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  1. #271
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I'm still doing some tweaks, but I'm mostly happy with this.

    Stances:
    Glorification
    ----
    Allows the acquisition of Justification, the use of Glare, and the use of Holy
    Reduces Sanctification spell cast times by 75%
    Increases MP regeneration by 2.25x (450 MP per tick)

    Glorification is entered upon casting any Banish spell or using Cleric Stance inside Sanctification

    Sanctification
    ----
    Allows the acquisition of Blood Lilies
    Reduces Glorification spell cast times by 75%

    Sanctification is entered upon casting any Cure spell, Regen spell, or using Cleric Stance inside Glorification


    Damage Spells:

    Banish
    --------
    Spell -- 0 MP -- 2s Cast time
    Deals unaspected damage with a potency of 220
    Grants Glorification and removes Sanctification
    Grants 3 stacks of Justification while under the effect of Glorification
    40% chance of gaining the effect of Exorcism, allowing the next Banish III to have no cast time while under the effect of Glorification
    *Changes to Afflatus Misery while under the effect of Glorification and at least 1 charge of Blood Lily*

    The stacks are only granted after swapping stances, not during the swap.

    Afflatus Misery
    ------
    Spell -- 1 Blood Lily -- 0s Cast time
    Deals unaspected damage to target and all enemies nearby it with a potency of 520 for the first enemy and 50% less for all remaining enemies.
    Potency increases up to 1120 as Blood Lily exceeds minimum cost
    Grants 3 stacks of Justification
    40% chance of gaining the effect of Exorcism, allowing the next Banish III to have no cast time while under the effect of Glorification
    Can only be used under the effect of Glorification
    *Cannot be placed on the hotbar*

    The max potency is roughly equal to 3 Glare casts + 1 Banish when adjusted for the cast time differences between the Cures and Glares. The lowest potency is just 1 Glare (adjusted) + 1 Banish

    Dia
    ----
    Spell -- 0 MP -- 0s Cast time -- 30s Recast time -- 2 charges
    Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy, and 30% less for all remaining enemies.

    Yes, this WHM doesn't have a DoT, instead it's a 30s cooldown acting as a movement tool and damage increase. Should hopefully function similarly to Foul.

    Glare
    -----
    Spell -- 1 Justification -- 3s Cast time
    Deals unaspected damage with a potency of 360
    Can only be used under the effect of Glorification

    Banish III
    ----------
    Spell -- 0 MP -- 3.5s Cast time
    Deals unaspected damage to target and all enemies nearby it with a potency of 320 for the first enemy, and 50% less for all remaining enemies.
    Reduces recast timer of Dia by 5s
    Grants Glorification and removes Sanctification

    Banish II
    ----
    Spell -- 0 MP -- 2s Cast time
    Deals unaspected damage with a potency of 120 to all nearby enemies
    Grants Glorification and removes Sanctification
    Grants 3 stacks of Justification while under the effect of Glorification
    40% chance of gaining the effect of Exorcism, allowing the next Banish III to have no cast time while under the effect of Glorification
    *Changes to Afflatus Misery while under the effect of Glorification and at least 1 charge of Blood Lily*

    Holy
    ----
    Spell -- 1 Justification -- 3s Cast time
    Deals unaspected damage with a potency of 180 to all nearby enemies
    Inflicts Stun, 4s
    Can only be used under the effect of Glorification


    The overall damage flow is very simple: pre-pull Banish III > Dia > Banish > Glare x3 for the opener, and Banish > (Banish III) Glare x3 for the base rotation, with Dia being used before overcapping the cooldown or for movement. Banish is replaced with Misery when a Blood Lily is present.

    I'm open for extra damage options, I kept it relatively simple with a proc, builder > spender, and a cooldown with reduction from the proc.

    Healing Spells:
    Cure
    ----
    Spell -- 0 MP -- 1.5s Cast time
    Restores target's HP with a potency of 500
    Grants the effect of Sanctification and removes Glorification
    40% chance of gaining the effect of Freecure, the next Cure II or Cure III will have no cast time and cost no MP

    Freecure still exists here, sorry not sorry. It should hopefully make really bad healing situations more bearable and not a complete loss on average.

