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  1. #191
    Player
    hunter2's Avatar
    Join Date
    Dec 2023
    Posts
    74
    Character
    Hoon Tahtoo
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Hey nice, I made one too https://docs.google.com/spreadsheets...1mvdvf/pubhtml
    My concept here is not unusual - a WHM with parallels to BLM that needs to think about what to cast in order to create movement opportunities. Maintaining Faith is like maintaining Astral Fire with Glare/Stone being Fire1/Fire4.
    (2)

  2. #192
    Player
    benji42's Avatar
    Join Date
    Jul 2022
    Posts
    23
    Character
    Alis Kamilla
    World
    Malboro
    Main Class
    Scholar Lv 90
    Quote Originally Posted by hunter2 View Post
    Hey nice, I made one too https://docs.google.com/spreadsheets...1mvdvf/pubhtml
    My concept here is not unusual - a WHM with parallels to BLM that needs to think about what to cast in order to create movement opportunities. Maintaining Faith is like maintaining Astral Fire with Glare/Stone being Fire1/Fire4.
    I like it! The only thing is, I think lilies should only be growing while faith is active. If it's gonna be a mechanic, I think it should be really essential.

    I also think that thin air is pretty important to the WHM identity, I would prefer for that to stay with different functionality because Water handles the current one. Or maybe thin air can stay how it is in the current version, and water can just speed up the growth of the lilies and do some extra damage. Flowers do need water to grow, after all. Glare should probably also do less damage than stone. Also, I don't see a reason to build up stacks if you only have 1 phase. You'd have 3 stacks of faith basically the entire dungeon.

    Although, those few complaints I have could possibly be reworked into a different system. Water is instant cast and speeds up the growth of lilies, but does puny damage. It would encourage some people to just spam it for extra healing maybe, but it also gives a button to use if things really do go wrong and you have basically no MP from dying or smth. However, if you have a stack of faith, water consumes it and deals a lot more damage, as well as being instant to cast. This would have to be balanced so Glare > Water > Glare > Water... isn't optimal though. Stone and Water having equal potency, but Glare having less would probably work.
    (1)

  3. #193
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by hunter2 View Post
    Hey nice, I made one too https://docs.google.com/spreadsheets...1mvdvf/pubhtml
    My concept here is not unusual - a WHM with parallels to BLM that needs to think about what to cast in order to create movement opportunities. Maintaining Faith is like maintaining Astral Fire with Glare/Stone being Fire1/Fire4.
    This is a great idea. I'd play WHM in a heartbeat if it was like that. Not only it gives more meat to their dps and trims unecessary buttons (the cure2/medica to afflatus spells suggestion is great), while keeping it simple, it also resolves a bit of the thematic issues since a lot of people miss the elemental spells.
    (1)

  4. #194
    Player
    hunter2's Avatar
    Join Date
    Dec 2023
    Posts
    74
    Character
    Hoon Tahtoo
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Quote Originally Posted by benji42 View Post
    I like it! The only thing is, I think lilies should only be growing while faith is active. If it's gonna be a mechanic, I think it should be really essential.
    Good point, thank you. I've made that change. Watering the lilies is also a really fun idea.

    Quote Originally Posted by benji42 View Post
    Also, I don't see a reason to build up stacks if you only have 1 phase. You'd have 3 stacks of faith basically the entire dungeon.
    Regarding the 3 stacks, I chose that for a few reasons
    1. It's punishing to drop since you need 3 glares to restore it
    2. I think it feels good to build up that strength during opener i.e. Glare > Glare > Glare > (assize) > Aero
    3. At lower levels you'd only have one or two stacks, the other stacks being unlocked by traits
    (1)

  5. #195
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by hunter2 View Post
    Good point, thank you. I've made that change. Watering the lilies is also a really fun idea.



