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  1. #241
    Player
    Mirakumi's Avatar
    Join Date
    Oct 2011
    Location
    Windurst 2.0
    Posts
    1,170
    Character
    Lady Zelda
    World
    Leviathan
    Main Class
    Archer Lv 92
    Sliprain - Water damage and may inflict Slow. (but aoe)
    Evade Magic - Allows user to avoid damage spells.
    Spellbound - Buffs last longer on the user.
    Magma - Powerful earthquake rocks enemies. Quake-elemental damage.
    Renew - Fully restores HP of targets with radius.
    Dispelga - Removes all detrimental effects via aoe.

    blah
    (0)

  2. #242
    Player
    Verdan's Avatar
    Join Date
    Sep 2013
    Posts
    503
    Character
    Verdan Lankost
    World
    Goblin
    Main Class
    Carpenter Lv 70
    A bouncing heal buff. Bounces to the nearest target after the target affected is hit.
    (1)

  3. #243
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Verdan View Post
    A bouncing heal buff. Bounces to the nearest target after the target affected is hit.
    There was a Chain Heal in a certain Korean MMO I used to play that would...well...do exactly that, albeit instantaneously and with healing based on percentage of HP missing up to a certain max %, starting with the most-injured nearby friendly target and decreasing in power with each jump.

    I remember it being MP-intensive, but very powerful in the right situation.
    (0)

  4. #244
    Player
    Ooshima's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    1,925
    Character
    Rui Ooshima
    World
    Tonberry
    Main Class
    Bard Lv 100
    Scholars should get a Curaja-like skill.

    AoE %maxHP heal dependent on how many stacks of Aetherflow available.

    Skill will consume all existing stacks (like how Flare sucks all MP).

    Assuming Scholars will get an increased Aetherflow stack, at 4 stacks it will AoE heal 40%maxHP, 3 stacks 30%maxHP so on and so forth.
    (0)

  5. #245
    Player
    Verdan's Avatar
    Join Date
    Sep 2013
    Posts
    503
    Character
    Verdan Lankost
    World
    Goblin
    Main Class
    Carpenter Lv 70
    Quote Originally Posted by Cynfael View Post
    There was a Chain Heal in a certain Korean MMO I used to play that would...well...do exactly that, albeit instantaneously and with healing based on percentage of HP missing up to a certain max %, starting with the most-injured nearby friendly target and decreasing in power with each jump.

    I remember it being MP-intensive, but very powerful in the right situation.
    I'm thinking of Prayer of Mending, a wow spell that I haven't seen replicated in any other game I've played since, and I stopped after the first expansion. you'd cast it on someone, and when they were hit it would apply the heal and bounce to the closest friendly. It was incredible for dual tank situations, healing MDPS, and any other aoe situation. I've wanted to use it again for years.
    (2)

  6. #246
    Player
    Greven's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    778
    Character
    Chris Von'greven
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    I wouldn't mind a trait to upgrade Fluid Aura so you can use it on players too >.>
    (0)

  7. #247
    Player Talia_Hailwind's Avatar
    Join Date
    Dec 2014
    Posts
    467
    Character
    Talia Hailwind
    World
    Cerberus
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Greven View Post
    I wouldn't mind a trait to upgrade Fluid Aura so you can use it on players too >.>
    This ^

    AOE Knockback please.

    More water spells in general would be nice. Getting sick of throwing rocks at people.


    (1)

  8. #248
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by KisaiTenshi View Post
    Because bad Tanks exist. Cancel the enmity-generating buffs before they use provoke/flash, think about the boss fights where the DPS are ignoring adds, so all the adds come to you. I'm thinking about future content that actually leverages this to discourage the current trend of "keep casting regen/medica II and then DPS to faceroll"

    As it is, in current content I avoid casting Regen/Medica II until absolutely necessary because it makes the tanks job harder.
    Quote Originally Posted by KisaiTenshi View Post
    I'd be more than happy if they just removed the Cleric Stance "buff" inside dungeons so that the entire Tank-Healer-DPS mechanic works as designed. That said, you do not need to agree with me, but I would rather any upgrades to WHM be entirely focused on healing and not DPS.
    It's not hard to click off a HoT before pulling... And it only takes 3-4 ticks for it to outdo a cure. As a tank I'd prefer healers to be mana-efficient in their healing insofar as it allows them to dps between casts. And as a healer, I do often find myself in the optimal position for gathering adds for the sake of the tank and dps... I won't do that in the presence of adds who can one-shot me, of course, (unless a dps would otherwise be one-shotted before the tank could grab it and I can kite it to the tank without being hit, etc.) but the whole 'only tanks should *ever* have threat' and 'healers are for healing *only*' is really not conducive to just about anything. In the end, speed is dps, and the tank and healer are both there to aid dps. The Tank-Healer-DPS trinity has always been exactly that -- power, and derivative power (support). Sometimes that's best done by just not dying. But there is no reason to hold back on dps just because your class is equipped with mitigation tools or healing spells unless it would otherwise cost a higher-potential member his own dps to dodge/mitigate/self-heal/tank(lose positionals)etc.
    (1)
    Last edited by Shurrikhan; 03-15-2015 at 11:21 AM.

