I had an interesting set of ideas on White Mage that I can share. A huge aspect to these changes involves balancing MP costs and recovery, so take numbers with a grain of salt.
Lily Changes
- Afflatus Solace and Afflatus Rapture no longer have a lily cost; instead, they cost 1200 MP and 1800 MP respectively. While lilies are available, this MP cost is negated, and a lily is automatically consumed. Additionally, Raise now upgrades into Afflatus Arise, which remains 2400 MP cost, but also has that cost negated by lilies. All of these nourish the blood lily whether a regular lily is spent or not. Afflatus Harmony also is a new spell that has no MP cost, restores 800 MP, and nourishes the blood lily, but this spell does require a lily to be cast.
- Lilies now generate one per 40 seconds instead of 20, but you'll be able to generate more lilies through another means.
DPS Changes
- The main focal point of these changes is a rework to Holy, but for now, let me establish the basics.
- We'll be using a potency of 340 for Stone/Glare as a reference point. Stone/Glare spells return to having a 2 second cast time. Every 3 casts of Stone/Glare spells now generates a gold lily, to a maximum of 3. This would represented with a very simple addition to the healing gauge which could look something like this:
- Every cast lights up one petal on this flower, and when all three are lit up, the flower glows, and a gold lily blooms at the end of the healing gauge's cane. These lilies will do one of two things.
- Aero/Dia is reworked and is no longer a DoT. These spells have the same potency as Stone/Glare spells and deal 50% less damage to enemies adjacent to your target. They are still instant, and now have an 800 MP cost. Additionally, Thin Air no longer has a cooldown. Instead, each time you cast Aero/Dia spells with a gold lily present, the lily is consumed and 1 charge of Thin Air is automatically generated to a max of 3. Thin Air can only be generated through this method.
- Water spells are added and upgrade to the Tempest spell at level 72. These attacks deal AoE damage with a potency of 180 and are ranged. They also grant you 30 seconds of a personal MP refresh (100 MP per tick) that can be extended to as much as 60 seconds. Additionally, Water/Tempest spells can consume 1 gold lily to bloom 1 regular lily to use for healing. This MP regen will be important for the next main point.
- Holy is now 560 potency that deals 60% less damage to enemies after the first, costs 1000 MP, and has a 3 second cast time and retains its 4 second stun. Additionally, the Freecure trait is reworked to where casting any non-Afflatus healing spells makes your next Holy cost 0 MP.
Overall, this isn't a fully fleshed out concept, just some general ideas floating around in my head. I added numbers here, but the TL;DR of the idea in my mind is trying to make holy this really powerful, slow-cast nuke that you're revolving resources around to use as much as you can, where the engagement factors comes into play with a far more loose rotation that allows you to be more greedy or more frugal. It's still very simple, only adding 1 attack, but gives you a lot more freedom to use your MP the way you want. Stone/Glare spells are your neutral that help generate added effects on your Aero/Dia spells to grant more mobility and your Water/Tempest spells to grant more MP recovery and healing. Again, not a super developed concept, and the numbers are very placeholder, but if the idea sounds clever, perhaps it's something that could be expanded upon.



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