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Thread: Make The Healer

  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100

    Make The Healer

    It's a pretty safe bet that there is no way 6.0 will not have a new healer job. I think, while we await the 5.05 patch notes for any particular changes, that this would be a good way to pass the time. I'm going to include a format to help keep posts nice and clean, that you are free to use if you wish.

    Guidelines: These are primarily to encourage keeping things concise.
    1. The total amount of -usable action buttons- shouldn't exceed 24. Role actions do not count. Traits can upgrade actions to improved / new actions, but the end goal should be no greater than 24 total actions.

    2. The "Gauge" representation should not exceed three mechanics. Example
    White Mage: Lily Timer, Lily Reserve, Blood Lily status

    3. Try to limit the expansion of the Role Action skills to two new / returning abilities.

    4. Don't worry about potency. Don't worry about specific cooldown times. For Cooldowns / abilities, use the following guide
    Short- 15-30 Seconds
    Medium: 45-90 seconds.
    Long: 120-180 seconds.

    This is primarily an exercise for mechanics and style, so don't worry over much about numbers.

    Here is an easy template you may use to help keep things organized. Just snip it from the quotes and copy pasta should you like.

    Job Name:
    Job Weapon:

    I. Background/System Changes

    A brief description of any overarching changes you believe need to happen to accommodate this Job. Enemy attack patterns, damage intake scaling, substat changes, MP changes, etc.


    II. identity

    A brief description of the job's place in terms of mechanics, lore, and aesthetics. Include a picture if you wish!


    III. Unique Mechanics

    A brief description of the job's unique mechanics, such as Lilies, Arcanum, or Aetherflow.


    IV. Action and Trait List [1-80]

    Action Name [Level Earned]
    Action Type [ Weaponskill, Ability, Spell]
    [Cooldown if any]
    [Cost: MP, Special Resource]
    Effect: Action Effect
    (3)

  2. #2
    Player
    Reiryuu's Avatar
    Join Date
    Sep 2013
    Posts
    874
    Character
    Imbri Undinare
    World
    Kujata
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kabooa View Post
    It's a pretty safe bet that there is no way 6.0 will not have a new healer job.
    You are far more optimistic than I on that front. At this point, if there is a new healer, it'll just be a virtual clone of the 3 we have.
    (13)

  3. #3
    Player
    Nethereal's Avatar
    Join Date
    Feb 2015
    Posts
    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Sounds like a fun thread, will probably get back to it and edit this post in a day or two.

    Quote Originally Posted by Reiryuu View Post
    You are far more optimistic than I on that front. At this point, if there is a new healer, it'll just be a virtual clone of the 3 we have.
    Yeah I'm in the same boat as you.
    (3)

  4. #4
    Player
    Impurrrsive's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    121
    Character
    Coleo Softpaw
    World
    Masamune
    Main Class
    Scholar Lv 80
    North star in apocalyptic world of healer for now xD
    How about some dark healer, necromancer or some vodoo thingy concept
    Just to propose concept
    I don’t full idea... revolving around hp steal and debuffing enemies, some cliche in dark arts
    (0)

  5. #5
    Player
    Alrin's Avatar
    Join Date
    Feb 2018
    Posts
    157
    Character
    Alrin Kireen
    World
    Phantom
    Main Class
    Sage Lv 100
    They will not introduce new healer in 6.0 because they will need to focus balancing existing ones.
    (5)
    In darkness, in cold, in the midst of winter where nothing walks the world but death and fear let the brave rejoice: I call the light.
    Out of darkness, light. Ouf of silence, song. Ouf of the sun´s death, the birth of each year. Out of cold, fire. Out of death, life. Out of fear, courage to see the day. (Elizabeth Moon - The Deed of Paksenarrion)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    I aimed for something different than what I've played as a healer over the years, both here and elsewhere. To me, this is a more aggressive healer without being a simple dot and shot. I went with a heavy emphasis on GCD actions, mechanic manipulation, and high impact set ups. While not everything could follow this trend, due to the necessity of requiring some on-demand responses, I think this kit manages to not be over bearing while also allowing a certain amount of lateral thinking.

    Job Name: Ironsight
    Job Weapon: Firebrand Rifle

    I. Background/System Changes

    Spellspeed and Skillspeed are consolidated. The haste scaling is unchanged, but a new facet is added to it - Cooldown Reduction, at about 133% the value of the haste. (AKA 15% haste also includes 20% Cooldown Reduction)


    II. identity

    The Ironsight is a seasoned marksman. They travel alone, selling their services to the highest bidders. Where a hired blade is meant to muscle or intimidate, the Ironsight is paid off for insurance, far away and hidden, providing a quick and clean excision to ensure the client walks away from whatever business they were doing. From the thick forests of Gridania to the dark corners of Ul'dah, many a polite but terse transactions are made, knowing full well a bead is drawn upon those involved, from in front and behind.

