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.


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