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  1. #37
    Player
    Fyrebrand's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,188
    Character
    Friel Wyndor
    World
    Siren
    Main Class
    White Mage Lv 100
    Alright, I'm game. Here are a few pie-in-the-sky ideas I've had. These are probably broken as heck, but here we go:


    Reflect: Grants an ally a reflective barrier, returning a portion of all incoming damage back to its source.
    * Reflected damage is capped at a certain amount per hit, augmented by Mind stat
    * Would be a fun thing to throw on the tank, but casting on yourself would make solo play smoother

    Float: Elevates party members in a wide radius. Reduces damage from AoEs, increases movement speed.
    * "Sprint" action costs no TP, and has reduced cooldown
    * "Heavy" status merely reduces movement speed to normal, as long as Float is active (this might mess up some boss fights -- if so, then never mind)
    * Nullifies traps in PotD? Okay, I know that's asking too much...

    Tornado: Deals high burst damage to a target. Aero, Aero II, and Aero III effects cast by you each increase Tornado's damage.
    * If all three Aero spells are in effect, Tornado also inflicts "Erosion" debuff which increases target's damage from DoTs.
    * Maybe a 30-60 second cooldown?

    Quake: Over 5 seconds, you channel shockwaves that pulse out from your location. All enemies and party members within a certain radius take heavy Earth damage each second.
    * Does not affect self, or party members with Float buff.
    * Each Quake pulse applies "Shaken," a debuff that stacks in duration with each hit, and decreases outgoing damage.
    * Channeling is cancelled by movement, knock back or loss of control, or performing any other action.
    * Maybe it's stupid that Quake damages party members unless you do Float first, but I figure it mirrors the increased-setup/increased-payoff philosophy of Cleric Stance while also being good for a laugh when it goes wrong.

    Vanish: Renders a party member invisible, greatly reducing their current threat, as well was threat generated for a short time.
    * Sort of the "anti-Taunt" for when DPS get overzealous, or if your Regen is attracting too much attention from sudden adds.

    Divine Wrath (Trait): If used while in Cleric Stance, Divine Seal instead boosts outgoing damage potency.

    Summon Water Sprite: Summons an aquatic elemental which attacks the last enemy target you damaged, until it or the target is defeated. While the Sprite is active, the Summon skill becomes a command that will cause the elemental to move toward a chosen ally and sacrifice itself, healing them.
    (3)
    Last edited by Fyrebrand; 01-02-2017 at 12:18 PM.

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