    Ironsights are versatile and excel when executing a well thought out plan of action.




    III. Unique Mechanics

    The Ironsight utilizes a variety of ammunition types, each one changing their immediate focus for a short duration. Ironsights come from many walks of life - battle, medicine, exploration, and have designed their ammunition to fit their needs.

    As ishgardian technology advances and spreads throughout the land, Ironsights have adapted to the newly developed aetherotransformers, keeping specialized and compact versions that allow them to lob out balls of aether with varied, predetermined effects.

    A skilled and varied Marksman, Ironsights are equally adept on the move as they are when able to settle to a perch and ready their shots.


    IV. Action and Trait List [1-80]

    Flick Shot [Level 1]
    Weaponskill
    Range: 25y
    Cost Optional: 1 Ammunition
    Effect: A quick shot. Deals potency. Gains potency when ammo is consumed.

    Medicinal Cartridge [Level 4]
    Ability
    Recast: Short
    Effect: Loads six medicinal shells into your rifle. Your Shot actions instead target allies for healing potency.

    Ammo Belt [Level 4]
    Gauge
    The Ammo Belt is now trackable. A six-slot gauge with your current loaded ammo is shown, along with the recast of unloaded Ammo.

    Aimed Shot [Level 8]
    Weaponskill
    Cast: 3.5s
    Range: 25y
    Cost Optional: 1 Ammunition
    Effect: A well aimed shot. Deals high potency. Deals higher potency with ammo consumed.

    Blast Cartridge [Level 12]
    Ability
    Recast: Medium
    Effect: Loads six explosive ammo, causing shots to deal 50% of their potency to nearby targets.

    Choco-Bomb [Level 15]
    Ability
    Range: 25y
    Cost: Chocobo Aether
    Effect: Lob a ball of aether, tuned to the same signature that a friendly Chocobo sends towards well liked friends. Heals for medium potency in a 10y radius.

    Bandolier [Level 15]
    Gauge
    Your current aetherotransformer status is shown here.
    Chocobo Recharge time: 15 seconds.

    Resuscitate [Level 15]
    Action
    25y
    8s Cast
    Effect: Raise target ally with a well placed healing bullet.

    What's Good For the Goose [Level 18]
    Trait
    Effect: When healing a target with Shots, you heal for 50% of that amount.

    Buckshot [Level 20]
    Weaponskill
    Range: 5y
    Cost: At least 1 Ammunition
    Effect: Expends all remaining ammo. Deals medium potency. Deals more potency per ammo consumed.

    Tuck and Roll [Level 24]
    Ability
    Recast: Medium
    Effect: Dive forward 10y out of harm's way.

    Vigor Cartridge [Level 30]
    Ability
    Recast: Medium
    Effect: Loads 3 specialized ammo. Shots target allies to heal and reduce the target's active cooldowns by 10 seconds over the next 30 seconds.

    Cryo-Bomb [Level 32]
    Ability
    25y
    Cost: Bomb Aether - Recharge time, 60 seconds.
    Effect: Fling a ball of aether that explodes on enemies in 10y, dealing moderate potency and inflicting the Slow Status for 15 seconds.

    One For The Money[Level 35]
    Ability
    Recast: Medium
    Cost: 1 Ammunition
    Effect: Grants yourself 15% increased Haste and Cooldown Reduction for 24 seconds.

    Embedding Shot[Level 40]
    Weaponskill
    1.5s cast
    25y
    Cost Optional: 1 Ammunition
    Effect: A careful shot that embeds the shell into the target without unleashing the stored effect. A target can only have one shell in them per Ironsight at a single time.

    Two For the Show[Level 40]
    Ability
    Recast: Short
    Effect: Detonates all embedded shells. Uses the potency value of the previously used weaponskill.

    Sidearm [Level 45]
    Ability
    Recast: Short
    Effect: Sidearm's first activation loads it with a shell that is the same as the currently loaded shell. Sidearm's second activation fires the round at moderate potency to your Focus Target, then goes on cooldown.

    Pulse Cartridge[Level 50]
    Ability
    Effect: Loads 1 Pulse ammo into your rifle. This cartridge charges as other cartridges are used and emptied. Four cartridges will fully charge Pulse Cartridge.

    All shots are morphed into Hypershot.

    Hypershot
    Weaponskill
    25y
    Effect: Strikes all enemies in a 25y x 5y line for high potency and heals all allies for high potency.

    Shell Bomb [Level 52]
    Ability
    25y
    Cost: Adamantoise Aether - 60s Recharge
    Effect: Lob a ball of aether at the target area, throwing up a protective bubble for 10 seconds. Allies within gain a stacking damage shield every 3 seconds they aren't running.

