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  1. #1
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    This thread turned from White Mage's kit's theme to WHM clipping cooldowns real fast.

    Which, again (because I repeat this every time White Mage clipping is brought up) would be solved by reducing the cast time of Glare to 1.5 seconds, you could even reduce Medica and Medica 2's cast time to 2 seconds to be like Astrologian's Helios and Aspected Helios, if Medica and Medica 2's cast times are in fact both 2.5 seconds. White Mage has just about as many cooldowns to weave as Astro does so there is no reason to continue punishing White Mage with cast times that can be carbon dated from ARR. Especially since White Mage doesn't have an instant cast spell like Ruin 2, which wouldn't even need to exist if Glare's cast time was reduced.

    Makes me feel indignant that the balance team thought reducing Malefic to 1.5 seconds but not doing the same for White Mage's Glare was a good idea.
    (1)

  2. #2
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Cithaerias_pyropina View Post
    snip
    Or, to bring it back to topic, we could use different mechanics to solidify White Mage's theme as distinct from Astrologian's, while -also- attempting to solve this problem.

    Here, I'll cut out the part of my rework suggestions from three pages ago that offer multiple potential solutions to movement specifically and repost it here just to show some examples:
    1. New Spell - Afflatus Antimony: Deals unaspected damage with a potency of 100. Lily Cost: 1. Instant Cast. Replaces Fluid Aura.
    2. Reworked Spell - Fluid Aura: Deals water damage with a potency of 50. Instant Cast. Lily Cost: 1.
    3. Returning Trait - Secret of the Lily II: Increases your maximum Lily Gauge to 4, Blood Lily Gauge to 4, reduces the number of Afflatus spells needed to put the Blood Lily into full bloom to 2, and increases the potency of Afflatus Misery to 1000.
    4. Reworked Spell - Cure: Restores Target’s HP. Cure Potency: 450.
      Additional Effect: Cleric Stance.
      Cleric Stance Effect: Increases the potency of the next Stone, Glare, or Holy you cast by 50% while reducing its cast time by 2.5s. Duration: 15s.
      Cast Time: 1.5s.
    5. Returning Spell - Aero III: Deals wind damage with a potency of 90 to target and nearby enemies.
      Additional Effect: Wind Damage over Time. Potency: 80. Duration: 9s (Note: Assumes a Glare II potency of 330).
      Instant Cast. Radius: 10y.
    6. New Spell - Animus Attendance: Applies a blessing to self or ally, which heals them the next time they suffer damage. Cure Potency: 700. Duration: 20s.
      Additional Effect: Enhances target's next offensive spell, autoattack, weaponskill, or ability, causing it to deal additional unaspected damage with a potency of 330 to their primary target, and 40% less to nearby enemies.
      Cast Time: Instant. Recast: 20s. Charges: 2. Shares a recast timer with Animus Sanctuary. Range: 30y Radius: 0y (10y for Effect)
    7. New Spell - Animus Sanctuary: Deals Unaspected Damage with a potency of 330 to the first target, and 40% less to nearby enemies.
      Additional Effect: Applies a blessing to all party members near target, healing them the next time they suffer damage or upon effect duration expiration. Cure Potency: 400. Duration: 20s.
      Cast Time: Instant. Recast: 20s. Charges: 2. Shares a recast timer with Animus Attendance.
    8. Returning Ability - Divine Seal: Increases the potency of the next healing spell cast by 30%. Duration: 15s
      Additional Effect: Cleric Stance. Duration: 15s.
      Cooldown: 60s. Maximum Charges: 2.
    9. New Ability - Aetherpath: Move quickly to the specified location. Cannot be executed while bound. Cooldown: 90s.

    Apart from Aetherpath (which is just Shukuchi), each also has other uses in White Mage's kit. Animus Skills are pre-castable Excog-like heals that are DPS neutral and share a cooldown. Aero III is an AoE DoT that can be used for weaving in single target situations. Cure I is retooled as a 'get out of jail' heal that's less efficient than straight DPS but is more efficient in specific circumstances involving other heals. Divine Seal is an oGCD that is essentially swiftcast for your next filler DPS spell while boosting a healing spell. Then Fluid Aura and Afflatus Antimony are the defacto DPS options for Lilies, with Secret of the Lily II shifting the tax from Misery to Antimony. There's other things I add that mostly have to deal with bringing back the Confession mechanic and tuning its interactions up to 11 but that's a different mess compared to the above.
    (1)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  3. #3
    Player
    Almagnus1's Avatar
    Join Date
    Mar 2015
    Location
    Ul'Dah
    Posts
    941
    Character
    Maley Oakensage
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Grimoire-M View Post
    Rework that no one but the post cares about
    Stop posting your garbage all over this forum. If we didn't bite at it in the original thread, it means we're not interested in hearing what you have to say.
    (1)