    Regarding the 3 stacks, I chose that for a few reasons
    1. It's punishing to drop since you need 3 glares to restore it
    2. I think it feels good to build up that strength during opener i.e. Glare > Glare > Glare > (assize) > Aero
    3. At lower levels you'd only have one or two stacks, the other stacks being unlocked by traits
    Also another question for you... I assume those suggestions encompass changes, rather than Dawntrail additions... What would you put in for the level 91-100 range?
    (0)

  6. #196
    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
    Since DT is allegedly focusing on content rather than job design, I wanted to share some thoughts on how we could approach Sage for 7.0 in a way that doesn't require much work or must adjustment on the player's side while still trying to address at least some of the issues with the job to make it a more enjoyable experience for the players Sage was supposed to appeal to. So consider this my "minimal changes" Dawntrail Sage wishlist:

    Action Adjustments

    Eukrasian Dosis I/II/II
    • DOT Duration: 30 seconds > 15 seconds

    Phlegma I/II/III
    • Phlegma I Potency: 230/330/400 > 210/300/360 at levels 26/54/64
    • Phlegma II Potency: 490 > 420
    • Phlegma III Potency: 600 > 510
    • Cooldown: 40 seconds > 20 seconds
    • Kardia effect: Restore HP with a potency of 170 > Erect a barrier with a potency of 200; lasts 15 seconds.
    • New Effect*: When Kardia barrier breaks, grants 1 Addersting

    Pneuma
    • Potency: 330 > 600
    • Effect: Restores HP to self and nearby party members with a potency of 600 > Can be recast while on cooldown. This recast deals damage with a potency of 330 and restores HP to self and nearby party members with a potency of 600.

    Toxikon I/II
    • GCD Spell > OGCD Ability
    • Toxikon I Potency: 240/300 > 300/320 at levels 66/72
    • Cooldown: GCD > 15 seconds
    • Gains a second charge

    Eukrasian Diagnosis / Eukrasian Prognosis
    • Effect: Grants 1 Addersting when barrier breaks > 50% chance to grant 1 Addersting when barrier breaks

    Rhizomata
    • Effect: Grants 1 Addersgall > Increases the chance for your next Eukrasian Diagnosis or Eukrasian Prognosis barrier to generate 1 Addersting to 100%

    Soteria
    • Effect: Increases HP restored through Kardia by 70% > Extends the range of Kardia effects to 15 yalms around your Kardia target
    • Duration: 4 casts > 12 seconds

    New Attack Spell
    • Deals damage with a potency of 460 to target and 50% less for enemies nearby it
    • Cast time: instant
    • Recast time: 2.5 seconds (GCD)
    • MP Cost: 2000
    • Effect: Casts of Dosis III, Phlegma III, and Pneuma have a 30% chance to reduce the MP cost of this attack by 80%. Casts of Eukrasian Dosis III have a 100% chance to reduce the MP cost of this attack by 80%.


    These changes are simple and seek to repair Sage's original kit from before it was homogenized into Scholar 2.0 at Endwalker's release. These fall in line with making Sage more like its PVP iteration by making its existing attacks more frequently available, adding another layer of damage variety into its gameplay, and redirecting some of its healing focus onto its Kardia and barrier application.
    (4)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  7. 04-04-2024 11:35 PM
    Reason
    Nevermind. didn't read the other part of the effect

