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  1. #1
    Player
    CrimsonGunner's Avatar
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    Aug 2019
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    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92

    My idea for the WHM II

    this is just for fun.
    any constructive comment or polite criticism are welcome but any toxic and rude comments will be ignored.

    changes to blood lily:

    every healing spell will nourish the blood lily.

    every cure/regen/medica/Tetragrammaton will nourish it.
    every cure/regen/medica will slightly nourish the blood lily while Tetragrammation will nourish it like Afflatus Solace.

    2 cure/medica cast will fill the blood lily like 1 Afflatus skill, 2 regen cast will fill the blood lily like 1 cure/medica cast (1 afflatus skill = 2 cure/medica skill= 4 regen skill)

    you can only have 1 blood lily, upon full bloom ,the blood lily will empower the following spells:

    stone/glare - 50% damage increase.
    aero/dia-inflicts dot effect to enemies near target.
    holy-increase stun duration from 7 to 10s.

    upon using those skills normally during full bloom will consume the blood lily.

    the lily gauge remains the same, every 30 seconds will give a lily charge up to 3 charges.

    now for conjurer changes:

    lvl 1-24:remain the same

    lvl 25: gain regen.

    now WHM changes:

    lvl 30:gain cure II and Presence of Mind.
    unlocks blood lily gauge.

    lvl 32-during blood lily full bloom will change fluid aura to raging flood
    raging flood-deals 100 potency damage to target & nearby enemies, knock back enemies in its path(only in its path), inflict stun duration:3s, blind duration: 9s and Dropsy with 20 potency damage duration: 18s. share cd with fluid aura.(will not consume the blood lily)

    lvl 35- protect-grant 10% mitigation for party member duration 10s cd 60s.

    lvl 35 -shell- nulifies all cc for party member duration 10s cd 45s.

    lvl 40- reflect- upon hit, deal 45 potency damage to the attacker duration 10s cd:30s.
    gains cure III

    lvl 45-holy.

    lvl 46 -aero II.

    lvl 50-medica II and benediction remain the same(benediction will not fill blood lily).

    lvl 52-gains Afflatus Solace and unlocks the lily gauge.
    gains asylum.

    lvl 54-stone III and aero III

    lvl 56-gain Assize(will not fill blood lily)

    lvl 58-gain thin air and Afflatus rapture.

    lvl 60-gain Tetragrammaton(nourish blood lily just like afflatus solace).
    enhanced revival(trait)- reduce mp cost and cast time by 50% and recover hp to 50% for raise.

    lvl 62-divine benison.

    lvl 64-stone IV and aero IV.

    lvl 66-bravery-increase damage by 10% to target and nearby party members for 10s
    cost:2 lilies and 1 blood lily. cd:180s(share cd with dispel,cannot be stacked, does not stack with divination)

    lvl 68-dispel- decrease target defense by 10%. duration 10s cost:2 lily and 1 blood lily. cd 180s. (share cd wtih bravery,cannot be stacked. does not stack with chain stratagem)

    lvl70-Plenary Indulgence gains the effects that during its effects casting of medica/cureIII will fill the blood lily like Afflatus rapture .

    lvl 72-Transcendent Afflatus(trait)- gain a lily every 20 sec instead of 30s.

    lvl 74-dia and glare.

    lvl 76-Afflatus Misery cost:1 blood lily cd:90s.( cd reduced by 5 sec upon using afflatus skill)

    lvl 78-enhanced asylum.

    lvl 80- temperance.

    its basically taking the idea i had from a previous thread and trying to improve it based on the comments.
    (0)
    Last edited by CrimsonGunner; 10-02-2019 at 01:33 PM.

  2. #2
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    the concept is basic and work exactly like what we have now . the more you heal the sooner you reach the limit and then you vent.(like the lore that too much use in white magic will be harmful)

    with this concept those who only-heal will reach blood lily full bloom and if they don't dps, the heals they do to others or themselves will be meaningless as well as run out of mp faster while at the same time those who only dps will have their damage cut off cause they aren't healing anyone and most of the dps part of the kit is locked by the blood lily.
    (0)
    Last edited by CrimsonGunner; 09-20-2019 at 10:27 PM.

  3. #3
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    This all sounds horrendously overpowered, just a few things that jumps out to me immediatly is stuff like reflect reflecting percentage damage. Slap that on a warrior or drk taking stone crusher in e4s and they will deal more damage than a limit break to the boss. Re Raise and endure are also stupidly strong and just will just lead to more mechanic ignoring.