  4. #4
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Almagnus1 View Post
    you may want to be careful on that or the resident elitist is going to call you a noob for it.
    Immediately followed by:

    Quote Originally Posted by Almagnus1 View Post
    Stop posting your garbage all over this forum.
    ...is just hilarious. "Careful what you write or nasty elitists will be mean, oh brb someone wrote something and I want to be rude to them".
    (5)

  5. #5
    Player
    Almagnus1's Avatar
    Join Date
    Mar 2015
    Location
    Ul'Dah
    Posts
    941
    Character
    Maley Oakensage
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Cithaerias_pyropina View Post
    This thread turned from White Mage's kit's theme to WHM clipping cooldowns real fast.

    Which, again (because I repeat this every time White Mage clipping is brought up) would be solved by reducing the cast time of Glare to 1.5 seconds, you could even reduce Medica and Medica 2's cast time to 2 seconds to be like Astrologian's Helios and Aspected Helios, if Medica and Medica 2's cast times are in fact both 2.5 seconds. White Mage has just about as many cooldowns to weave as Astro does so there is no reason to continue punishing White Mage with cast times that can be carbon dated from ARR. Especially since White Mage doesn't have an instant cast spell like Ruin 2, which wouldn't even need to exist if Glare's cast time was reduced.

    Makes me feel indignant that the balance team thought reducing Malefic to 1.5 seconds but not doing the same for White Mage's Glare was a good idea.
    And that's the main reason why I suggested as much... but you may want to be careful on that or the resident elitist is going to call you a noob for it.
    (0)

  6. #6
    Player
    Azbroolah's Avatar
    Join Date
    Jun 2016
    Posts
    39
    Character
    Atticus Macalistar
    World
    Faerie
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Almagnus1 View Post
    And that's the main reason why I suggested as much... but you may want to be careful on that or the resident elitist is going to call you a noob for it.
    Your suggestion was pretty different than theirs, though. You suggested lowering cast times to 2 seconds, which doesn't even solve the clipping problem because the animation locks for oGCDs are longer than 0.5s, and then went on to say that you stack spell speed on WHM, implying that it achieves the same effect. Stacking SpS does absolutely nothing to reduce clipping because it lowers your GCD as well as the cast time.

    Lowering the cast time of Glare to 1.5s would fix the clipping problem, because you get the 1 second between the end of your cast time and the start of the next GCD to fill with the oGCD animation lock. It seems like kind of a lazy fix, especially when WHM doesn't "need" to weave as often as AST does, but at least it would actually work.
    (5)
    Last edited by Azbroolah; 05-25-2021 at 10:56 PM.

  7. #7
    Player
    Almagnus1's Avatar
    Join Date
    Mar 2015
    Location
    Ul'Dah
    Posts
    941
    Character
    Maley Oakensage
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Azbroolah View Post
    Your suggestion was pretty different than theirs, though. You suggested lowering cast times to 2 seconds, which doesn't even solve the clipping problem because the animation locks for oGCDs are longer than 0.5s, and then went on to say that you stack spell speed on WHM, implying that it achieves the same effect. Stacking SpS does absolutely nothing to reduce clipping because it lowers your GCD as well as the cast time.
    Eh, point.

    It still a (not optimal) way to meld that helps make things feel better to play... but it does demonstrate that cutting cast times on WHM makes the job feel better to play.

    Quote Originally Posted by Azbroolah View Post
    Lowering the cast time of Glare to 1.5s would fix the clipping problem, because you get the 1 second between the end of your cast time and the start of the next GCD to fill with the oGCD animation lock. It seems like kind of a lazy fix, especially when WHM doesn't "need" to weave as often as AST does, but at least it would actually work.
    That's just it.... until SE reworks the healers to have a proper 1-2-3 skill chain (like basically every other job in the game) all we've got left is figuring out how we can band-aid the current system until it's livable. I would love to see SE give us a set of skills that are DPS + (Shield OR HoT OR Heal) dependent upon what they want the healer to be. So SCH would get shields, AST would get HoTs and WHM would get heals which would allow the jobs to work together as their 1-2-3 combo isn't stepping on another job.
    (0)