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  1. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Weak DPS
    Really?
    I was worried that with using weaponskill combos, It would be too strong, compared to the other healers.
    I feel like at best it'll suffer from the niche imbalance of a Legion+ WoW Discipline Priest (Vampiric raid healer with only a bit of spot-healing, the only spammables of which serve for little more than allowing the ally to benefit from your vampirics for a duration), or like Overwatch's Bridgette but without the sturdiness or utility, who is similarly niche to compositions that don't take on much focus burst damage.

    -Green Magick Spells will now only have an effect time of 30 seconds and each will drain your Green Mana Meter for 3 points per second. Each has a cooldown time of 60 seconds.
    Though, iirc, I remember you having significant praise for the SB Bard's system, I feel I must point out that this would lead to highly fixed rotational play, as you could never start one effect for a short time, swap to another, and then swap back to the first. This is fine for a DPS since it doesn't much need to react to variable outside conditions, especially in the wholly scripted setting of XIV endgame, but for a healer this would be fundamentally backwards, even if its practicals come close.

    -Added a new Green Magick Spell, Poison of the Green. While up, it will damage all enemies with in 20 yalms of the user with a potency of 35.
    Ooh, a damage aura. I've no idea how it'll fit yet, but I like the uniqueness relative to abilities thus far.

    -Focus of the Green and Tranquility of the Green are now oGCD abilities and no longer effect Green Magick Spells. Both will still drain your Green Mana Meter for 1 point per second. When activating one of these abilities while the other is up, the other will deactivate.
    What about the others, though? Are they the only two not simultaneously executable?

    -Tanglevine now has a new trait called Tanglethorn. When a target is successfully hit with Tanglevine, they will receive the Tanglethorn debuff that will damage the target for 18 seconds with a potency of 30. Additionally, for every damage tick of Tanglethorn, the user's Green Mana Meter will increase by 2.
    This gives infinite cleave potential, at cost only of health to one's Tanglevine finger. There's no associated cost, no cooldown, no balancing factor around which to make the decision. Every GCD gap could as easily be spent just tabbing through all available enemies and spamming Tanglevine; the only possible loss is AA uptime if you're not wise about it and/or don't use soft-targeting to apply the oGCD.

    -Emerald Syphon now heals partymember for 10% of the damage they do (versus 25%).
    -Emerald Whisper now heals a selected partymember for 25% of the damage they do.
    This isn't entirely a fair critique, but I feel like such an effect would make far more sense for a Barbarian or someone of a more... vampiric persuasion, such as Warrior or Dark Knight, well over something like a Green Mage. Going by the current effects here, I also can't imagine that the Green is whispering anything short of terrifying. That'd make some sense, perhaps, for the 1.x view of the Black Shroud and especially the old Emerald Labyrinth, but feels far closer to the darker monstrosities and overwhelming force of Magic the Gathering's Green magic than anything within FF canon.
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    Last edited by Shurrikhan; 03-09-2018 at 02:09 PM.