    I get that this is "all for fun", but giving whms access to damage buffs to party members and strong ones at that goes againsts whms identity, as well as this all just padding their kit out with very strong skills which if whm was just to change to this suddenly it would be even more powerful than it already is.
    (3)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
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  4. #4
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by ReiMakoto View Post
    This all sounds horrendously overpowered, just a few things that jumps out to me immediatly is stuff like reflect reflecting percentage damage. Slap that on a warrior or drk taking stone crusher in e4s and they will deal more damage than a limit break to the boss. Re Raise and endure are also stupidly strong and just will just lead to more mechanic ignoring.

    I get that this is "all for fun", but giving whms access to damage buffs to party members and strong ones at that goes againsts whms identity, as well as this all just padding their kit out with very strong skills which if whm was just to change to this suddenly it would be even more powerful than it already is.
    i understand about endure and re raise might lead to mechanic being ignored once but they cant help all the times.
    they are insurance skills,for just in case and to prevent alot of abuse from the skills is why they are target for only one member ,cost alot of mp and have huge cd.
    rescue 1 to 2 members wont necessarily save a raid if everyone else already died but if needed the skills can always consume more mp and maybe have higher cd .

    as for reflect,i don't believe 10% of damage done could be more then LB but if something like that could be an issue there can always be a limit to how much damage can be reflected ^^.

    well if not them then what different skills would you give WHM or better yet you are welcome to publish your idea as well i will love to see it
    (0)
    Last edited by CrimsonGunner; 09-21-2019 at 02:08 AM.

  5. #5
    Player
    YusiKha's Avatar
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    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by CrimsonGunner View Post
    every healing spell will nourish the blood lily.
    Not sure what slightly nourish means, but a good idea. Just needs a reason for the mana cost of cure2 etc. to matter so that Solace and Rapture have reasons to exist.

    Quote Originally Posted by CrimsonGunner View Post
    all healing effects that you cast or done to you are cut by 50%
    Bad! Spamming cure 2 because the tank's on the verge of dying, and suddenly it's only 50% potency?

    Quote Originally Posted by CrimsonGunner View Post
    upon using the skills during full bloom will consume the blood lily.
    Wait so we went from a 900pot misery to a 450pot glare? That's... Awful.

    Quote Originally Posted by CrimsonGunner View Post
    lvl 32-raging flood
    First - DoTs tick every 3 seconds, so it would have to be either 9 or 12s. Bind and Blind also mean nothing in endgame content. Does this also consume the blood lily?

    Quote Originally Posted by CrimsonGunner View Post
    lvl 35-protect
    Is this single target or group-wide? Also how are you going to weave this with only a Dia/Lily every 30s

    Quote Originally Posted by CrimsonGunner View Post
    lvl 35 -shell-
    So an AoE esuna? Like SCH had and nobody ever used?

    Quote Originally Posted by CrimsonGunner View Post
    lvl 40- reflect
    Reflecting damage is just bad, please avoid it. If you must, however, have it give bonus damage (like if reflect is hit you get a DhitCrit Glare/Stone).

    Also how are you supposed to weave all of these oGCDs?

    Quote Originally Posted by CrimsonGunner View Post
    lvl 60-gain enhanced revival(trait)- reduce mp cost and cast time by 50% and recover hp to 50% for raise.
    Unless all healers are getting this, it is a bad idea. Why should WHM's specialisation be failed runs?

    Quote Originally Posted by CrimsonGunner View Post
    lvl 66-bravery-increase damage by 10% to target and nearby party members for 10s
    cost:2 lilies and 1 blood lily. cd :180s
    Super strange cost. Also why is everybody obsessed with all healers having party buffs? Can't WHM just be super strong themselves?
    Also how are you going to weave all of these oGCDs

    Quote Originally Posted by CrimsonGunner View Post
    lvl 68-valor
    Way too much damage and duration. Why the strange costs?

    HOW ARE YOU GOING TO WEAVE ALL OF THIS

    Quote Originally Posted by CrimsonGunner View Post
    lvl 72-endure
    MP costs mean nothing to WHM. Now you have the strongest invuln in the game. This is very OP.

    Quote Originally Posted by CrimsonGunner View Post
    lvl 76-Afflatus Misery now cost:3 lilies and 1 blood lily.
    Wait what? Misery is now set back 30s each afflatus spell?
    If so, why would you ever use an afflatus skill?