    Cure II
    ----
    Spell -- 3000 MP -- 2s Cast time
    Restores target's HP with a potency of 800
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification

    Cure III
    ----
    Spell -- 3800 MP -- 2s Cast time
    Restores target's HP and HP of all nearby party members with a potency of 600
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification

    Medica
    ----
    Spell -- 0 MP -- 1.5s Cast time
    Restores HP of self and nearby party members with a potency of 400
    Grants the effect of Sanctification and removes Glorification
    40% chance of gaining the effect of Freecure, the next Cure II or Cure III will have no cast time and cost no MP

    Medica will also proc Freecure

    Regen
    ----
    Spell -- 2800 MP -- 0s Cast time
    Restores target's HP with a potency of 250
    Grants healing over time to target with a potency of 250, 15s
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification

    I'm open to changes on Regen giving Blood Lily. The MP cost regenerated after swapping back to Glorification while the regen is ticking can allow for near-100% uptime, all without any real cost to damage.

    Regen III
    ----
    Spell -- 3200 MP -- 2s Cast time
    Restores own HP and HP of all nearby party members with a potency of 100
    Grants healing over time to self and nearby party members with a potency of 200, 15s
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification

    Esuna
    ----
    Spell -- 1000 MP -- 0s Cast time
    Removes a single detrimental effect from self or target party member
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification after successful removal of a status

    Esuna III
    -----
    Spell -- 2000 MP -- 3s Cast time
    Removes a single detrimental effect from self and all nearby party members
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification after successful removal of a status

    Raise
    ----
    Spell -- 4800 MP -- 8s Cast time
    Resurrects target in a weakened state
    Spell cast time is not affected by Glorification
    Grants the effect of Sanctification and removes Glorification
    Nourishes the Blood Lily while under the effect of Sanctification

    Raise is an exception to the Glorification cast time bonus.

    Cleric Stance
    ----
    Spell -- 0 MP -- 0s Cast time
    Swaps between Sanctification and Glorification

    Downtime skill to swap from healing stance back to damage and regaining MP.


    Abilities:

    Presence of Mind
    ----
    Ability -- 120s Recast
    Reduces spell cast and recast time by 20%, 15s

    Divine Providence
    ---
    Ability -- 45s Recast -- 2 Charges
    Ensures the next Banish, Banish II, Afflatus Misery, Cure, or Medica spell cast will trigger Exorcism or Freecure, 30s

    Sharpcast equivalent.

    Thin Air
    ----
    Ability -- 60s Recast time -- 3 Charges
    Removes the MP cost of the next spell and reduces the cast time of the next spell by 3s

    Now also a movement tool, also extra charge.

    Benediction
    ----
    Ability -- 180s Recast
    Restores all of a target's HP

    Divine Benison
    ----
    Ability -- 60s Recast time -- 2 Charges
    Reduces the potency of the next healing spell by 60% and erects a barrier nullifying damage equaling 200% of the amount of HP restored.

    Largely similar to my old rework, next heal becomes a shield.

    Plenary Indulgence
    ----
    Ability -- 60s Recast time
    Grants Confession to self and all nearby party members, upon receiving HP recovery via Medica, Cure III, or Regen III, Confession triggers an additional healing effect of 300 potency, 10s
    Confession reduces damage taken by 10%

    Now with 10% mitigation

    Temperance
    ----
    Ability -- 120s Recast time
    Increases healing ability potency by 20%, while reducing damage taken by self and all nearby party members in the same stratosphere by 10%, 20s

    Also affects oGCD heals, albeit the only one here is Liturgy.

    Aquaveil
    ----
    Ability -- 60s Recast time -- 2 Charges
    Reduces damage taken by a party member or self by 15%, 10s

    Liturgy of the Bell
    ----
    Ability -- 180s Recast time
    Places a healing blossom at the designated location and grants 5 stacks of Liturgy to self, 20s
    Casting a spell expends 1 stack of Liturgy to heal self and all party members with a potency of 400
    Executing the action a second time expends all remaining stacks and heals all party members with a potency of 300 for each stack.

