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  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,388
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Is “I want what 14 used to be” wanting a different game because genuinely a return to SB on almost every front except maybe MSQ production value would be an improvement for me. I don’t remember being polled on if I wanted to go in the current direction
    I wonder, if I were to respond to

    Quote Originally Posted by Catwho View Post
    There are people who cannot articulate what it is they want. Or if they do say exactly what it is they want, they are describing a completely different game, and I wonder why the hell they're playing XIV and not playing that other game instead.
    with something like this:

    Hello everyone, this is what I'd do to rework and modernize WHM

    WHITE MAGE ACTIONS


    Level 1: Stone, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage with a potency of 170.

    Level 2: Cure, 1.5s Cast, 2.5s Recast, Cost: 500 MP
    Restores target's HP.
    Cure Potency: 450

    Level 4: Aero, Instant, 2.5s Recast, Cost: 200 MP
    Deals Wind damage with a potency of 60.
    Additional Effect: Wind damage over time
    DOT Potency: 50
    Duration: 12s

    Level 8: Protect, 60s
    Grants Protect to self and nearby allies.
    Protect Effect: Reduces damage taken by self and nearby allies by 5%
    Duration: 10s

    Level 10: Medica, 1.5s Cast, 2.5s Recast, Cost: 1000 MP
    Restores own HP and the HP of all nearby party members.
    Cure potency: 300
    NOTE: Radius increased to 20y

    Level 12: Raise, 8s Cast, 2.5s Recast, Cost: 2400 MP
    Resurrects target to a weakened state.

    CLASS QUEST
    Level 15: Water, Instant, 15s Recast, MP cost: 200 MP
    Deals Water damage with a potency of 210.
    This action does not share a Recast Timer with other actions.
    NOTE: On the GCD, but a seperate cooldown, akin to Sonic Break on GNB, or Goring Blade on Paladin

    Level 18: Stone 2, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage with a potency of 190.

    Level 22: Water 2, Instant, 15s Recast, Cost: 200 MP
    Deals Water damage with a potency of 230.
    This action does not share a Recast Timer with other actions.

    Level 24: Cure 2, 1.5s Cast, 2.5s Recast, Cost: 500 MP
    Restores target's HP.
    Cure Potency: 700
    NOTE: Cure 1 upgrades into Cure 2 via a Trait, saving hotbar space.

    Level 28: Aero 2, Instant, 2.5s Recast, Cost: 200 MP
    Deals Wind damage with a potency of 100.
    Additional Effect: Wind Damage over time
    DOT Potency: 60
    Duration: 12s

    Level 30: Medica 2, 1.5s Cast, 2.5s Recast, Cost: 1000 MP
    Restores own HP and the HP of all nearby party members.
    Cure potency: 300
    Additional Effect: Regen
    Regen Potency: 100
    Regen Duration: 12s
    NOTE: Medica 1 upgrades into Medica 2. Heals for the same 700p as Endwalker, but one tick is frontloaded
    to make the base potency equal to Medica 1's potency.

    JOB QUEST
    Level 30: Stoneskin, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to target that absorbs damage equal to a heal of 400 potency.
    NOTE: Lily Gauge is unlocked at 30 instead of 52

    Level 35: Regen, Instant, 2.5s Recast, Cost: 250 MP
    Grants healing over time effect to target.
    Cure Potency: 200
    Duration: 18s

    JOB QUEST
    Level 35: Presence of Mind, 120s CD
    Reduces spell cast time and recast time, and auto-attack delay by 20%.
    Duration: 15s

    Level 40: Cure 3, 1.5s Cast, 2.5s Recast, Cost: 1500 MP
    Restores own or target party member's HP and all party members nearby target.
    Cure Potency: 500
    NOTE: Radius is still 10y

    JOB QUEST:
    Level 40: Divine Seal, 120s CD
    Increases healing magic potency by 20%.
    Duration: 20s

    Level 45: Graniteskin, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to self and nearby party members that absorbs damage equal to a heal of 200 potency.

    JOB QUEST
    Level 45: Holy, 1.5s Cast, 2.5s Recast, Cost: 300 MP
    Deals Unaspected damage with a potency of 140 to all nearby enemies.
    Additional Effect: Stun
    Duration: 4s

    Level 50: Benediction, 180s
    Fully restores a target's HP.