    Quote Originally Posted by CrimsonGunner View Post
    lvl 80- re-raise -
    Again, MP cost means nothing. I can see that this is supposed to be a 'tank invuln' power level, but the problem is that the group now has 4 'invuln' skills, which trivialises encounter difficulty.

    This screams of 'hey this could be cool' without any consideration of balance or how the game functions at extreme difficulty and above.
    (1)

  6. #6
    Player
    ReiMakoto's Avatar
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    Jun 2017
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    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by CrimsonGunner View Post
    i understand about endure and re raise might lead to mechanic being ignored once but they cant help all the times.
    they are insurance skills,for just in case and to prevent alot of abuse from the skills is why they are target for only one member ,cost alot of mp and have huge cd.
    rescue 1 to 2 members wont necessarily save a raid if everyone else already died but if needed the skills can always consume more mp and maybe have higher cd .

    as for reflect,i don't believe 10% of damage done could be more then LB but if something like that could be an issue there can always be a limit to how much damage can be reflected ^^.

    well if not them then what different skills would you give WHM or better yet you are welcome to publish your idea as well i will love to see it
    Having 2 extra invulns mean 4 invulns available for the tanks. Invulns arn't used as "insurance" as you put it, theyre used to skip mechanics/ easily mitigate a mechanic. To use E4s again pretty much every hard hit on the tank can now be ignored, stonecruser is already invulned, megalith is also invulned already in some party comps, but could be done for both in this case with any tanks, and you wouldnt need to pop mitigation for the attack after dual earthen fists either. For e3s, every single rip current could be taken without a tank swap. They would not be used for emergencies to "save a raid" they will be used proactively to mitigate, unless its mana cost was extremely prohibitive (thin air exists though) in which case it just wouldnt get used. Even if its CD was so long it could only be done once a fight, thats 1 time you just dont need to think about a tank buster.

    For reflect, stone crusher being used on a non paladin or gunbreaker, deals over a million damage to the tank, probably more 10% of that its easily going to deal over 100k+ basically for free unless you cap the damage.

    Other than maybe aero 3 coming back, I don't think I would change whm, its fine and very strong as it stands.
    (1)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  7. #7
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
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    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by YusiKha View Post
    Bad! Spamming cure 2 because the tank's on the verge of dying, and suddenly it's only 50% potency?
    the content doesn't push you to spam cure 2 so much and with proper dps and healing shouldn't be a problem cause dps also help save a tank.
    also its not sudden you are the one in charge of filling the blood lily gauge so it shouldn't come as a surprise like i said it encourage you to use heals a bit smarter.

    Quote Originally Posted by YusiKha View Post
    Wait so we went from a 900pot misery to a 450pot glare? That's... Awful.
    i guess you didn't read everything.you aren't replacing misery cause the blood gauge is unlock at level 30 and misery is still gained at 76.

    Quote Originally Posted by YusiKha View Post
    First - DoTs tick every 3 seconds, so it would have to be either 9 or 12s. Bind and Blind also mean nothing in endgame content. Does this also consume the blood lily?
    no,raging flood won't consume the blood lily. as for dots i will think about it ,also not everything is meant to be used for endgame content(aka savage).

    Quote Originally Posted by YusiKha View Post
    Is this single target or group-wide? Also how are you going to weave this with only a Dia/Lily every 30s
    no its single target.as for weaving just use it when u want.

    Quote Originally Posted by YusiKha View Post
    So an AoE esuna? Like SCH had and nobody ever used?
    no this is not aoe nor esuna. its a single target that just nullifies cc not cleanse them meaning that during the buff the target can not be knocked back/silenced/paralyzed etc.. however if they were inflicted before it was cast they will still have it.

    Quote Originally Posted by YusiKha View Post
    Reflecting damage is just bad, please avoid it. If you must, however, have it give bonus damage (like if reflect is hit you get a DhitCrit Glare/Stone).
    no i will not remove it cause i still want WHM reflect spell(i do miss it) but i might change from percent to a proper potency damage.

    Quote Originally Posted by YusiKha View Post
    Also how are you supposed to weave all of these oGCDs?
    again,not everything must be used in a minute .

    Quote Originally Posted by YusiKha View Post
    Unless all healers are getting this, it is a bad idea. Why should WHM's specialisation be failed runs?
    WHM specialized in healing and protection,Resurrection is a part of healing so why should the others have this as well?
    also why WHM shouldn't also be useful for when shit hits the fans?
    (0)

  8. #8
    Player
    CrimsonGunner's Avatar
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    Aug 2019
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    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by YusiKha View Post
    Super strange cost. Also why is everybody obsessed with all healers having party buffs? Can't WHM just be super strong themselves?
    don't know why they obsessed with party buffs but i thrown a bone for those that insist he should have them.