    Changed from getting hit to casting a spell, makes it more useful in trash pulls.
    (1)
    Last edited by TheDustyOne; 11-20-2023 at 06:39 PM. Reason: Grammar, also had the stance names swapped, oops.

  2. #272
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ty_taurus View Post
    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.
    Trying to assume the best for the numbers and their implications, but the flow seems needlessly convoluted so far.
    1.
    Casting 3 fillers makes a NuLily. Can hold up to 3 NuLilies (9 fillers' worth).
    2.
    Casting NuAero/Dia with an NuLily ready autospends NuLily to make a Thin Air charge
    3.
    Casting Water spell with an NuLily ready autospends NuLily to make a RegularLily
    4.
    You can spend a RegularLily to negate the MP cost of a now-spammable-but-high-MP-cost Afflatus Solace/Rapture (doing the same thing as a Thin Air?)
    What does Thin Air accomplish in that setup outside of being usable for rez or Cure III? You're generating a NuLily every 4 GCDs (10 seconds) in striking dummy combat anyways, allowing for potentially a Thin Air every 10 seconds, but your most expensive action outside of Raise is Rapture which you could just use a regular Lily (via a Water spell, which also generates MP atop the 1800 saved) anyways? The redundancy leaves this a bit confusing.

    And, though, I said I'd avoid talking about numbers, but you seem to have clearly picked out your numbers intentionally when it comes to the filler baseline and Holy potency. Why give Holy 560 potency (~9% more dps than filler even with the increased cast time, ~30% more if cast instantly)? It doesn't seem high enough to be fulfilling rotational anchor even if you had built means of swiftcasting it. And since you can use it freely after using a heal (less than 40 potency refunded w/o instant cast, 130 with instant cast), it seems like it'd be difficult to really feel that cost unless the fight required both very high amounts of healing and movement.

    The main changes I'm seeing are that:
    • You now have an [Instant/Mobile Filler], but it costs twice the MP of your [Casted Filler]. This gives you near limitless offensive mobility so long as you're MP is doing okay, a la Ruin II vs. Ruin I.
    • You now have a [Ranged AoE] that can be maintained at 30s at a time and to a max of 60, like old Dia but with less timing necessary, granting 1000 MP. Essentially, up to twice per minute in single-target combat you can sacrifice 160 potency to generate 1000 MP. In AoE, you effectively just generate an extra 2000 MP per minute now.
    • If you cast your [Casted Filler] 3 times --as you may want to do when you can to save 400 MP per cast relative to your [Instant/Mobile Filler]-- your next [Instant/Mobile Filler] allows you to nullify 400-1800 MP on a future action at cost of an oGCD weave, meaning that you can actually save even more MP by using your [Instant/Mobile Filler] even when you don't need its mobility.
    • If you cast your [Casted Filler] 3 times and then use your [New Ranged AoE], you essentially get back an extra 2600-2800 MP, but you sacrifice 160 ST potency for only 10 more AoE potency.
    • [Long On-Self AoE] is a 9% dps increase over [Casted Filler] in ST and 24% dps increase over [Ranged AoE] but costs 600-1000 more MP.
    • Casting a heal allows you to refund 1000 MP and make back ~34 potency, so long as you can be in melee range and get off a 3s cast per your [Long On-Self AoE].

    Work in progress, I know, so I'm sorry if that seems harsh; I just mean this to be a sort of other-peoples'-brains filter test for your idea as it stands thus far.

    For my part, unless we're specifically trying to remove any and all DoTs in favor of a WHM-Huton gauge, it feels like we could get most of that value far more intuitively, with a focus on:
    • Unlimited offensive mobility.
    • All heals provide some damage-refund.
    • Your AoE doesn't require you to be in range.
    • One of your attacks appears to support another of your attacks.
    • You can now spammably use even direct heals instantly, though at cost.
    • These added options makes use of MP as a more serious resource to draw its outer, more flexible limits.