  9. #249
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    It's not hard to click off a HoT before pulling... And it only takes 3-4 ticks for it to outdo a cure. As a tank I'd prefer healers to be mana-efficient in their healing insofar as it allows them to dps between casts. And as a healer, I do often find myself in the optimal position for gathering adds for the sake of the tank and dps... I won't do that in the presence of adds who can one-shot me, of course, (unless a dps would otherwise be one-shotted before the tank could grab it and I can kite it to the tank without being hit, etc.) but the whole 'only tanks should *ever* have threat' and 'healers are for healing *only*' is really not conducive to just about anything. In the end, speed is dps, and the tank and healer are both there to aid dps. The Tank-Healer-DPS trinity has always been exactly that -- power, and derivative power (support). Sometimes that's best done by just not dying. But there is no reason to hold back on dps just because your class is equipped with mitigation tools or healing spells unless it would otherwise cost a higher-potential member his own dps to dodge/mitigate/self-heal/tank(lose positionals)etc.
    Discussing any kind of healer DPS issue with this person is a waste of time. I'm not going out of my way to be unkind, but it's true.

    As we've learned from several other threads, KisaiTenshi has a very rigid, cookie-cutter notion of how role mechanics should work, and this notion clashes with how the mechanics actually work.

    The problem is that these players don't try to learn more efficient playstyles because they don't think that they should be required to play the entirety of their role. Unfortunately, because they are not practiced with playing their Jobs fully, they seem to believe that no one else is capable of playing differently without creating some kind of hardship or risk for their parties; they simply don't understand that it's possible to shift your gameplay fluidly from healing to DPS and back again as the situation changes.

    *takes the hijacked thread in for landing*
    (3)

  10. #250
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Thanks for the concise info on that, Cynfael.

    On topic, more than any new spells, exactly, from healers, what I'd like to see is more dynamic use of the dps abilities we already have. However, I'm drawing a blank for SCH and have no knowledge base by which to discuss AST, so the examples will only be for WHM at the moment.

    - I'd like to see Fluid Aura be more than just a per-30-seconds-bonus-damage-spell-that-you-use-if-you're-not-really-busy-and-happen-to-be-close-to-the-boss ability. It's useful, for sure, in dungeons, but it becomes mostly irrelevant elsewhere. I'd like to see it have dynamic use, similar in that regard alone to Aetherflow stacks, that regenerates based off more than just time (e.g. DoTps, HoTps, mana consumption, mana regeneration, whatever). Ideally, I'd also like to see that use be selectively any of (1) current/immediate (knockback and damage), (2) offensive/combined, or (3) supportive/cleansing. I'll explain the last two, briefly.
    * The offensive/combined use would be to allow Fluid Aura to be used on the same target as the previous (of certain) offensive cast(s), for a second or so, and deal bonus/combined effects upon doing so. For instance, Aero II + Fluid Aura would cause the 'Drown' effect (take that as you will); Aero I to Fluid Aura will allow the knock-back at range, albeit for reduced damage and distance based on that distance; and Aero III + Fluid Aura, if the ability is every given, would cause... something of a typhoon.
    * The supportive/cleansing use is basically a oGCD, mana-less (unless Fluid Aura, if spent otherwise, could have given you back some mana) cleanse, that can be placed even just slightly before a status effect would befall the target and absorbing it in the target's place.

    (The main idea is simply to make Fluid Aura a (relatively versatile) water spirit residing inside you, of which you learn additional means of use with increased class level. And, as a bonus to making a somewhat stale spell more interesting, we get some bonus DPS variance, a well-desired cleanse, and maybe more.) ...Anyone remember when (1.0 job lore) there was supposed to be a water spirit residing in our AF coat? Yeah, like that.

    P.S. It's also the only way I can think of warranting our having only a single, and (currently) cooldown-limited water spell in a three-element Conjurer arsenal.
    P.S.S. Who knows, maybe eventually we can see spell-mixing in most classes, and maybe even between players? THM casts Fire combined with CNJ's Aero, Aero + Featherfoot for wind-based counterattack kick action... >.>
    (0)
    Last edited by Shurrikhan; 03-15-2015 at 02:37 PM.

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