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  1. #31
    Player
    manamoppet's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    197
    Character
    Astral Thalia
    World
    Odin
    Main Class
    Sage Lv 90
    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%.
    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
    Fluid Aura Mastery I:
    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)
    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
    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):

    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.
    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
    I can't speak much of what I would like for the other classes since I don't play them that much though...

    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.
    Cooldown: 60s
    SCH: Fey Pull / Tactical Advance (tentative?)
    Orders Lily to pull/rescue you toward itself. Cancels any other action upon execution.
    Range: 35y
    Cooldown: 120s
    AST: Star Pull / Celestial Singularity (tentative?)
    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: ??
    (2)
    Last edited by manamoppet; 08-25-2019 at 09:58 PM.

  2. #32
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    AST to move away from shield/regen stances and instead be a delay/prediction healer (skills that get stronger after waiting, like Earthly Star). If the dual-stances must be kept, the second stance would change the delays to be based on low% HP instead. (Maybe a TBN-like Shield that is only cost-effective if it breaks?)
    Malefic would go back to 2.5s, but we get Stella as an instant cast. Stella gets upgraded to Comet (more damage than Malefic) randomly based on combust ticks
    (4)

  3. #33
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by YusiKha View Post
    AST to move away from shield/regen stances and instead be a delay/prediction healer (skills that get stronger after waiting, like Earthly Star). If the dual-stances must be kept, the second stance would change the delays to be based on low% HP instead. (Maybe a TBN-like Shield that is only cost-effective if it breaks?)
    Malefic would go back to 2.5s, but we get Stella as an instant cast. Stella gets upgraded to Comet (more damage than Malefic) randomly based on combust ticks
    Regen is a 'heal over time' though, so technically Regen fulfills that role.
    And shields are a sort of 'preemptive' heal in themselves.

    I'd just like for this regen/shield dichotomy to be broken for all healers. Both have their place in a comprehensive healer kit.
    Give WHM a shield skill.
    Enable sect swapping in battle.
    Sorted.
    (1)

  4. #34
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Breaking the dichotomy like that would still make AST and WHM healing very similar.
    (1)

  5. #35
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Honestly I preferred it when none of the healers had a full healing kit. SCH has powerful shields but weak heals. WHM had powerful heals but no mitigation. Either could complete 4 man content but you needed one of each for serious 8 man content. The introduction of AST made this more complicated, since healing was previously designed to require two roles. So AST has the sects. At the same time SCH got a lot more direct healing power (hello Indom) and so became more capable of being filling either/both roles. WHM was still stuck in its rut. Adding a 4th healer could help them get back into a better balance with WHM and AST (without nocturnal) as the big heal-y/Regen healers and SCH (with a bunch of their big heals reworked into mitigation) and (new healer) as the mitigators. You could further divide by having WHM and SCH be the personal dps healers and AST and (new healer) be the buff healers. You could then differentiate again by having WHM and (new class) as the simpler offensive skill healers and SCH (with old dps abilities restored and chain strategem replaced with a personal buff) and AST (with old cards restored) as the more complex offensive options healers. The new healer could even use the new AST cards with a reskin as their buff mechanic.

    WHM and (new healer) would probably be preferred by the top parsers, because they’d have to have the same damage potential, and the same damage potential when easier to deliver is generally more damage, but I’m okay with that. I’d be too busy having fun on SCH and AST with whatever group was a bit more relaxed to care.

    But yes, I’ll agree that the moves I want most are the moves I lost. I would much rather play Heavensward SCH than Shadowbringers SCH. (Then again, I’d also rather not play ffxiv than play ShB SCH so there’s that).
    (9)

  6. #36
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Not huge on the idea of healers getting movement tools since that's a bit much, but some of these sound neat...

    Quote Originally Posted by manamoppet View Post
    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.
    Cooldown: 60s
    "Mana"-esque abilities are better saved for BLM and, by extension, RDM, since the lore seems to treat them as the internal energy of the caster, which CNJ/WHMs try to avoid with the help of elementals (hence why their spells involve reducing costs).
    But there are plenty of alternative names, like Aethersurf, Aetherglide, Crashing Wave, Tidal Surge, Hydroplane, etc.