  8. #197
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90

    My SCH Wishlist v2.0

    I. Goals
    • Elevate the importance of the pet within the SCH's kit
    • Capitalize on the opportunity costs of SCH's kit.
    • Less reliance on fishing for crits and more on managing multiple resources at the same time.
    II. What Needs Fixing/Improving
    • Pets will once again take damage and gain enmity.
    • Rework the Faerie Gauge. Abilities that used to give FG will no longer do so. Its user interface will be combined with the AF Gauge. Reworked FG will only show the state the pet is currently on:
      1. Summoned
      2. Roused
      3. Silenced
      4. KO'ed/Withdrawn/Out of Range
    • All pet abilities are moved to the pet Hotbar and can be pressed to force the pet to use it.
    • Failed pet actions will reset its cooldown
    • All pet actions, like pet commands, can be ordered while casting.
    • Pets will automatically follow when it is out of range even when ordered to hold its position.
    • Delayed queued pet actions due to Move command will go off immediatelly when you command it to Stop.
    • SCH petsize large for both default and glamoured. It is sometimes hard to see where the pet is because it's too small.
    • pet glamours will also have their own custom spell names/ability icons/animations
    III. 1-90 Rework
    SCH Spells
    • Summon Lily - Lorewise, Eos and Selene are just aspects of Lily
    • Sustain - restores pet HP
    • Resurrection - Unchanged
    • Adloquium - barrier will have its own potency.
    • Succor - barrier will have its own potency.
    • Bio - Damage over time duration per cast is 15s, up to a maximum of 30s.
    • Ruin - upgrades to Ruin 2 before becoming Broil
    • Art of War - Unlocked at an earlier level
    SCH Abilities
    • Rouse - When active, all pet heals are guaranteed critical and all pet attacks are guaranteed critical direct hits. Can be toggled. Drains 4% MP every 3 seconds.
      Note: This is to incentivize stacking PIE to prolong its uptime and for the forced Crit heal/CDH attack to not run into situations where the increased output stacks with Critical and Direct Hit.
    • Aetherflow - should be unlocked earlier. Restores 20% MP.
    • Deployment Tactics - can also spread Bio to nearby enemies.
    • Emergency Tactics - additional effect: when used in conjunction with Bio, it will deal the entire damage and not apply the DoT.
    • Dissipation - rework: pet no longer withdraws from the battlefield but is instead afflicted by a persisting, uncleansable debuff prohibiting the use of any pet actions for 30s, gives 3 AF stacks, and shortens the cast time of Adloquium and Succor by 0.5s.
    • Recitation - with the changes to barrier potency, it will increase the barrier potency by 30%, stacking additively with Protraction
    • Protraction - rework: Grants 5 stacks of Protraction which increases the barrier potency (Galvanize/Catalyze) by 20%.. Lasts 30 seconds. Upon expiring with unused stacks, cooldown will get reduced at a rate of 5 seconds per unused charge
    • Expedient - make its AoE smaller but will now pulse on both the SCH and the pet.
    Aetherflow Actions
    • Energy Drain - deals damage to single target and restores 5% MP.
    • Lustrate - no changes
    • Sacred Soil - remove regen
    • Indomitability - no changes
    • Cursed Soil - costs 1 AF. Enemies inside the designated area will take additional damage from every spell or weapon skill. Think of Hypercharge but everyone is triggering it.
    • Excogitation - no changes
    Traits
    • Aetherdam I/II/III to add AF stacks when casting Aetherflow
    • When the pet is active, cast time of Summon Lily is instant
    • Sustain will also remove 1 cleansable debuff to the pet per cast
    • Sustain will have an additional effect that temporarily increases pet movement speed
    • Sustain will also apply a barrier for 10% of the pet's max HP
    • Pet HP is increased based on your current item level
    Pet Actions
    • Fey Assault (OPA SRT) - single target pet attack. It has a default recast of 6 seconds. If the target suffers from a damage over time effect, recast is shortened to 3s but shortens the duration of the damage over time by 3 seconds.
    • Curl (DPA LRT) - reduces the damage the pet receives by 20%
    • Embrace (SPA SRT) - increase heal potency to 300.
    • Whispering Dawn (SPA LRT) - ticks immediately upon application. Cure potency is increased to 100.
    • Fey Illumination (SPA LRT)- moved mitigation to Fey Covenant, Increased healing spells will only affect the SCH.
    • Fey Covenant (DPA LRT) - raid-wide mitigation
    • Fey Blessing (DPA LRT) - rework: renders the target immune to knockback and draw-in effects.
    • Consolation (SPA LRT) - rework: decoupled from Summon Seraph (removed ability). Applies a barrier to the target and 50% less to all nearby allies, unaffected by Rouse, Emergency Tactics, Deployment Tactics, and Recitation.
    Removed Actions
    • Physick - removed because of Embrace buff
    • Ruin II - replaced by Fey Assault
    • Chain Stratagem - replaced by Cursed Soil
    • Aetherpact - removed due to Faerie Gauge rework
    • Summon Seraph - removed because of Rouse
    • Fey Union - removed because of Rouse
    • Seraphic Veil - Summon Seraph is removed. Can instead be part of the improved pet glamour
    • Angel's Whisper - same as above
    • Seraphic Illumination - same as above
    Pet Commands
    • Move - tells the pet to move to a designated location
    • Stop - tells the pet to stop what it is currently doing.
    • Hold Position - tells pet to hold its current position.
    • Attack - tells the pet to attack the selected target
    Pet Behaviors
    • Fully Automatic - pets will use all of its abilities on cooldown, even if not told to.
    • Semi-Automatic - pets will use abilities with short recast times on cooldown.
    • Passive - Pet will not use any abilities until ordered to.
    Pet Auto-Casting Rules
    Terminologies
    • OPA -Offensive Pet Action
    • DPA - Defensive Pet Action
    • SPA - Supportive Pet Action
    • SRT - Short Recast Time
    • LRT - Long Recast Time
    IV. 91-100 Wishlist
    Actions
    • Fey Pact - extends the cast range of the pet and SCH to each other
    • Fey Trance - resets the cooldown of all pet actions with long recast timers
    Traits
    • When a barrier is broken within 4 seconds after its application, apply a mitigation lasting for 4s (10% from Adloquium, 5% from Succor), and Increases healing received for 12s (10% from Adloquium, 5% from Succor).
    • Mandatory Broil/Biolysis/Art of War upgrades
    • Recitation to accumulate a maximum of 2 charges.
    • Pet potency increases
    (2)
    Last edited by rawker; 04-29-2024 at 08:20 PM.