    JOB QUEST
    Level 50: Blessing of the Elementals, Instant, 2.5s Recast, Cost: 50 Vigilance
    Entreat the Elementals for aid, restoring HP to self and nearby allies.
    Cure Potency: 500
    Additional Effect: Blooms one 'Petal of River's Rage'
    Additional Effect: Blooms one 'Petal of Wrathful Winds'
    Additional Effect: Blooms one 'Petal of Earthen Ire'
    Additional Effect: Restores 500 MP

    Level 50: Quake, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage to target and nearby enemies, with a potency of 290 for the first enemy, and 50%
    less for all remaining enemies.
    Can only be executed while a Petal of Earthen Ire is blooming in the Nature's Vigilance Gauge.
    Consumes a Petal of Earthen Ire upon execution.
    This Action cannot be assigned to a hotbar.
    NOTE: Stone turns into Quake while a Petal of Earthen Ire is blooming.

    Level 50: Flood, Instant, 2.5s Recast, Cost: 200 MP
    Deals Water damage to target and nearby enemies, with a potency of 330 for the first enemy, and 50%
    less for all remaining enemies.
    Can only be executed while a Petal of River's Rage is blooming in the Nature's Vigilance Gauge.
    Consumes a Petal of River's Rage upon Execution.
    Shares a cooldown with Water.
    This Action cannot be assigned to a hotbar.
    NOTE: Water turns into Flood while a Petal of River's Rage is blooming.

    Level 50: Tornado, Instant Cast, 2.5s Recast, Cost: 200 MP
    Deals Wind damage to target and nearby enemies, with a potency of 130 for the first enemy, and 50%
    less for all remaining enemies.
    Additional Effect: Wind damage over time
    DOT Potency: 80 for first target, 40 for all remaining enemies
    Duration: 12s
    Can only be executed while a Petal of Wrathful Winds is blooming in the Nature's Vigilance Gauge.
    Consumes a Petal of Wrathful Winds upon execution.
    This Action cannot be assigned to a hotbar.
    NOTE: Aero turns into Tornado while a Petal of Wrathful Winds is blooming. This DOT cannot be placed
    on an enemy at the same time as Aero (they overwrite each other)

    NOTE: Please see the Trait 'One with Nature' for more info about the Nature's Vigilance Gauge.

    JOB QUEST
    Level 52: Afflatus Solace, Instant, 2.5s Recast, Cost: 1 Lily
    Restores target's HP.
    Cure Potency: 700

    JOB QUEST
    Level 52: Asylum, 90s
    Envelops a designated area in a veil of succor, granting healing over time to self and allies who enter.
    Cure Potency: 100
    Duration: 24s

    JOB QUEST
    Level 54: Stone 3, 1.5s Cast, 2.5s Recast, Cost: 200MP
    Deals Earth damage with a potency of 220.

    JOB QUEST
    Level 54: Water 3, Instant, 15s Recast, Cost: 200MP
    Deals Water damage with a potency of 260.
    This action does not share a Recast Timer with other actions.

    JOB QUEST
    Level 56: Assize, 40s CD
    Deals unaspected damage with a potency of 400 to all nearby enemies.
    Additional Effect: Restores HP to self and nearby allies
    Cure Potency: 400
    Additional Effect: Restores 500MP

    JOB QUEST
    Level 58: Tetragrammaton, 60s CD
    Restores target's HP.
    Cure Potency: 700

    JOB QUEST
    Level 60: Afflatus Tragedy, Instant, 2.5s Recast, Cost: 1 Blood Lily
    Deals unaspected damage to target and enemies nearby it, with a potency of 800 for the first enemy,
    and 50% less for all remaining enemies.

    Level 62: Thin Air, 60s CD
    Next spell is executed without cast time, and without MP cost.
    NOTE: Yes this includes Raise

    Level 64: Stone 4, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage with a potency of 260.

    Level 64: Water 4, Instant, 15s Recast, Cost: 200 MP
    Deals Water damage with a potency of 300.
    This action does not share a Recast Timer with other actions.