    Double Tap [Level 54]
    Trait
    Effect: The last ammo in Blaster, Medicinal, and Vigor cartridge causes the weaponskill using it to fire twice. The second shot deals reduced potency.

    Three To Get Ready [Level 56]
    Trait
    Effect: One For The Money can be reactivated within 3 seconds to reduce ammunition down to the last round, granting additional duration per ammo consumed, up to 45 seconds maximum.

    Chocobo Mist[Level 58]
    Ability
    25y
    Cost: Chocobo Aether
    Effect: Lob a ball of aether, coating the ground in a fine mist for 6 seconds. Those in the mist and who pass through the mist gain a low potency HoT for 30 seconds.

    Scatter Shot [Level 60]
    Ability
    Recast: Long
    Effect: The next shot will target all applicable targets within 10y. Does not apply to Hypershot.

    Mighty Serum[Level 62]
    Ability
    25y
    Cost: Adamantoise Aether
    Effect: Grant ally target 30% damage reduction against the next attack against them within 6 seconds. The target moves 75% slower for the duration.

    Four To Go[Level 64]
    Trait
    Effect: Shells on targets through Embedded Shot gain 5% potency every 3 seconds they are on the target, up to 30% more potency.

    Volatile Aura[Level 66]
    Ability
    25y
    Cost: Bomb Aether
    Effect: Target ally gains explosive aether for the next 15seconds. Upon using a damaging Ability, the aether explodes to deal 50% of the potency of the Ally's ability to enemies within 10y.

    First Responder[Level 68]
    Trait
    Effect: Medicinal and Vigor Cartridge's first shot is always a Critical Hit.

    Crisis Management [Level 70]
    Ability
    Recast: Long
    Effect: Increases the healing potency of your Shots by 20%. Sidearm is considered to be armed with Medicinal ammo, doesn't require loading, and has its recast reduced to 3 seconds. These effects last for 20 seconds.

    Double Bandolier[Level 72]
    Trait
    Effect: Chocobo, Bomb, and Adamantois aether can store up to two charges.

    Trick Shot [Level 74]
    Weaponskill
    25y
    Cost: 2 Ammunition
    Effect: Hits your target and your focus target for moderate potency. Your Focus target is healed if an ally, damaged if an enemy. If both shots hit the same target, they occur at reduced potency.

    Float Like A Dimorph[Level 76]
    Trait
    Effect: Tuck and Roll grants immunity to most detrimental ground based effects for 3 seconds.

    Megalixir[Level 78]
    Ability
    25y
    Cost: 1 Chocobo, 1 Adamantoise, 1 Bomb aether.
    Effect: Throws a high density ball of aether at target ally, healing them and all allies within 10y for high potency.

    Cold Calculation[Level 80]
    Ability
    Recast: Medium
    Effect: Increases the cast time of the next Shot by 1.5 seconds, but increases its potency by 50%.
    (0)
    Last edited by Kabooa; 07-18-2019 at 03:41 PM.

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,801
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Can I differentiate the existing 3 and make their actual healing aspects fun before I start into the new job's ideas?
    (1)

  8. #8
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Can I differentiate the existing 3 and make their actual healing aspects fun before I start into the new job's ideas?
    Go crazy.
    +10
    (0)

  9. #9
    Player
    Tommara's Avatar
    Join Date
    Sep 2013
    Posts
    139
    Character
    Lady Liralen
    World
    Siren
    Main Class
    Conjurer Lv 55
    If there is no solo content that yields exp for a hybrid healer that a pure healer cannot do (as existed in Everquest), there is no point in hybrid healers.

    i.e., if the only way of progressing is in a group, a hybrid healer serves no purpose compared to a pure healer, unless the group content is trivial.

    I don't like the fact this is true of FF14. But I have played enough MMO's to know that it's a kindness to prevent hybrids from existing if they aren't viable (because there is no worthwhile solo content compared to grouping).

    For the record, I much prefer a game design where hybrids are viable. I find them much more fun.

    But FF14 is not one of them.

    As long as MSQ is required for progressing and that it requires grouping, all healers must be alike, at least from the perspective of the rest of the group (been there, done that beginning with an EQ cleric, then years later, my disillusion complete in City of Heroes, which had the best healer designs I've ever encountered - if you can't heal stupid, you're of no use in a PUG. If you don't think the game is designed around PUGs, as my view of FF14 is, despite always being in an FC., your mileage may vary.
    (0)
    Last edited by Tommara; 07-18-2019 at 04:50 PM.

  10. #10
    Player
    Impurrrsive's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    121
    Character
    Coleo Softpaw
    World
    Masamune
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Can I differentiate the existing 3 and make their actual healing aspects fun before I start into the new job's ideas?
    This is all becoz SE destroy AST identity
    Pls no gloomy thread again
    (0)

  11. 07-18-2019 04:27 PM

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