    _____________________

    A quick mock-up to that effect:
    • Most MP costs decreased. Glare and Dia to 200, Cure to 300, Cure II to 600, Cure III to 1200, Medica to 800.
    • Most of your healing abilities now cost MP. Benison and Aquaveil now costs 400 MP, Tetra 600, Asylum 1000, and Assize 1200 and Liturgy of the Bell 1400.
    • A new trait, Soulfount, has been added:
    You are able to able to strain your aetheric heart to source your abilities beyond their natural means. Certain of your abilities may now be used even during their recast times, though at greater MP cost. Beware of causing calamities from forcibly overdrawing from the surrounding aether.
    • Soulfount has been attached to each ability with MP cost as an Additional Effect, where it reads:
    Soulfount - This action is still usable during its recast time, but using it increases its cost by 100%, stacking up to twice. This additional cost fades over the skill's normal recast time.
    • As such, if I were to cast Tetra thrice in a row, the first would cost 600 MP, the second 1200, the third 1800, and it would fade back to 600 over 60 seconds (-20 MP cost per second). If I were to cast Tetra, wait 30s, and cast it again, the first would cost me 600 MP, the second 900, and if I cast yet another time 30s later, that would cost me 1050 (halfway between the original cost of 600 and 900+600). Etc., etc.

    • Holy can now be cast at range, including on an ally, to deal damage to all enemies around the target. Potency increased to [200% of ST Filler] to first enemy struck, and 40% that to all enemies nearby. However, it now costs 2000 MP, has a 20s CD, and has Soufount. As such, once used, its cost is increased by 100%, stacking up to twice, with the increase fading over 20 seconds.
      Additional Effect: Coalescence - While in combat, your healing spells reduce the MP cost of Holy by 50%, stacking up to 2 times. (This effect stacks indefinitely, but all stacks are consumed with each completed cast.)
      Since Holy deals twice your filler damage, reducing its cost in this manner means each GCD heal is half refunded. 50% refunds for all! Not sure how I feel about that, but there you go.
    • Dia now erupts when its victim dies, dealing 40% its remaining damage to all enemies nearby. Direct damage increased to 120 and potency per tick decreased to 60.
    • Healing Gauge replaced with Wind Light Gauge, which holds up to 10 While in combat, your spells now all grant Gathering Wind Light. For each stack, your next Aero Dia will instead deal 3 seconds' worth of its periodic potency instantly to the target, instead of inflicting that amount over time, and 50% of that amount to all enemies nearby.

      This gives a Dia a fair bit more oomph, similar to the direct damage of a Thundercloud proc, but without also giving that full duration (so, no 1320p Dia), and tends to allow for back-to-back DoT casts (the first doing its damage all in 1 blow and the next being a real DoT), increasing mobility, while also offering a bit more skill expression surrounding forethought.
    • New trait, Transcendence, replaces Presence of Mind - While in combat, casting spells increases your Attack Speed by a portion equal to your %MP spent, fading over 8 seconds. Multiple applications may occur simultaneously and fade separately. Big spenders makes you go zoom.
    • Assize would be reworked to deal more healing the more you damage, and more damage the more you heal, or something similar.
    • Temperance revised to not be dull af.

    Results:
    • You can use your oGCDs even while on they're on CD, though such will come at DPS cost (because of the new, quite powerful Holy). As such, ability to heal while healing becomes little of an issue.
    • Healing spells refund half a GCD of filler offensive ppgcd, again via Holy. Technically a bit more than that, via the effect on Dia, too.
    • Dia, too, can truck, if set up, its cast frequency has about doubled, and it offers more skill expression.
    • You can set up burst windows whenever you like, mostly via Holy or high-MP-cost healing spells/GCDs. Big spenders = big zooms. 1% Attack Speed per 1%MP spent. (Abilities/oGCDs do not contribute to this.)

    Overall loop, roughly speaking:
    • Maintain DoT (which requires now some degree of foresight, as your spells each reduce the duration required for your next DoT to deal its full damage),
      ready Motes before burst windows,
    • spend MP on Holy where possible (especially before big GCD incoming damage events that aren't quite so big as to need all your MP, for the extreme increase to Attack Speed)...
    • ...while saving enough MP to pound boss during raid window.
    • You therefore have conservations phases (Holy per 20s), deep conservation phases (less Holy), and burst phases built around raid buffs and high healing requirements.