  9. #198
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by eldritchAvatar View Post
    Not only is this on brand with the prediction theme, it's unique. And it can be integrated with this whole, whatever you do, the heavens also answer. I would like more emphasis on the delayed effect.

    Absolute ask: add echo effects to spells
    Tbh, if we could have a kind of Horoscope for gcd, that'd be so freaking sweet.
    Like, your next GCD heal triggers in 20s or when repressed (like horoscope). That'd be so freaking dop.
    (0)

  10. #199
    Player
    Zaytex's Avatar
    Join Date
    Mar 2022
    Posts
    118
    Character
    Zaytex Zanshin
    World
    Zodiark
    Main Class
    White Mage Lv 100
    All these fantastic ideas and thoughts in this thread/forums and I'm sure the developers will change absolutely nothing about healer design and instead give us 2-3 more healing buttons for a problem/mechanic that we could already solve with our current toolkit.
    (5)

  11. #200
    Player
    Niroken's Avatar
    Join Date
    Sep 2013
    Posts
    411
    Character
    Nanaki Naki
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Zaytex View Post
    All these fantastic ideas and thoughts in this thread/forums and I'm sure the developers will change absolutely nothing about healer design and instead give us 2-3 more healing buttons for a problem/mechanic that we could already solve with our current toolkit.
    Let's go further. 7.0 is locked in, Media Tour is going to consist of mostly Tank and DPS mains with little Healer representation and the little representation that will be there will be people who will make one or two comments about healer and move on. Any questions regarding healer design will be so soft ball that you'd think it was made of jello because when it comes to healers no one really has a spine. Then on release after basically playing the same barely changed job, the healer community will whine and complain and do absolutely nothing about it but wait until the next expansion to start the entire cycle over again.

    How could I possibly lay the blame solely on the developers when every time players will complain how their job is designed yet keep on logging in and playing it, almost like the issue isn't even a big deal. If players don't find it that big of a deal, why would the developers? It's like standing in line to get slapped in the face only to get slapped, stand up and then go back in the same line and complain about it.
    (7)

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