    NOTE: At level 64, Afflatus Tragedy's potency increases to 1000 via Trait, to keep up with the
    increase to Stone's potency

    Level 66: Divine Benison, 30s
    Applies a barrier to target that absorbs damage equivalent to a heal of 500 potency.
    Duration: 15s

    Level 68: Plenary Indulgence, 60s
    Grants 'Confession' to self and nearby allies.
    Confession Effect: Reduces damage taken by 5%
    Additionally, upon being affected by the direct cast of Medica 2, Cure 3, Graniteskin or
    Afflatus Rapture, 'Confession' triggers an additional healing effect.
    Cure Potency: 200
    Duration: 10s

    JOB QUEST
    Level 70: Afflatus Rapture, Instant, 2.5s Recast, Cost: 1 Lily
    Restores HP of self and nearby allies.
    Cure Potency: 300

    Level 72: Glare, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 300.

    Level 72: Banish, Instant, 15s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 340.
    This action does not share a Recast Timer with other actions.

    Level 72: Dia, Instant, 2.5s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 150.
    Additional Effect: Unaspected damage over time
    DOT Potency: 70
    Duration: 12s

    Level 74: Afflatus Misery, Instant, 2.5s Recast, Cost: 1 Blood Lily
    Deals unaspected damage to target and enemies nearby it, with a potency of 1200 for the first enemy,
    and 50% less for all remaining enemies.

    Level 76: Afflatus Bastion, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to target that absorbs damage equal to a heal of 450 potency.
    NOTE: Upgrade of Stoneskin

    Level 76: Afflatus Sanctuary, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to self and nearby party members that absorbs damage equal to a heal of 250 potency.
    NOTE: Upgrade of Graniteskin

    Level 80: Temperance, 120s
    Increases healing magic potency by 20%.
    Additionally, grants Temperance to self and allies, reducing damage taken by 10%.
    Duration: 20s

    Level 82: Glare 3, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 310.

    Level 82: Banish 3, Instant, 15s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 350.
    This action does not share a Recast Timer with other actions.

    NOTE: Afflatus Misery's potency increases to 1240 at this level to keep parity with Glare 3's potency

    Level 84: Holy 3, 1.5s Cast, 2.5s Recast, Cost: 300 MP
    Deals Unaspected damage with a potency of 150 to all nearby enemies.
    Additional effect: Stun
    Duration: 4s

    Level 86: Aquaveil, 60s
    Reduces damage taken by self or an ally by 15%.
    Duration: 8s

    Level 90: Liturgy of the Bell, 180s
    Places a healing blossom at the designated location, and grants 5 stacks of 'Liturgy of the Bell' to self.
    Duration: 20s
    Taking damage will spend a stack to heal self and all party members within 20y of the blossom.
    Cure Potency: 400
    This healing effect can only be triggered once per second.
    Additionally, any remaining stacks at the end of the duration, or upon executing this action a second
    time, will be consumed to cause an additional healing effect.
    'Detonation' Cure Potency: 200 per remaining stack


    TRAITS


    Level 18: Mastery of the Earth
    Upgrades Stone to Stone 2.

    Level 20: Maim and Mend
    Increases base action damage and HP restoration by 10%

    Level 22: Mastery of the Rivers
    Upgrades Water to Water 2.

    Level 24: Cure Mastery
    Upgrades Cure to Cure 2.

    Level 28: Mastery of the Winds
    Upgrades Aero to Aero 2.

    Level 30: Secrets of the Lily
    Enables the accumulation of Lilies on the Lily Gauge, with a new Lily blooming every 20s you are engaged
    in combat, up to a maximum of 3.

    Level 30: Medica Mastery
    Upgrades Medica to Medica 2.

    Level 32: Freecure
    Grants a 20% chance that after casting Cure 2, Stone 2 or Water 2, your next Cure 2 will cast instantly,
    and cost 0 MP.
    Duration: 10s

    Level 40: Maim and Mend II
    Increases base action damage and HP restoration by 30%

    Level 46: Overcure
    While Medica 2's Regen effect is present on the WHM, Cure 3's MP cost is halved.