    Shortcomings:
    • No Huton-like maintenance mechanic for MP, if that was something you were particular about. To regen MP, you just... don't overspend.
    • Reused the DoT instead of adding an actual new Alt-Attack.
    (0)
    Last edited by Shurrikhan; 11-20-2023 at 06:15 PM.

  3. #273
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    My bad, I forgot to mention that Thin Air in this case was changed from no MP cost to no cast time. It’s about generating swift cases, but idk it was an incomplete idea.

    I think there’s some cool potential in something like that which is why I sharper it but it was more like sharing a proof of concept rather than a full outline. Just something to toss in there as a discussion point.
    (0)

  4. #274
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,011
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Seals are now changed:
    New action "Celestial Reading": Removes currently held seal and changes Gravity
    Solar Seal: Turns Gravity into Nova
    Lunar Seal: Turns Gravity into Eclipse
    Celestial Seal: Turns Gravity into Comet

    Nova: Deals AoE damage, grants you 5 stacks, Malefic is morphed into another button that deals extra damage as long as you have stacks remaining
    Eclipse: Deals AoE damage, causes your next Malefic to apply a long but potent DoT
    Comet: Deals AoE damage, causes your next Malefic to mark a target for 12 seconds, every 3 seconds a comet will hit the target, the last comet will do extra damage

    Thoughts?
    (4)

  5. #275
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Aravell View Post
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Seals are now changed:
    New action "Celestial Reading": Removes currently held seal and changes Gravity
    Solar Seal: Turns Gravity into Nova
    Lunar Seal: Turns Gravity into Eclipse
    Celestial Seal: Turns Gravity into Comet

    Nova: Deals AoE damage, grants you 5 stacks, Malefic is morphed into another button that deals extra damage as long as you have stacks remaining
    Eclipse: Deals AoE damage, causes your next Malefic to apply a long but potent DoT
    Comet: Deals AoE damage, causes your next Malefic to mark a target for 12 seconds, every 3 seconds a comet will hit the target, the last comet will do extra damage

    Thoughts?
    I like the sound of it personally. It's far better already than whatever Astrodyne is supposed to fill...

    Do you think if they were to bring Time Dilation back they could make it affect these? as in...

    Nova: halts the depletion of stacks granted by Nova for 7s
    Eclipse: Extends DoT duration by 6s
    Comet: extends mark timer by 6s

    Something like that
    (0)

  6. #276
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aravell View Post
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Thoughts?
    The idea seems fine it itself, but... I don't actually hate Astrodyne, except in that it's tuning is too low, MP is currently irrelevant, and that it can't be rushed (used at fewer than 3 Seals), which are all rather small/arbitrary matters (outside of MP being basically a mock-mechanic, but that's worth fixing in itself).
    (0)

  7. #277
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,208
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aravell View Post
    Given that Astrodyne is almost universally hated and there are people who want Gravity to have a use in regular gameplay, I randomly had an idea, so I'll share it so you guys can pick it apart.

    Seals are now changed:
    New action "Celestial Reading": Removes currently held seal and changes Gravity
    Solar Seal: Turns Gravity into Nova
    Lunar Seal: Turns Gravity into Eclipse
    Celestial Seal: Turns Gravity into Comet

    Nova: Deals AoE damage, grants you 5 stacks, Malefic is morphed into another button that deals extra damage as long as you have stacks remaining
    Eclipse: Deals AoE damage, causes your next Malefic to apply a long but potent DoT
    Comet: Deals AoE damage, causes your next Malefic to mark a target for 12 seconds, every 3 seconds a comet will hit the target, the last comet will do extra damage

    Thoughts?
    I like the thought of having more space mage powers, considering we're drawing celestial aether from the stars. Nova, Eclipse, and Comet sound like pretty cool skills.
    Though I'd add an extra step to differentiate them:
    cast time and recast time.

    Comet sounds more like a fast hit attack, would be cool to see the recast be reduced to 1 sec.
    (0)

  8. #278
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    So because I apparently have too much time on my hands, I came up with a proof-of-concept for a new healer idea.

