP.
Fluid Aura would act like blizzard II from THM but instead of binding them it would knock back the enemies.
The Shroud of Saint trait now would be a Fluid Aura trait that adds: reduced enmity by half.
Traits:
Lvl 54 Esunaga: Area Esuna
Lvl 58 Enhanced Shrould of Saints: More MP regen and some HP regen.
CNJ:
Lvl 55: Water Flow: It would be a line area attack that would damage the enemies and slow them. (the animation would be like Leviathan lane attack but without leviathan inside and narrower).
The allies hit by it would get a buff that lets them move faster (yes, that means you can't never be hit by the move speed buff if you cast it yourself)
Lvl 60: Shield Vortex: It can be casted on an ally or yourself. During 2.5 seconds he is unable to do anything but immune to everything (except instadeath/wipe mechanics). It freezes all buff/debuff timers while immune. 3 minutes CD.
WHM
Lvl 55: AutoRaise: It can be casted on an ally or yourself. 2 minutes cooldown. If that ally or yourself dies. You are autoraised, it applies the same debuff and resurrects with the same HP as being resurrected by raise. Auto raise buff lasts 20 seconds.
Lvl 60 MegaHoly/Holyga: More damage than Holy, and 3 minutes cooldown. The enemies hit by Megaholy get a variety of debuffs (like morbol breath, like the esper Ultima in FFXII)
Creative, but rage-inducing.
Converting Fluid Aura into a PBAoE knockback and tying the enmity dump to it would cause riots. We generally want people knocking things around less, not even more than they already do. Bad WHMs and SMNs already cause enough blood pressure spikes as it is.
Ok, serious suggestions time.
Regen II (long duration, low potency) and Re-Raise (out of combat only, 5s delay then automatic raise without weakness).
Nothing too terribly exciting, but I think WHM should stay focused on what is simple and effective.
I want a Stone III ^^/
There's no way they can't give SCH Libra right? Still don't know how it'd work, but that's literally the only ability SCH has traditionally had in the handful of FF games it was in, and in FFXIV they don't have it.
Still holding out hope for Light Arts/Dark Arts, Embrava and Kaustra here :P
I haven't bothered with traits yet, but here's my current list for WHM and SCH.
Abilities in italics are on the GCD.
CONJURER
Stone III - Deals earth damage with potency 190.Additional effect: Reduces wind and water resistance of target. Duration: 20 seconds.
Cast time: 3.0 s.
Drown - Deals water damage over time.Additional effect: Drown. Potency: 5 s. Duration: 15 s.
Additional effect: If the target is damaged by other attacks during the duration, additional damage of 10 potency will be dealt per attack. Duration: 15 s.
Cast time: Instant.
Recast time: 60 s.
Cure IV - Restores HP of target.Potency: 900
Additional effect: Reduces enmity and damage generation of target. Duration: 15 s.
Cast time: 2.5 s.
WHITE MAGE
Banish - Deals unaspected damage with potency 250.Additional effect: Unaspected damage over time. Potency: 30. Duration: 10 s.
Additional effect: Increases target's resistance to further Banish casts by 40%. Duration: 15 s.
Cast time: 3 s.
Renew - Restores a large amount of HP split between target and up to three party members within range. If more party members are in range, the four party members with highest maximum health and then lowest current health will be prioritised.Maximum potency on one party member: 850.
Potency: 2100
Cast time: 3.5 s.
Arise - Instantly resurrects party member to full health, mana and TP with no weakness.Recast time: 360 s.
ARCANIST
Vigor - Reduces INT and MND of self by 30% to increase spell-based HP restoration and damage dealt by pet by 50%.Duration: 15 s.
Recast time: 120 s.
Imperil - Deals unaspected damage of potency 60.Additional effect: Reduces evasion of target. Duration: 12 s.
Cast time: 2.5 s.
Aurorastorm - All Ruin and Ruin IIs cast will deal damage to target and enemies near it.Duration: 15 s.
Consumes one Aetherflow.
Recast time: 90 s.
SCHOLAR
Accession - Doubles the effectiveness of enhancing spells and effects cast by yourself and target.Duration: 10 s.
Recast time: 90 s.
Penury - Reduces MP cost of spells cast by yourself and target by 50%.Duration: 15 s.
Recast time: 120 s.
Elutriate - Restore HP of all party members within range of target.Potency: 250.
Additional effect: An additional 15% of the lost HP of target upon cast added to heal.
Cast time: 3 s.
