From another thread I posted on, a bit adjusted, and with some more added.
WHM:
Would like to have a version of Divine Seal/Largesse back, that upgrades into Temperance.
Afflatus Spirit:Grant Cheer/Faith/Might to party members in a radius of 25y. Cheer/Faith/Might increase damage dealt by party member by 1%, while reducing magic(?) damage received by 4%.Fluid Aura Mastery I:
Duration: 10s
Cost: 1 Blooming Blood Lily
Additional effect: Grants an effect to self, making the next use of the abilities Presence of Mind, Thin Air, or Divine Benison spread to party members within a radius of 12y(?) (Kind of a "don't stray too far from healer please?").
Duration: 15s(?)
(Allowing it with other abilites like Benediction, and Tetragrammaton would be OP heal as heck, like a "free" LB1-2. Having the additional effect interacting with other AOE abilities wouldn't make sense.)
Cooldown: 150s
Grants an additional effect to Fluid Aura. Fluid Aura now also reduces targets enmity toward self by 10(?)%. (Training wheel for early dungeons? Maybe bad idea )Fluid Aura Mastery II:
(Inspired by Ambrosia/Nectar from Greek mythology, where consuming the nectar of the (lilies) gods make one immortal)For moments when delaying casting Afflatus Misery doesn't hurt, like when you really need to cast a lot of heals in a shorter time or while moving (though something else to spend the blood lily on would be great too):
Grants additional effect to Fluid Aura. Upon binding effect is removed or immunity occurs, becomes afflicted with a status affliction increasing damage by 1% against it (or reduce by 2% damage dealt by it?) for 10s. Party members attacking the enemy gain a heal over time with a cure potency of 50(?) while the status affliction is in effect. Nourishes the Blood Lily when status affliction end, or if enemy dies while afflicted.(For all are but nourishment for the Blood Lily!)
Healing gauge cost: 1 Lily
Afflatus Mind (Tie to Presence of Mind? Ability not as good as SCH's Recitation or Dissipation, or AST's Draw/Sleeve Draw, resource-wise, I think):Sacrifices the Blood Lily for effect. Cannot be executed when there are no Blood Lily charges.I can't speak much of what I would like for the other classes since I don't play them that much though...
Effect:
Sacrifice/Prune 1 Growing Blood Lily: Reduces current time of lily growth by 50%.
Sacrifice/Prune 2 Growing Blood Lily charges: Grants 1 lily.
Sacrifice 1 Blooming Blood Lily (3 charges): Grants 2 lilies. (I'm assuming we get more bloodlilies next expansion?)
Cooldown: 120s
SCH:
Fey Concentration:Orders Lily to stop casting Embrace. Instead, the Fey Gauge fills up by 2(?) every ?? (not sure how often). Cancel order upon executing ability again, or any other order is issued.Some movement abilites for healers would be nice, though it probably won't happen:
WHM: Manasurf (tentative?)Instantly surf/glide on a conjured surface of water in the direction currently facing for ?? yalms. Cancels any other action upon execution. Maximum 2 charges.SCH: Fey Pull / Tactical Advance (tentative?)
Cooldown: 60sOrders Lily to pull/rescue you toward itself. Cancels any other action upon execution.AST: Star Pull / Celestial Singularity (tentative?)
Range: 35y
Cooldown: 120s
The Earthly Star pulls you towards its center. Can only be executed while Earthly Dominance or Giant Dominance is active. Cancels any other action upon execution.
Range: 35y
Cooldown: 6.28s
(Edit 2) Additional effect:
- Alternative 1: Executing the ability induces a bow shock, causing enemies you pass through to suffer stun(?) for 3s. Enemies inside Earthly Star are slowed(?) for 3s.
- Alternative 2: Executing the ability grant you an effect for 10s(?), increasing potency and effect of Collective Unconscious by X% and Y% respectively.
- Alternative 3: Free use of 1 ability/spell, like Celestial Opposition?? Probably broken?
- Alternative 4: ??