    We have the edgy tank in Dark Knight, the edgy DPS in Reaper, well now I have the edgy healer in Oracle. I came up with the overall kit from mixing bits and pieces from Red Mage, Sage, and looking at old 1.0 Thaumaturge information for inspiration.

    Overview:
    Oracle
    Weapon: Warhammer
    Magic: Umbral and Astral spells
    Playstyle: Empowers spells with Astral or Umbral Knowledge to grant barriers and regens, an Oracle uses its hammer to smite its foes and uses Foreknowledge to spread beneficial effects to the party. It also has access to sacrificial abilities, dealing partial damage to itself in order to gain an increase in healing after a short period.


    I haven't decided on a naming convention for spells and abilities, I'm mostly just getting out the idea for the playstyle and theme I wanted for the job.

    Damage Spells:

    Astral Sight
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 250
    Grants Astral Knowledge, removes Umbral Knowledge

    Umbral Sight
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 250
    Grants Umbral Knowledge, removes Astral Knowledge

    Revelation
    --- Spell -- 300 MP -- 2s Cast time --

    Deals unaspected damage to target and all enemies with a potency of 200 for the first enemy and 50% less for all remaining enemies
    Astral Knowledge: Increases potency to 350, increases damage dealt to target by 10%, 30s
    Umbral Knowledge: Applies damage over time to target with a potency of 60, 21s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Veil
    ---Spell -- 300 MP -- 2s Cast time --

    Deals unaspected damage to target and all enemies with a potency of 200 for the first enemy and 50% less for all remaining enemies
    Astral Knowledge:Increases potency to 350, grants Astral Veil, a barrier equivalent to a heal of 400 potency, 30s
    Umbral Knowledge: Increases potency to 350, grants Umbral Veil, restoring HP over time with a potency of 150, 12s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Smite
    -- Spell -- 3 stacks of Judgement -- 0s Cast time --

    Deals unaspected damage to target and all nearby enemies with a potency of 500 for the first enemy and 50% less for all remaining enemies
    Reduces recharge time of Strike-1 by 5s

    Astral Vision
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 120 to target and all enemies nearby it
    Grants Astral Knowledge, removes Umbral Knowledge

    Umbral Vision
    --- Spell -- 300 MP -- 1s Cast time --

    Deals unaspected damage with a potency of 120 to target and all enemies nearby it
    Grants Umbral Knowledge, removes Astral Knowledge


    Weaponskills:
    Strike-1
    -- Weaponskill -- 40s Recast time -- 2 Charges --

    Deals unaspected damage with a potency of 300
    Shares a recast timer with Conal Strike-1

    Strike-2
    -- Weaponskill --

    Deals unaspected damage with a potency of 370
    Combo Action: Strike-1
    *Cannot be placed on the hotbar*

    Strike-3
    -- Weaponskill --

    Deals unaspected damage with a potency of 450
    Grants 2 stacks of Foreknowledge, up to a maximum of 3
    Combo Action: Strike-2
    *Cannot be placed on the hotbar*

    Conal Strike-1
    -- Weaponskill -- 40s Recast time -- 2 Charges --

    Deals unaspected damage with a potency of 150 to all enemies in a cone before you
    Shares a recast timer with Strike-1

    Conal Strike-2
    -- Weaponskill --

    Deals unaspected damage with a potency of 200 to all enemies in a cone before you
    Grants 2 stacks of Foreknowledge, up to a maximum of 3
    Combo Action: Conal Strike-1
    *Cannot be placed on the hotbar*


    Healing spells:
    Astral Whisper
    -- Spell -- 400 MP -- 1.5s Cast time --

    Restores target's HP with a potency of 500
    Grants Astral Knowledge, removes Umbral Knowledge

    Umbral Whisper
    -- Spell -- 400 MP -- 1.5s Cast time --

    Restores target's HP with a potency of 500
    Grants Umbral Knowledge, removes Astral Knowledge