I'd love, love, love something like Guardian Angel in this game. It's a WOW heal that gives a boost to healing on a target for a period and will sacrifice itself if the target dies while giving them like 25% of their HP back again. Barring that, I'd like AOE heals to have a wider range. A nice channeled AOE CD would rock too. Give it a huge CD or something but let us have more oh-shit heal.
Barring all that, I'd love some kind of poison cleanse for my SCH that's not at level 40. T_T I was healing in Brayflox's Longstop yesterday on my SCH and we wiped on the last boss. Tank was like: 'It's the poison! It's the poison that got me!' and everyone else was like 'yeah! IKR?! Healer, why you no use Esuna?!'
Of all the spells you listed this is the only one I don't really understand. Why would you want to reduce enmity generated by the target? I can see if this would primarily be used on on-tanks but a 900 potency heal spell seems like over kill on DPS and Healers. Since your primary healing target is always going to be the Tank it seems weird that your strongest heal outside of Bene would reduce enmity generation. The damage reduction is nice though.
I put that in as a safety measure against the spamming of Cure IV. If the tank suffered reduced enmity generation consistently, then the Cure IV spamming healer will quickly overtake the tank in enmity and get his face chewed off. That was my main concern in regards to enmity, but as I said, it's not definitive. Do you think the damage reduction is incentive enough already not to spam Cure IV? If so, then I'll remove the reduced enmity generation part.
Sorry. I kind of grasped what you were going for after I posted. I should have editted my previous post. xD It makes sense. And I can see it being a nice heal to use instead of using a Bene. It's a good concept actually and would be interesting to see it in game. It'd still find more use than Cure III. lol
I kind of tried to make Cure III still useful in a sense, even with the suggestion of Renew. I made Renew only really useful when it was used on 3 or less people (700 potency heal of 3 people, and 850 on 2 and 1 person(s)). So for raid wide hits, Cure III is still more useful if the party stacks. So Renew is more for tank soaked damage (e.g. Akh Morn) and Cure III is party damage (e.g. Gigaflare).
See hidden part for rant:
Most of the spells I made were focused on the respective Job's roles and their weaknesses. For example, WHM is known more for its burst AoE heals, consistent heals and burst damage; I made Cure IV, Renew, Stone III and Banish in that vein. However, WHM is noticeably weak when it comes to high-end support and utility; it is very much a healer bot. That was my inspiration for Drown and Arise; the first being a DoT that will always hit (acc problem solved for one spell), and its major effect of increasing DPS for its duration. Imagine in a raid, with the two tanks and four DPS attacking for the duration of Drown. It would average to 6 GCD attacks each; 36 attacks in total, not counting off-GCD attacks and skill/spell speed. 36 attacks, at 10 potency each. Added with Drown's own potency, it would result in a total potency of 385. If there were more attacks, for example, procs, bloodletter, the other healer casting spells, Drown's effectiveness increases.
Arise, similarly, plays on WHM's strength of big heals and spells, but also bringing usefulness to both progression and farming. Progression to instantly bring that important offtank/healer/highest DPS back up fast, and farming to almost mitigate a mistake (that caused a death) by bringing the (usually) DPS back into the fray straight away.
For SCH, their biggest strength is their damage mitigation, high burst single target heals, and their utility and DPS. Their single target heal is so good, actually, since Lustrate scales with tanks so well in addition to the fairy, that I didn't think they needed an additional single target heal. What I played on was their strength in utility, and their weakness in all forms of AoE. I heaped on more utility. DPS get a benefit from Imperil, for that evasion down; it even benefits the healers to land their spells more. Support skills were truly to support other; Accession makes you and your other healer or your fairy super awesome for that duration. Imagine a double-effect Protect, or Fey Covenant, or Medica II/Whispering Dawn, or double effect Divine Seal/Fey Illumination, or even a quadruple-barrier crit Adlo. Penury also supports either your healer or your caster DPS; keeping your BLM in Astral Fire stance for longer.
SCH's weakness, I fixed with Elutriate, while also combining it with SCH's unique concept (percentage of health). For AoE DPS, however, I had to incorporate it into the ACN abilities, because SCH abilities are always enhancement/heal based. So I had to think of an AoE DPS skill that did not destroy SMN, or destroy ACN's concept of low-mana cost spells, low potency burst, but good sustain. Aurorastorm was what I thought of; making the two only damage spells AoE, that were not overpowered or expensive, AoE. Again, playing on SCH's strength of good mana retention and their concept of low-burst damage.
One thing I haven't done is capitalise on Aetherflow for SCH, aside from Aurorastorm. It's hard because SCH relies on Lustrate for big heals, and that uses Aetherflow, that to think of something useful that also uses Aetherflow will be hard.