    SCH: Fey Pull / Tactical Advance (tentative?)
    Orders Lily to pull/rescue you toward itself. Cancels any other action upon execution.
    Cooldown: 120s
    Definitely liking the name "Tactical Advance". An alternative could also be just instantly swapping positions with Lily instead of being pulled towards her, though I expect the pull effect would be easier to code and work with.

    AST: Star Pull / Celestial Singularity (tentative?)
    Get yourself pulled toward the center of Earthly Star. Cancels any other action upon execution.
    Cooldown: 120s
    Not a fan of this one. Putting a two minute cooldown on a teleport that only works during the window of another cooldown makes it incredibly finicky.

    You could, however, just go the Time Mage route with such a skill and make it into a Blink effect. If "Blink" is too on the nose of a name or out of place for AST, perhaps something like... Syzygy, Escape Velocity, Gravity Well, or Solar Wind?

    To differentiate it from the WHM version, perhaps WHM's could have a shorter cooldown but require a cast time (as they draw in water before the surge).
    (1)

  7. #37
    Player
    manamoppet's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    197
    Character
    Astral Thalia
    World
    Odin
    Main Class
    Sage Lv 90
    The movement abilities I've proposed have much longer cooldowns than the other classes, so they would be more used in emergency for self-preservation rather than to keep up dps.

    Quote Originally Posted by Archwizard View Post
    "Mana"-esque abilities are better saved for BLM and, by extension, RDM, since the lore seems to treat them as the internal energy of the caster, which CNJ/WHMs try to avoid with the help of elementals (hence why their spells involve reducing costs).
    But there are plenty of alternative names, like Aethersurf, Aetherglide, Crashing Wave, Tidal Surge, Hydroplane, etc.
    Couldn't come up with other names. Thanks for pointing out. I like Aetherglide and Aethersurf; very simple.

    Quote Originally Posted by Archwizard View Post
    Definitely liking the name "Tactical Advance". An alternative could also be just instantly swapping positions with Lily instead of being pulled towards her, though I expect the pull effect would be easier to code and work with.
    Thank you! Probably easier to code and work with I think as well. They could tweak Rescue for it, though both fairy and rescue has its issues with time delay. Having to re-position Lily back to the original position afterwards could complicate a situation and lessen awareness of other important things, yes.

    Quote Originally Posted by Archwizard View Post
    Not a fan of this one. Putting a two minute cooldown on a teleport that only works during the window of another cooldown makes it incredibly finicky.
    I was thinking it had a much longer range than the WHM movement ability, on the range of (the proposed) SCH's Tactical Advance, or BLM's Aetherial Manipulation, that's why the long cooldown. The window for using it is up to 20s, so it can be planned for a bit, though I agree it could be a bit long cooldown and finicky to use in comparison.

    Quote Originally Posted by Archwizard View Post
    You could, however, just go the Time Mage route with such a skill and make it into a Blink effect. If "Blink" is too on the nose of a name or out of place for AST, perhaps something like... Syzygy, Escape Velocity, Gravity Well, or Solar Wind?
    It seems SqE have gone away a bit from time-mage, but I'm not opposed to going the more time route. A full on Blink effect could be too similar to NIN Shukuchi, maybe? Syzygy is Celestial Intersection already, I think? Though I like Solar Wind if one goes away from the interaction with the Earthly Star, but how far along astrophysics is in FFXIV I don't know.

    Another ability name that came to mind if one go the route of Time Mage was "Syncope", but that would probably be bad to have happen in a battle. "Celestial Transit"/ "Transit" maybe, if one want to stick with the current astrology route.

