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  1. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Hello and good morning! Just want to say thank you for taking the time to look over this design and comment. I do really appreciate it.

    So let's dig into your main concern of there being too much emphasis on DPS in this kit because I believe there is some misunderstanding in certain areas, and I want to figure out if it's an issue of how these abilities are described.

    Fervent Earth, Fervent Wind, Fervent Water
    As you described, casting your DPS tools of Stone, Aero, and Water reward you with the corresponding Aether that can be used to cast their ultimate forms of Quake, Tornado, and Flood. Casting those three spells results in the Fervent buffs that enhance or allow certain aspects of this kit. Beyond casting Stone, Aero, and Water, there are several other tools that reward you with Aether:

    Stoneskin and Munificent Efflorescence each reward you with 10 Earth Aether each, and Stoneskin in particular has a short cooldown.
    Cloud Nine and Thin Air reward you with 15 Wind Aether each.
    Asylum and Aquaveil reward you with 20 Water Aether each.
    Plenary Indulgence rewards you with 1 of each Aether per stack of confession consumed per character.

    Looking at this now, I will probably bump these up by 5 points each, but they allow pure healer players to still access all the tools in their kit, and actually give them a wider window for casting Arise since they'll sit on more Aether over longer periods of time.

    It's true that players would be required to cast Quake, Tornado, and Flood in order to use Field of Bliss, Static Turbulence, and Fluid Image; however, my reasoning is that a single cast of those abilities, which is not gated by a time limit, is something that low DPS healers wouldn't mind managing, especially since it wouldn't come up as quickly. Additionally, the current tools that are enhanced by the Fervent buffs are the same as they currently are, meaning they can still be used at their current efficiency. Do you still find this part unappealing? I'd love to hear your thoughts on that aspect.

    If you don't mind taking a glance back at these abilities, can you share with me if you caught this information your first time around and just forgot, didn't catch it the first time but caught it the second time, or still don't see how that information is clear based on how I wrote it? I'll be glad to increase the visibility and wording of those effects if they aren't prominent enough.

    Regarding Skill Order
    The order of the spells for: Cure - Curaga - Cure II - Curaja - Curaga II are effectively the same as Cure - Medica - Cure II - Cure III - Medica II. The spells are all identical, but I wanted to rename them in traditional Final Fantasy format. Cure II is the only outlier, as it's acquired earlier than in the current build, but that's largely due to me needing to bump a spell down to level 18, and not wanting it to be Cloud Nine (Formerly known as Presence of Mind).

    Lastly, I do want to mention that a part of my inspiration behind this build was the Conjurer Class Quests which focus on the NPC Sylphie. As a Conjurer, all she wants to do is heal, but the entire quest line is all about teaching her that relying only on the healing aspect of Conjury is dangerous, and that the harmony of Earth, Wind, and Water is vital to her training.

    I don't want to force players to DPS heavily, but I want to encourage at least some occasional use of Earth, Wind, and Water spells in this kit in a way that isn't demanding. Not placing any kind of timer on effects like Fervent Earth, Fervent Wind, and Fervent Water, as well as Aether never declining means that players can build additional Aether and savor their Fervent buffs to use at their own pace.

    Again, your thoughts on this concept would be most appreciated.
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    Last edited by ty_taurus; 06-18-2018 at 09:32 PM.

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