I may think of more abilities. I didn't realise how fun it was until I started thinking of stuff that worked.
It's obvious you put a lot of thought into these spells. It was just my own fault for not understanding Cure IV at first. They all look like really useful and powerful abilities that I would like to see in the game. I'm not a big SCH player so I don't have much of an opinion on those spells but I can see Accession could require more communication between party members (that shouldn't be to bad in premades). Some may like that. Others, who don't, could just use it on their fairy which is also pretty nice.
Basically what I'm trying to see is good work. Very interesting spells.
*Devotion was a WHM ability that they could use in FFXI. They also learned *Martyr (Sacrifice HP to heal a party member for double the amount sacrificed) and *Sacrifice (Transfer status debuffs from a party member to yourself.)
Source: http://wiki.ffxiclopedia.org/wiki/White_Mage
Add in how Aerith is a WHM (Due to all her healing/defensive LB's and her connection with Holy) and you can see the theme here for WHM's who are not afraid of hurting/sacrificing themselves for the greater good, either by saving the party or even the world.
When people ask for a stronger AoE heal for SCH... Here's a possible suggestion. How about an ability that "detonates" all currently existing Galvanize on the party and returns it as a heal, with a 5 minute cool down? This gives SCH the ability to press the panic button and potentially save the team without having them intrude on the WHM's territory. Basically it lets your Succor heal at twice the efficiency and allow a second Succor to go off and apply a new Galvanize.
Not sure if it's been said before, but... Esuna II / Mega-leeches :p Whether it's to remove several debuffs at once or aoe-targeted, I'd love it. (Possibly one of them several debuffs and the other aoe-targeted?)
Unless they're making that AST privilege, of course =/
(Would also like to see Stoneskin II eventually making its way over to scholars... it'd still be weaker than WHM stoneskin, and still not possible to use in-combat -- nor should it be -- but it'd save a lot of time in between fighting. As a scholar, by the time you're halfway through the third stoneskin-cast in a dungeon, half the party's already run ahead ;_; Plus I keep feeling sorry for pets not getting any stoneskin love due to lack of party patience... But meh. That probably won't happen until the next time they raise the level cap :p if even then.)
Not sure whether someone has mentioned this, but we need Reraise spell.
Same thing on FF Type-0 by Rem, but only a single target, only few seconds durations, but can saves lives and prevent wipes.
Not working if you are killed by primals' enrage though.
Mp cost will be huge, bigger than Raise itself.
Great idea, I like this a lot. I personally think succor is fine as it is because it does the same thing as medica, just in a different way. Both my SCH and WHM are equally geared. My SCH has about 25 more DET because of the Relic and WHM has more MND because of CNJ trait. My succor hits for 520-600 and Crits for 900ish. My medica hits for 1090-1200 and crits for 1700ish.
I think Libra actually could work. Off the topic of my head the first thing that came to mind was to have it work as a debuff that would reduce the target's evasion. On the surface that sounds pretty bland, but it actually would have some use. Aside from the potential raid utility (discussing the viability of doing that could go on for far too long) there is the point that healers have poor accuracy when pitted against the most challenging encounters the game has to offer at level 50. With Scholar being the most damage centric healer in the game, giving them a skill that would allow them to deal damage more reliably would be beneficial.
from my understanding Libra identified the weak points and strong points of an enemy. SO an enemy can have blunt resistance. Instead of dragon kick giving and full 10% damage it will give 5% instead vice versa if it was weak agaisnt blunt damage which can give 15% extra damage.
We are all about mitigation so Libra can determine the strongest attacks of an enemy and give a special mitigation towards it like 5% less damage from fire based attacks.
Veil. Prevents the next debuff on the target.
sigh. they gave us stone3. wahtever
what i want is ((Holy 2)) bigger brighter x_x
and maybe a stronger Medica. or a different medica type of spell. :confused:
Healing Sacred Soil!
Everybody ON DA FLOOR for free healz!
Aw Yiz.
Was Really Hoping WHM got ReRaise in this, self Rez.
It's not out of the realm of possibilities. The live letter didn't go into traits that much. Remember that they made Raise by itself weak so it can be enhances by more and more traits later on (which is why ressurect includes an in-battle option and raise requires a trait). Imagine a trait where raise grants a re-raise buff when cast on a living target, and functions exactly the same as now when cast on a dead target.
Personally I want a spell that instantly consumes Regen on the target to immediately heal the target for its remaining potency.
EDIT: And a trait that gives each Regen tick a 5% chance to proc it for free without consuming Regen.