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Thread: Make The Healer

  1. #11
    Player
    Billythepancake's Avatar
    Join Date
    Jul 2019
    Location
    Limsa
    Posts
    777
    Character
    Evelynn Outreguerlain
    World
    Diabolos
    Main Class
    Scholar Lv 80
    SE needs to learn how to handle the 3 healers we have now before they add a fourth one into the mix. I would love a 4th healer, but not after what they did to SCH/AST to try and make WHM seem better.
    (0)

  2. #12
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Job Name: Chemist
    Job Weapon:
    Main: Mixing Bag
    Secondary: Aetheric Phial



    I. Background/System Changes

    Weapon adjustments to accommodate a secondary weapon for another Job.


    II. Identity

    A medical art form created by Doman apothecaries while occupied by the Garlean Empire. By adopting non-aetherial Medicus technology, and making modifications to the traditional alchemy alembic, traditionally tame medicines with powerful aetheric healing properties became possible.


    III. Unique Mechanics

    Mix and Diagnostics allow the Chemist to adopt to circumstances as they change, come up with quick solutions, and create potent flammables when the party maintains good health.


    IV. Action List[1-80]

    Rust [Lv.1]
    Action Type [Spell]
    [Cost: MP]
    Damage Potency: 150
    MP: 400


    Salve [Lv.2]
    Action Type [Spell]
    [Cost: MP]
    Cure Potency: 300
    MP: 300


    Acid [Lv.4]
    Action Type [Spell]
    [Cost: MP]
    DoT Potency: 25
    MP: 400


    Salvisol [Lv. 10]
    Action Type [Spell]
    [Cost: MP]
    AoE Heal Potency: 300
    MP: 1000


    Phoenix Tailfeather [Lv.12]
    Action Type [Spell]
    [Cost: MP]
    Effect: Revive
    MP: 2400

    Rust II [Lv.16]
    Action Type [Spell]
    [Cost: MP]
    Damage Potency: 200
    MP: 400

    Acid II [Lv.25]
    Action Type [Spell]
    [Cost: MP]
    DoT Potency: 35
    MP: 400

    Salve II [Lv. 30]
    Action Type [Spell]
    [Cost: MP]
    Heal Potency: 600
    MP: 800

    Mix [Lv.30]
    Action Type [Ability]
    [Cooldown: 25s]
    [Cost: MP, Special Resource]
    Effect: Allows for the creation of an oGCD heal with varying properties depending on mixture. Maximum of 2. Repeated ingredients causes Mixture instability, and failure.

    Stash [Lv. 35]
    Action Type [Ability]
    [45s]
    [Cost: Special Resource]
    Effect: Stores a mixture for later use, allows Mix to start cooldown.

    Stash II [Lv. 40]
    Action Type [Ability]
    [60s]
    [Cost: Special Resource]
    Effect: Stores a second mixture for later use.

    Harmisol [Lv. 45]
    Action Type [Spell]
    [Cost: MP]
    AoE Damage Potency: 130
    MP Cost: 600


    Observation [Lv. 50]
    Action Type [Ability]
    [Cooldown: 90s]
    Effect: Marks a party members initial HP % at time of cast. Changes to Diagnosis after use.

    Diagnosis [Lv. 50]
    Action Type [Ability]
    [Cooldown: 90s shared with Observation]
    Effect: Marks the positive or negative difference in HP % at time of cast.

    Vaccinate / Terminate [Lv. 50]
    Action Type [Ability]
    [Cooldown: 30s]
    [Cost: Damage/Recovery Value stored by Obs/Dia]
    Effect: Crafts a compound based on Diagnosis. If target net lost HP %, becomes Vaccinate, recovers 30% of health lost. If target net gained HP %, becomes Terminate, deals scaling damage according to how much HP was lost.


    Aerosolic Application [Lv. 54]
    Action Type [Ability]
    [Cooldown: 60s]
    [Cost: MP, Special Resource]
    Effect: Dispense a mixture in an aerosol AoE form.
    40% Potency
    50% Duration


    Rust III [Lv. 56]
    Action Type [Spell]
    [Cost: MP]
    Damage Potency: 250
    MP Cost: 400

    Acid III [Lv. 58]
    Action Type [Spell]
    [Cost: MP]
    DoT Potency: 45
    MP Cost: 400

    Aetherial Stabilization [Lv. 60]
    Action Type [Ability]
    [Cooldown: 120s]
    [Duration: 10s]
    Effect: Allows mixtures of a single ingredient to be Mixed and Stashed, Mix cooldown reduced to 1s.

    Stash III [Lv. 62]
    Action Type [Ability]
    [Cost: Special Resource]
    [Cooldown: 90s]
    Effect: Stashes a third mixture.


