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  1. #1
    Player
    Sakurakiss123's Avatar
    Join Date
    Mar 2015
    Posts
    54
    Character
    Sakura Limepetal
    World
    Balmung
    Main Class
    Arcanist Lv 60

    Revamping of the WHM

    Understand my English isn't the best so first foremost apology for those who are reading This. If Squire-Enix wishes pull them-self's out of hole they dug put them they must return to the root's . some can say nothing wrong with whm's that is were you are wrong. if you played final fantasy 1 very first game where it all started for this. i will say the white-mage-rebirth

    Things that are wrong -

    Aero type
    Stone type
    Water type
    and fact that they use staffs/wands

    spells are in fact black mage's spells and in fact they should go too the blm. where elemental master's of offensive magic belong.

    wait I know what your gonna say here? but sakura if they don't have those spells whm's loose solo playable.. you are correct there for some change's will be added two few abilities watch will keep to the story without it breaking the story

    (Core Ability)
    Nul-Elemental - This Reduce's all Elemental Damage by 10-15% this also stacks with stoneskin. Nul-elemental is a buff that only effect's one player at a time ((depending what part of conjurer questline you are more elements are added to nul spell at first starts off with just Like First Quest stone, the air then water get the idea in the end you be able resist all types of elements

    Change's too "Cleric Stance" - upon using cleric stance your mind stat switches with your strength (cleric stance no longer is cross class ability for scholars)

    however do not feel bad cause Scholar/Summoner will get a new ability that is learned from arcanist "Evoker Stance - watch basically does this switches your intelligence with your mind state. while your switching your mind stat you and your pets deal/receive 10% more healing when switching to intelligence stat you and your pets deal 10% more damage.

    Weapons - WHM's weapon' will change to hammer's and no longer be able to use staff's and wands. Hammer's are strong/yet slow melee based weapon. watch is over all great for soloing. it probably be only blunt weapon in game

    ((what about all my hard work you say?) wont have gather atma's all over against whatever version of staff you have by turning in the staff. whatever version you have you get new legacy's the hammer/whm shield this probably claim alot of rage


    WHM-combat skills - whm have only 1 3 attack combo

    Your Attacks Also dont share Globel cool-down with any of your spells. there for you can muiti-task like a boss if needed

    each of these attacks are pruely solo. and they given whm's a mp regen buff after they finish series all 3 attacks. this last about 30 seconds so you get great deal of your mp back if you pull it off... addition your melee attacks are not used for damage

    Light Buster - Striking enemy for for about 55 and heals all nearby allies by 120 potency (nearby meaning melee range)

    Rapture - Deals about 80 potency
    Light Buster Combo: Power-Ups your next healing spell by 33%

    Sanctam Hammer - Deals 100 Potency
    Combo - Light Buster - Osmose - instead of dealing damage damage you deal will replenish Mp


    New Attack Spells Replace the old

    Dia's Primary Function is dealing Damage to Undead, Creature of the the Void. or demon like creature's and hits them rather hard too when used other wise there function beyond that is a weak damage over time spell that has really awesome effects addition all dia spells are -instant cast time- and have there own global cool-downs (meaning they dont share cd with your heals and attacks)

    Dia 1 - Dia function as a dot' as long as dot is active enimity caused by you is reduce'd however dot

    Dia 2 - is also a dot unlike dia 1 Dia 2 functions as reduce's damage by 10% by the target effected

    Dia 3 - is instant cast aoe dot that reduce's enimity of your next casted spell by alot! this is good just before you cast a big heal over all these are don't

    Dispell - Removes one friendly buff target monster. (polar opposite of esuna) this is awesome in boss-battle's what make's

    Scan - Hard to explain Scan. most likely you want to use this every fight. or boss encounter for it. put things more planing not only will it display number of HP bout give players at least 2 second warning before they targets start using there "killer moves" as well tell you monsters elemental weakiness's

    New Cross Class Abilities -

    Dispel - Dispel remove's one friendly

    Scan - Scan is instant


    Black Mages - this does effect them too so have say that aero/stone and water be given directly too them with minor alterations to these spells.. ever wonder why blm's do what they do. they use enemies weakiness's against them. if monster strong vs fire it was either weak to ice

    most ppl might not like idea. but this how black mage's worked. not only where they glass cannon they used elemental weakness's against

    Used Fire against a monster that is weak against fire - it deal double its amount of damage,

    however if you used fire against monster that is strong against - then damage is cut in hal

    this also benefit the summoner. cause role's wont be based on types like dps/tank/ranged dps... but instead the element they reprosent
    (0)
    Last edited by Sakurakiss123; 03-30-2015 at 12:41 PM.