    Quote Originally Posted by Archwizard View Post
    To differentiate it from the WHM version, perhaps WHM's could have a shorter cooldown but require a cast time (as they draw in water before the surge).
    If WHM would have cast-time then I think AST should have it too, since they would need to interact with time/space or something else, and could use Lightspeed to ignore any cast-time for a period if they want. WHM have Thin Air, so it's not like they can't use mana/aether instantly out of nowhere (not sure how the lore for it works), and movement is sometimes (when there's no lilies) an issue, compared to AST with their shorter cast-times (WHM compensate with their higher potency spells). I'm not sure what would be the better or fair option.

    Another way could be to give AST something like double/triple the movement speed of sprint for a short time, 1-2s(?), something like a hybrid of Moira and Tracer from Overwatch (with some "solar wind" effect around you):

    Syncope / Time Corridor / <ability name>:
    Speed up local time of self (or other lore reason), increasing movement speed by X% for Y seconds. Cancels any other action upon execution.
    Cooldown: 60s-90s(?)
    (0)
    Last edited by manamoppet; 08-21-2019 at 06:18 PM. Reason: character limit

  8. #38
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by manamoppet View Post
    If WHM would have cast-time then I think AST should have it too, since they would need to interact with time/space or something else, and could use Lightspeed to ignore any cast-time for a period if they want. WHM have Thin Air, so it's not like they can't use mana/aether instantly out of nowhere (not sure how the lore for it works), and movement is sometimes (when there's no lilies) an issue, compared to AST with their shorter cast-times (WHM compensate with their higher potency spells). I'm not sure what would be the better or fair option.

    Another way could be to give AST something like double/triple the movement speed of sprint for a short time, 1-2s(?), something like a hybrid of Moira and Tracer from Overwatch (with some "solar wind" effect around you):

    Syncope / Time Corridor / <ability name>:
    Speed up local time of self (or other lore reason), increasing movement speed by X% for Y seconds. Cancels any other action upon execution.
    Cooldown: 60s-90s(?)
    I don't necessarily agree that both WHM and AST would have to share a cast time since the idea was that one was more available but more costly than the other, but you do have a point about being able to combine one such skill with Lightspeed.
    Of course, upon further consideration it would also be virtually useless in such a case unless you're traveling extreme distances, since it would waste GCDs purely on movement when the name of the game is ABC...

    Actually in classic FF fashion, you could just name such a Teleport skill "Warp". Not only would it have the meaning we know (warping space to move to a new location, on top of Star Trek vibes combined with Lightspeed) but it also has another definition related to towing ships, which could be seen as you tethering yourself to a star and being pulled along.
    (2)
    Last edited by Archwizard; 08-21-2019 at 07:37 PM.

  9. #39
    Player
    Brandedblade's Avatar
    Join Date
    Nov 2017
    Location
    Limsa Lominsa
    Posts
    841
    Character
    Gunther Frey
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Archwizard View Post
    Not huge on the idea of healers getting movement tools since that's a bit much, but some of these sound neat...



    "Mana"-esque abilities are better saved for BLM and, by extension, RDM, since the lore seems to treat them as the internal energy of the caster, which CNJ/WHMs try to avoid with the help of elementals (hence why their spells involve reducing costs).
    But there are plenty of alternative names, like Aethersurf, Aetherglide, Crashing Wave, Tidal Surge, Hydroplane, etc.



    Definitely liking the name "Tactical Advance". An alternative could also be just instantly swapping positions with Lily instead of being pulled towards her, though I expect the pull effect would be easier to code and work with.



    Not a fan of this one. Putting a two minute cooldown on a teleport that only works during the window of another cooldown makes it incredibly finicky.

    You could, however, just go the Time Mage route with such a skill and make it into a Blink effect. If "Blink" is too on the nose of a name or out of place for AST, perhaps something like... Syzygy, Escape Velocity, Gravity Well, or Solar Wind?

    To differentiate it from the WHM version, perhaps WHM's could have a shorter cooldown but require a cast time (as they draw in water before the surge).
    Ooo I like Escape Velocity for the name, that's a good one. The "swap with your fairy position" is def the kind of movement skill I'd love for scholar, it would reward optimal fairy placement for higher uptime.
    (1)

  10. #40
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    can we offer a complete skill tree for our classes like complete reworks? or have things changed at said class?
    (2)

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