    Overdispense [Lv. 65]
    Action Type [Ability]
    [Cooldown: 120s]
    [Duration: 20s
    [Cost: MP, Special Resource]
    Effect: Increases the aether infused in mixtures, temporarily boosting the potencies of stashed Mixtures, but Mixtures become less effective with consecutive use.
    +20% Potency Base
    -20% After Mix and all 3 Stashes used.

    Prognosis [Lv. 68]
    Action Type [Ability]
    [Cooldown: 180]
    [Cost: Damage/Recovery Value stored by Obs/Dia]
    Effect: If net HP % decrease, prepares an MP regen kit, usable on any party member. If net HP % increase, prepares a damage mitigation kit, usable on any party member


    Mix + [Lv. 70]
    Action Type [Ability]
    [180s]
    [Cost: Special Resource]
    Effect: Fills Mix, Stash, Stash II, and Stash III with previously Mixed medicine. Not effected by Mixtured created with Aetherial Stabilization.

    Rust IV [Lv. 72]
    Action Type [Spell]
    [Cost: MP]
    Damage Potency: 270
    MP Cost: 400

    Acid IV [Lv. 72]
    Action Type [Spell]
    [Cost: MP]
    DoT Potency: 55
    MP Cost: 400

    Rust IV [Lv. 72]
    Action Type [ Weaponskill, Ability, Spell]
    [Cooldown if any]
    [Cost: MP, Special Resource]
    Effect: Action Effect

    Triage [Lv. 72]
    Action Type [Ability]
    Marks current HP % of all party members, increasing heal potency on each one in accordance with missing vitality, for a single heal.

    Cottage Mote [Lv. 76]
    Action Type [ Weaponskill, Ability, Spell]
    [Cooldown: 120s]
    Effect: Restores a large amount of HP for melee roles or a large amount of MP for caster roles. Single target.

    Hi-Mix [Lv. 80]
    Action Type [Ability]
    [120s]
    Effect: Allows for the creation of an oGCD heal with varying properties depending on mixture. Uses rare components already infused with aether. Maximum of 2. Repeated ingredients causes Mixture instability, and failure.


    Trait List [1-80]

    Incendiary Byproduct [Lv.40]
    Mixture failure results in combustive byproducts, may be Stashed.
    Damage Potency: 180

    Ya’ll know how Magick and Mend and Mastery work.


    Mix Items



    Decided to change the times in the actual post too.




    I actually had a lot of fun just thinking about this, it really seems like people can’t post about any topic without it getting bombarded by complaints at this point.
    (3)
    Last edited by Cyrocco; 07-18-2019 at 06:25 PM.

  3. #13
    Player
    Jehrek's Avatar
    Join Date
    Oct 2014
    Posts
    7
    Character
    Lianara Edakumi
    World
    Exodus
    Main Class
    Astrologian Lv 80
    I’ve always had a soft spot for channeled spells, so this is my take on how to make a channel-focused healer.

    Job Name: Aetheric Manipulator
    Job Weapon: Aetheric Focusing Crystal

    I. Background/System Changes

    Turning while channeling a spell does not break the channel, but any movement does.
    Channeled effects are calculated/applied every 1.0 seconds, independent of spell speed.
    First tic of channeled effects is applied at time of cast (frontloaded)
    Channeled spells MP usage are broken down and charged each time effects are calculated/ applied.


    II. identity

    Aetheric Manipulators were once a great healing force of the First, having studied and learned that one can heal the great injuries of another by focusing to change the flow of the target’s own aether. The Flood which decimated the First also wiped out the nation which hosted the Aetheric Manipulation Corps, leaving only those on field work near what is now the Crystalarium as the last of the Aetheric Manipulators.
    Following the Flood, the demand for healing saw many pretenders to claim Aetheric Manipulation abilities, only for the pretender to rob the vulnerable of their Gil and move to their next mark. Also, there are others which have, through necessity, used Aetheric Manipulation to cause harm to their enemies. Thus, there is currently a very low regard and mistrust for those claiming themselves to be Aetheric Manipulators.


    III. Unique Mechanics

    Aetheric Manipulators heal or damage by focusing on their target completely. By default, that requires they not move in any direction or activate other actions to not break their current effect. A Focus Gauge will be introduced, which will allow an Aetheric Manipulator to bank some time in which they can move while channeling or weave an additional ability.
    For instance, while the Manipulator channels a heal, the Focus Gauge will increase, allowing for a future channeled heal to be performed on the go, or for an additional action to be performed.
    When focused on an enemy, an Aetheric Manipulator will not allow damage from that enemy to interrupt their channel.
    (0)

  4. #14
    Player
    Jehrek's Avatar
    Join Date
    Oct 2014
    Posts
    7
    Character
    Lianara Edakumi
    World
    Exodus
    Main Class
    Astrologian Lv 80
    IV. Action and Trait List [1-30]

    Aetheric Imbalance [Level 1]
    Spell
    6 Sec Channel
    Range: 25y
    Effect: Creates an Aetheric Imbalance in an enemy, dealing unaspected damage while the target’s aether tries to adapt.