  2. #2
    Player
    ZhycranaDranix's Avatar
    Join Date
    Jun 2014
    Posts
    572
    Character
    Zhycrana Dranix
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Sakurakiss123 View Post
    (cleric stance no longer is cross class ability for scholars)

    however do not feel bad cause Scholar/Summoner will get a new ability that is learned from arcanist "Evoker Stance - watch basically does this switches your intelligence with your mind state. while your switching your mind stat you and your pets deal/receive 10% more healing when switching to intelligence stat you and your pets deal 10% more damage.
    While I dislike all of the WHM bashing over the past week or so , I do like the SCH idea. Adding a 10% increase to your pets healing would be super, Would also give a thought of going into Cleric due to losing a bit of healing from your pet (most wont think about it and I prob wouldnt either) +10% , Add Rouse +40% , Fey +20% x Whispering Dawn ........There now you have a 70% increase in healing UMMERGUD Eos average embrace 2K get some
    (0)

  3. #3
    Player
    VoltaAsura's Avatar
    Join Date
    Feb 2012
    Posts
    533
    Character
    Volta Asura
    World
    Excalibur
    Main Class
    Thaumaturge Lv 61
    I don't understand the influx of WHM hate threads recently. We get it, you want to be an Astrologian. Give it a few more months.

    Nothing is wrong with WHM as it stands. In the hands of a player that actually knows how to play the job efficently - its actually quite OP.

    Plus, I like being able to DPS. Don't take my elemental spells from me.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    First glance: So we want to bring back Thaumaturge... as Conjurer.
    http://www.final-fantasy-14.org/abil...&submit=Filter (Elemental+Cure)
    http://www.final-fantasy-14.org/abil...&submit=Filter (Dia/Bio/Scourge/Banish/HoT)

    As much as I don't personally like being overly fixated on the Tank-Healer-DamageDealer Trinity, Conjurer's main role will almost certainly remain healing and whatever non-healing abilities it has ought to fit well enough between heals. Aero and Aero II, as differing length DoTs, and Stone II, as decent enough direct damage, do this well at present. Of course, they also simply shouldn't take up to many slots in one's ability bar (not the problem here, granted). In comparison there are a lot of problems in these suggested abilities, primarily ones simply centered on MMO design and the support functions already in place per class. First, enmity (as in Dia I and Dia III) is basically a non-concern unless you're doing something very stupid, as tank threat has already been buffed tremendously since 2.0, and even in Beta one could easily heal sufficiently without pulling off any decent tank. As for Dia II, let's take a survey of what's already standing. A very large portion of Warrior's value comes from Storm's Path, a 10% damage dealt reduction that would be identical to your Dia II. No dps aside from Monk has any damage-reductive / defensive-supportive abilities. Scholar and WHM deal without it via shielding, Adloquiem and improved Stoneskin (and in part Eye for an Eye, which for its limited duration after an unreliable application time, would be the same), which are both better tied to the role they have carved out than an offensively-applied debuff. Lastly, Monk's One-Ilm Punch already covers, exclusively, all purges (removal of enemy beneficial debuffs) in this game. What is your reasoning for introducing that to a healer class now (because that's what Conjurer/WHM is in the confines of this game, and changes to that really ought to be made with full consideration of that status quo)?

    There is a reason I've mostly been saying "Conjurer" thus far. Unless classes are removed, and the FFXIV world basically cut down to FF-ubiquitous roots, you are going to have to deal with world lore and part of that is how the classes are formed and how they become the jobs, which are thereby altered in comparison to their other iterations. I take that as a bonus, as long as the lore made adds up in its own way. I'm guessing that might not be the case for you? (Though I won't deny that most class lore given here will be shallow at best.)

    Tldr: Get to 50, read over the abilities of the other classes, raid, think this over again, and by all means write again.
    (0)

  5. #5
    Player
    DarkmoonVael's Avatar
    Join Date
    Feb 2014
    Posts
    1,014
    Character
    Darkmoon Vael
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by VoltaAsura View Post
    I don't understand the influx of WHM hate threads recently. We get it, you want to be an Astrologian. Give it a few more months.

    Nothing is wrong with WHM as it stands. In the hands of a player that actually knows how to play the job efficently - its actually quite OP.

    Plus, I like being able to DPS. Don't take my elemental spells from me.
    .

    Like you, i am confused by these threads. WHM is a stupidly powerful healer, and also capable of some impressive dps.