    Quote Originally Posted by YusiKha View Post
    Way too much damage and duration. Why the strange costs?
    those skills can only be used during blood lily full bloom and also as for the cost they also consume the blood lily.as for the lily part its to also give more options to use the lilies rather then just save for a heal since most healing can contribute to the blood lily nourishment.

    Quote Originally Posted by YusiKha View Post
    HOW ARE YOU GOING TO WEAVE ALL OF THIS
    like i said before,you don't have to cramp all skills under 1 minute just use what you need when u think you need it ^^.

    Quote Originally Posted by YusiKha View Post
    MP costs mean nothing to WHM. Now you have the strongest invuln in the game. This is very OP.
    that's not true ,MP cost does matter to WHM, the only time it doesn't matter is during thin air but that's it as for it being very op if it so op i might change it to just withstand 1 time hit.

    Quote Originally Posted by YusiKha View Post
    Wait what? Misery is now set back 30s each afflatus spell?
    If so, why would you ever use an afflatus skill?
    misery isn't set back to 30s each affilatus spell,since you probably haven't read it right. the cost is simply blood lily and 3 lilies which isn't that different from casting 3 afflatus spells and then gain blood lily to cast misery and like i said most healing spells help nourish the blood lily so you don't have to waste lilies to gain blood lily. as for why ever use misery,its still a very strong potent aoe spell which is good for pulls and even damage bosses if you don't need to use the lilies(also you have tetra as a replacement for blood lily nourishment as i wrote).
    as for the other skills,they are still powerful and instant ogcd heals so its up to you if you want to use them or not.
    (0)

  9. #9
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
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    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by YusiKha View Post
    Again, MP cost means nothing. I can see that this is supposed to be a 'tank invuln' power level, but the problem is that the group now has 4 'invuln' skills, which trivialises encounter difficulty.

    This screams of 'hey this could be cool' without any consideration of balance or how the game functions at extreme difficulty and above.
    [/QUOTE]

    again,mp is rather important to WHM despite having thin air cause still thin air also has his long cd and not last forever.
    also re-raise has a very long cd and a rather long cast time as well. re-raise doesn't make someone invincible cause he can still die, it just give him the ability to revive immediately after.
    i might add cannot be used during thin air for it though.
    and true it does scream "hey this could be cool without any consideration to extreme difficulty" cause i don't take just them into consideration cause like i said saving 1 up 2 people won't make a different to a wiped party and those mechanics come more frequents as well it is for the sole purpose of just fun to have.

    hope i answered all your answers
    (0)

  10. #10
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
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    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by ReiMakoto View Post
    Having 2 extra invulns mean 4 invulns available for the tanks. Invulns arn't used as "insurance" as you put it, theyre used to skip mechanics/ easily mitigate a mechanic. To use E4s again pretty much every hard hit on the tank can now be ignored, stonecruser is already invulned, megalith is also invulned already in some party comps, but could be done for both in this case with any tanks, and you wouldnt need to pop mitigation for the attack after dual earthen fists either. For e3s, every single rip current could be taken without a tank swap. They would not be used for emergencies to "save a raid" they will be used proactively to mitigate, unless its mana cost was extremely prohibitive (thin air exists though) in which case it just wouldnt get used. Even if its CD was so long it could only be done once a fight, thats 1 time you just dont need to think about a tank buster.

    For reflect, stone crusher being used on a non paladin or gunbreaker, deals over a million damage to the tank, probably more 10% of that its easily going to deal over 100k+ basically for free unless you cap the damage.

    Other than maybe aero 3 coming back, I don't think I would change whm, its fine and very strong as it stands.
    that isn't such a bad thing if they help to mitigate 1 to 2 times and whats wrong about 1 time that the tank or us don't need to worry about a tank buster again it's not a bad thing just help with the raid.
    and there aren't 4 invincibility skills like i wrote before re-raise doesn't prevent death just allow immediate revive.and if the mana cost is too much of a problem for savage raid its fine ,there are also other contents then savage raid so i don't really see the trouble re-raise is more of a flavor skill.

    as for reflect,i change it from percentage to just deal potency damage to attacker.^^
    (0)
    Last edited by CrimsonGunner; 09-21-2019 at 10:43 PM.

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