    Declaration
    -- Spell -- 1000 MP -- 2s Cast time --

    Restores target's HP with a potency of 200
    Astral Knowledge: Grants a barrier that nullifies damage up to 300% of the amount of HP restored
    Umbral Knowledge: Reduces MP by 400, grants healing over time with a potency of 200, 15s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Astral Voice
    -- Spell -- 800 MP -- 1.5s Cast time --

    Restores HP of self and all nearby party members with a potency of 300
    Grants Astral Knowledge

    Umbral Voice
    -- Spell -- 800 MP -- 1.5s Cast time --

    Restores HP of self and all nearby party members with a potency of 300
    Grants Umbral Knowledge

    Prophecy
    -- Spell -- 1300 MP -- 2s Cast time --

    Restores HP of self and all nearby party members with a potency of 100
    Astral Knowledge: Grants a barrier that nullifies damage up to 300% of the amount of HP restored
    Umbral Knowledge: Reduces MP by 300, grants healing over time with a potency of 150, 15s
    Grants a stack of Judgement upon consuming Astral Knowledge or Umbral Knowledge, up to a maximum of 5

    Miracle
    -- Spell -- 2400 MP -- 8s Cast time --

    Resurrects target in a weakened state


    Abilities:
    Offering
    -- Ability -- 1 Foreknowledge -- 1s Recast

    Dispel Astral Veil from self to Restore the HP of target party member with a potency of 350
    Dispel Umbral Veil from self to restore the HP of target party member with a potency of 350

    Damnation
    -- Ability -- 1 Foreknowledge -- 1s Recast --

    Mark a target with 5 stacks of Damnation, restoring 400 MP as you deal damage, 15s

    Penance
    -- Ability -- 1 Foreknowledge -- 30s Recast time --

    Dispel Astral Veil from self to restore HP of all nearby allies with a potency of 250
    Dispel Umbral Veil from self to restore HP of all nearby allies with a potency of 250

    Initiation
    -- Ability -- 1 Foreknowledge -- 90s Recast --

    Spreads Astral Veil and Umbral Veil to all nearby party members

    Sacrifice
    -- Ability -- 60s Recast time --

    Remove 10% of your current HP to grant Sacrament to a target party member, restores HP with a potency of 800 upon expiration, 10s

    Passion
    -- Ability -- 90s Recast time --

    Remove 10% of your current HP to grant Sacrament to all nearby party members, restores HP with a potency of 600 upon expiration, 10s

    Azazel
    -- Ability -- 180s Recast --

    Place a totem on the ground, the totem absorbs 50% of incoming damage from all allies in range, 10s
    Once damage has been absorbed, the idol dispenses the absorbed damage 4 times at 20% potency to all allies that were affected, 10s


    The general flow for both damage and healing spells is to use an Astral or Umbral spell to empower a second spell, altering its effects like increasing output or applying statuses. The melee combo gives stacks of Foreknowledge, similar to Aetherflow or Addersgall, it provides the bulk of your oGCD healing, spreading effects or dispelling them for larger heals.

    So why did I make this? Not sure honestly, mostly because I could and it sounded like a neat idea. It at least shows that there is room for interesting healer concepts, even if it's unrefined and potentially very dumb.
    (1)
    Last edited by TheDustyOne; 11-30-2023 at 03:42 PM.

  9. #279
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TheDustyOne View Post
    So because I apparently have too much time on my hands, I came up with a proof-of-concept for a new healer idea.

    ...looking at old 1.0 Thaumaturge information for inspiration.
    Darn. You beat me to it. Building mine as more from the balance of life and death / shadow-priest / stat-stealing identity it had in 1.x, but probably have a few hours left to go. I like the idea of "us[ing] an Astral or Umbral spell to empower a second spell, altering its effects like increasing output or applying statuses." I'm not really sure of why Thaumaturge would have a melee combo, though?

    Anywho, finishing up an Elementalist mock-up for Conjurer/WHM first, then doing a Thaumaturge/Archon mock-up (BLM becomes Evoker/Black Mage).
    (0)

  10. #280
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Mostly I just wanted to think of how to remix RDM into a healer, I built off of the idea of having Light/Dark themed spells and a melee combo and went from there.
    (0)

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