    In FF14 lore, the elements that WHM has access are WHM only, and the BLM has access to other elements. Being able to use earth, water and wind elements is in the FF14 lore.
    (0)

  6. #6
    Player
    Sakurakiss123's Avatar
    Join Date
    Mar 2015
    Posts
    54
    Character
    Sakura Limepetal
    World
    Balmung
    Main Class
    Arcanist Lv 60
    don't think am hating on the white-mage. in fact love'd class sense very beginning. there is a-lot of spell's that were cut off from white-mage's spell school. have not been touched on yet.

    this about history. what made final fantasies white mage's so good over serie's of final fantasy

    1: Healing (Yes)
    2: Buffing (Master's at damage prevention have no equal in this this what made whm's so awesome)
    3: also not best melee fighters but they capable smashing few heads with a hammer or 2 handed hammer
    4: they did have damaging spells they were not elemental base they are light so holy very correctly put however stone.aero and water doesn't belong here. spells that directly effected status alignment. watch turn the tide of battle's

    Ion't think am hating on the white-mage. in fact love'd class sense very beginning. there is a-lot of spell's that were cut off from white-mage's spell school. have not been touched on yet.

    this about history. what made final fantasies white mage's so good over serie's of final fantasy

    1: Healing (Yes)
    2: Buffing (Master's at damage prevention have no equal in this this what made whm's so awesome)
    3: also not best melee fighters but they capable smashing few heads with a hammer or 2 handed hammer
    4: they did have damaging spells they were not elemental base they are light so holy very correctly put however stone.aero and water doesn't belong here. spells that directly effected status alignment. watch turn the tide of battle's

    I want you also see effect's this is also having on other classes like the black mage and summoner. because elements are spread out. black mage's cannot fulfill there organal role. and summoners are limited two 3 pet's cause there is no other roll's for there pets cover.

    however if they lose those skills then they need something to replace what they lost. has too feel like a whm

    as final fantasy 14 lore is concerned - i talking about the history of all final fantasy game's watch has been thrown away sense 10. why do think having so much problems making a game as good as 7 cause this chomping and changing . look how awful final fantasy 13 was?

    final fantasy 14 lore wouldn't be effected that much. sense conjurer's very capable of making spells that resist those type of elements make more sense sense constant fights with primal's with a simple Nul-All Spell
    (0)
    Last edited by Sakurakiss123; 03-31-2015 at 12:39 AM.

  7. #7
    Player
    Spoekes's Avatar
    Join Date
    Feb 2014
    Posts
    646
    Character
    Spoekes Magica
    World
    Odin
    Main Class
    Scholar Lv 70
    The current WHM is super fitting for all FF games I can remember, I feel like it's 100% true to the series.

    How dare you say a hammer is more fitting than a staff

    The things you propose sound like they must reconfigure the whole game to make it happen and I assume you didn't finish your thoughts on some..

    Didn't play FFXI, but read WHM could take blunt weapon (clubs) there.

    From the rules of what a whm and what a blm should be:
    Can it be you mistake FFXIV for FFXI-2?
    (1)
    Last edited by Spoekes; 03-31-2015 at 01:14 AM.

  8. #8
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    I think I see a slight issue based on the second post you wrote. You can't compare this Final Fantasy to others, the way you are, each game is different. 10 was good, 7 wasn't great, and 13 wasn't bad, but those are personal preferences and have nothing to do with the classes. Each traditional job has always had one defining feature and several smaller ones that are adjusted for each game, and that is how SE constructs their jobs. Just look at your spell list Aero spells have been white magic, black magic, or blue magic in past games, same with stone, white, black, blue, time, and same with water. Spells fluctuate as the developers see fit; ultima was originally a white magic spell, in the tactic games, most status spells are considered green magic. Some healing spells are even considered time magic like reraise and regen. The point is spells fluctuate on a need be basis.

    And in response to why those specific spells were choosen for Conjurer/White Mage, it probably has to do with the fact that both wind and water are passive elements and earth is a "female" element, considered more passive when compared to "male" elements. Though that is just elemental lore, and has no real say in what people wanna choose. Though people tend to follow it without realizing. They do tend to swith wind and earth though, thinking wind is female when it's actually male. The structure is like this: Fire - male/aggressive, Wind - male/passive, Earth - female/aggressive, Water - female/passive. Okay enough nerding out, lol

    Also, you mentioned elemental weaknesses, but the developers explained why there really are none in this game, which while I do agree makes sense, is still a bit annoying.
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    Last edited by Eloah; 03-31-2015 at 03:10 AM.
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.