    Aetheric Balance [Level 2]
    Spell
    6 Sec Channel
    Range: 30y
    Effect: Attempt to balance the ally’s aether, restoring HP while channeled.

    Residual Effect [Level 8]
    Ability
    Recast: Short
    Effect: Causes caster’s Aetheric Imbalance to also apply a damage over time effect based on Aetheric Imbalance potency for 15s. This effect persists after the channel ends.
    Effects cannot be stacked.
    Lasts until cancelled.
    Can not be used with Speed Effect or Damage Effect.
    Shares a recast timer with Speed Effect and Damage Effect.

    Nourish [Level 10]
    Spell
    6 Sec Channel
    Area: 15y
    Effect: Create an area of rebalancing, restoring own HP and HP of all nearby party members.

    Focus [Level 12]
    Gauge
    Your current extra Focus is reflected here, to a maximum of 5.
    For every 3 seconds channeling on a target in combat, gain 1 extra Focus.

    Boost [Level 12]
    Ability
    30y
    5 Focus
    Effect: Jolts the ally’s system to provide an immediate balance of aether, restoring the target’s HP.
    Does not break channel if used on the current channeled target.

    Restart [Level 15]
    Action
    30y
    8s Cast
    Effect: Jump starts the targets aether, resurrecting target to a weakened state.

    Aspected Balance [Level 24]
    Spell
    6 Sec Channel
    30y
    Effect: By providing only the opposite aether creating the imbalance, restores target’s HP with greater potency.

    Freedom [Level 28]
    Ability
    Recast: Medium
    Effect: Channeled spells can be cast while moving for 12s.

    Damage Effect [Level 30]
    Ability
    Recast: Short
    Effect: Causes caster’s Aetheric Imbalance to also reduce damage dealt by 5%, or Aetheric Balance to also increase damage dealt by 5%. Effects only last while the channel is active.
    Lasts until cancelled.
    Can not be used with Speed Effect or Residual Effect.
    Shares a recast timer with Speed Effect and Residual Effect.
    (0)

  5. #15
    Player
    Jehrek's Avatar
    Join Date
    Oct 2014
    Posts
    7
    Character
    Lianara Edakumi
    World
    Exodus
    Main Class
    Astrologian Lv 80
    IV. Action and Trait List [31-80]



    Improved Residuals [Level 34]
    Trait
    Effect: Allows Residual Effect to apply to your Aetheric Balance, adding a heal over time effect for 15s. Effect persists after channel ends.

    Shock[Level 40]
    Spell
    6 Sec Channel
    25y, 5y area
    Effect: Remove aether from an enemy, causing damage to target and all nearby enemies as aether balances.

    Aether Block [Level 45]
    Spell
    6 Sec Channel
    15y Area
    Effect: Create an area of rebalancing, restoring own HP and HP of all nearby party members, and puts a block in place which reduces incoming damage by 5% for 12s

    Rebalance[Level 50]
    Spell
    12 Sec Channel
    15y Area
    Effect: Each second, all party member's aether is redistributed to ensure balance is maintained. Each party member's HP is readjusted so all members have the same HP percentage.

    Increased Imbalance [Level 54]
    Trait
    Effect: Increases potency of Aetheric Imbalance.

    Expanded Mind [Level 56]
    Trait
    Effect: Increases maximum Focus to 10.

    Aetheric Redirection[Level 58]
    Spell
    12s Channel
    8y Area
    Cost: 5 Focus
    Effect: Create a dome of redirection around the caster, causing 15% of damage reduction and applying a Regen effect for all party members who stay within the dome.

    Speed Effect [Level 60]
    Ability
    Recast: Short
    Effect: Causes caster’s Aetheric Imbalance to also reduce skill and spell speed by 10%, or Aetheric Balance to also increase target’s skill and spell speed by 10%. Effects only last while the channel is active.
    Lasts until cancelled.
    Can not be used with Damage Effect or Residual Effect.
    Shares a recast timer with Damage Effect and Residual Effect.

    Quiet Focus[Level 62]
    Trait
    Effect: Allow 1 Focus to be gained for every 10s caster is not moving or using actions.

    Localized Balance [Level 64]
    Ability
    6y Area
    5 Focus
    Effect: Create a Localized Balance at a designated location, allowing all party members to regen HP while in the Localized Balance.

