No votes for lightwell yet?![]()
No votes for lightwell yet?![]()
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.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.
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.
Last edited by tjw; 04-26-2015 at 11:49 PM.
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.
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