    Increased Imbalance II[Level 66]
    Trait
    Effect: Increases potency of Aetheric Imbalance.

    On the Go [Level 70]
    Ability
    Recast: Short
    Cost: 1 Focus per 2 seconds
    Effect: Allows channeled spells to be cast while moving.
    Effect ends upon resuse.

    Increased Imbalance III [Level 72]
    Trait
    Effect: Increases Aetheric Imbalance potency.

    Aether in Waiting [Level 74]
    Spell
    3 Sec Channel
    15y
    Recast: Medium
    Effect: At the end of channel, party members will be granted Aether in Waiting for 18 sec, which will restore HP after damage taken or at the end of duration.

    Increased Focus II[Level 76]
    Trait
    Effect: Increases maximum Focus to 15.

    Multi Tasking[Level 80]
    Ability
    Recast: Long
    Effect: Allows Aetheric Balance to target all party members for 20s.
    (0)

  6. #16
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    I was certain that Geomancer was going to be a new Job because of all the lead up and hints in Stormblood. Perhaps next expansion then.

    Job Name: Geomancer
    Job Weapon: Bell

    Geomancers would have a Job gauge that represents the 4 elements: Earth, Fire, Wind and Water.
    The gauge would be in a cross formation with Water to the North, Earth to the East, Fire to the South and Wind to the West.

    The gameplay of the Geomancer would revolve around gaining points in an element that would unlock new, more powerful spells in that element.
    But, gaining points in an element would reduce points in it's opposite element. So, gaining points in Water would reduce points in Fire.
    This would allow you to have 2 elements at maximum while the other 2 would be at nothing.

    You would spend the points on cooldowns, such as a 30 second cooldown would take 50% total points in an element. Because it would be impossible to 4 of each level of cooldown I was thinking you would press a button for the 30 second cooldown then press one of the low level heal buttons that would be the 4 elements similar to how Dancer's Steps works.

    The different elements would specialize in different types of healing. Earth would be absorb shields and Water would be AoE heals.
    (2)

  7. #17
    Player
    CupidCrux's Avatar
    Join Date
    Jul 2017
    Location
    Limsa-Lominsa
    Posts
    40
    Character
    Endymion Lebeaux
    World
    Diabolos
    Main Class
    Astrologian Lv 80
    Honestly you already know it's going to be Geomancer and they'll tie it into that Geo temple dungeon.

    Copy Paste from Geo in FFXI lots of ground work aoe buffs like Sacred Soil, Collective Unconscious etc. Like place groundwork and if tank stands there they get Hot, another wind 'area' where ranged stand they get a bonus etc...all with of course quick regular heals. I can see a lot of using what the 3 healers now have in their bubbles, but as a job with more command of them and shorter cooldowns.

    Edit: Also I can see them being useful with big aoe's, like even though you're standing in an aoe if you can't evade it, you take way less damage, like an earthen ward. Raidwide AOE? Geo slams down an arena where you can hide out for say 50% less damage that lasts like 10sec.
    (0)
    Last edited by CupidCrux; 07-18-2019 at 10:43 PM.

  8. 07-18-2019 10:45 PM

  9. #18
    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 Cyrocco View Post
    Job Name: Chemist
    Job Weapon:
    Main: Mixing Bag
    Secondary: Aetheric Phial

    .
    This feels like a healing ninja, with the focus on mixing ingredients, only this rabbit explodes. I like it. The abilities that further alter them are a nice touch, a bit of mad scientist mixed in there as well.
    (1)

  10. #19
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Cyrocco View Post
    Job Name: Chemist Snip
    I absolutely love this. It grates against the current design philosophy, because its main resource can be used for both healing and damage, but that's a good thing.
    (1)

  11. #20
    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 Jehrek View Post
    I’ve always had a soft spot for channeled spells, so this is my take on how to make a channel-focused healer.

    Job Name: Aetheric Manipulator
    Job Weapon: Aetheric Focusing Crystal
    [/hb]
    I like the concept of this, but the stationary nature of the job would need some tweaking. Perhaps the Channeler instead summons idols onto the field, with a maximum amount, by targeting an ally. The gauge shows the charge remaining on each Idol, and the Channeler is playing its own little mini-game by trying to keep these idols full, for damage and healing. This would allow the Channeler to main a focus style of play by choosing their priority targets, but without becoming very limited in an encounter such as Titan.

    The special bonuses that you have currently as stances would instead apply to the idols themselves.

    Idols recharge by the aether channeling, and you get rewarded for completely finishing said charge. this could be what grants the Channel the Focus Charges they expend for their other special abilities.
    (0)

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