    Level 50: One with Nature
    Enables the accumulation of Nature's Vigilance in its gauge by executing certain actions. 50 Vigilance
    can be spent to execute 'Blessing of the Elementals'.
    Stone and Quake grant 1 Vigilance.
    Water and Flood grant 5 Vigilance.
    Aero and Tornado grant 5 Vigilance, 1 when cast, and 1 each time the damage over time deals damage.
    Holy grants 2 Vigilance per enemy hit.
    Afflatus Tragedy/Misery grants 5 Vigilance.

    Cure 2 grants 5 Vigilance.
    Regen grants 10 Vigilance, 4 when cast, and 1 each time the healing over time triggers.
    Medica 2 grants 15 Vigilance, 3 each time the healing over time triggers.
    Cure 3 grants 10 Vigilance.

    Level 54: Natural Mastery 2
    Upgrades Stone 2 to Stone 3, and Water 2 to Water 3.
    Additionally, increases the potency of Quake to 320, and Flood to 360.

    Level 60: Transcendent Afflatus
    Adds a Blood Lily to the Lily Gauge. Each Lily spent causes the Blood Lily to bloom by one stage.
    After three Lilies are spent, the Blood Lily blooms fully and can be spent on Afflatus Tragedy/Misery.

    Level 64: Natural Mastery 3
    Upgrades Stone 3 to Stone 4, and Water 3 to Water 4.
    Additionally, increases the potency of Quake to 360, and Flood to 400.

    Level 68: Protection Mastery
    Upgrades Protect to Plenary Indulgence.

    Level 72: Infusion of Light
    Upgrades Stone 4 to Glare, Water 4 to Banish, and Aero 2 to Dia.
    Additionally, increases the potency of Quake to 400, and Flood to 440
    Additionally, increases the potency of Tornado to 180 and its damage over time potency to 90.

    Level 74: Afflatus Mastery
    Upgrades Afflatus Tragedy to Afflatus Misery.

    Level 76: Bastion of Light
    Upgrades Stoneskin to Afflatus Bastion, and Graniteskin to Afflatus Sanctuary.

    Level 78: Enhanced Asylum
    Adds an additional effect to Asylum, granting 10% increased HP recovery for any allies within.

    Level 82: Mastery of the Light
    Upgrades Glare to Glare 3, and Banish to Banish 3.
    Additionally, increases the potency of Quake to 410, and Flood to 450.

    Level 85: Healing Mastery
    Increases the healing potency of Cure II to 800, Regen to 250, Cure III to 600, Medica II to 400,
    Medica II's Regen effect to 150, Afflatus Solace to 800, and Afflatus Rapture to 400.

    Level 88: Enhanced Divine Benison
    Allows for the accumulation of charges of Divine Benison.
    Maximum Charges: 2


    THE NATURE'S VIGILANCE GAUGE



    (Please forgive me, I am not an artist)

    The Nature's Vigilance Gauge is learned upon reaching Level 50, and completing the Job Quest 'Heart of the Forest'. Upon gaining access to the Gauge, many previously learned actions will now generate Vigilance, stored in the gauge (displayed as the 'stem' of the flower). Upon reaching 50 Vigilance (displayed as reaching the 'leaves' of the flower), the execution of Blessing of the Elementals will become available. This spell is a strong AOE healing action, which also grants three new 'buffs', corresponding to each of the three natural elements, Wind, Water and Earth (displayed as the 'petals' of the flower).

    The Nature's Vigilance Gauge can hold up to two of each Petal, so spending 100 Vigilance back to back will not cause overcap. When a Petal is present on the Gauge, that element's spell (Stone/Glare, Aero/Dia, Water/Banish) will 'upgrade' into the ultimate Elemental Magic of that element: Quake, Tornado, and Flood respectively. These actions serve as a way to 'refund' the damage lost by casting Blessing of the Elementals, with the total increase over their base forms being equal to one cast of your current level of Stone/Glare (at max level, lower level potencies might be variable).

    In this example, we can see the player has 60 Vigilance stored, and has two of each Elemental Petal ready to use.


    I don't think it can be said that I can't articulate what I want. I said exactly what I want, but unlike the quote's assertion, I am not describing a 'completely different game'. I'm describing a version of FFXIV that I think would be 'better' in some way. I can't just go play 'that other game' instead, because it doesn't exist. The closest analogue to the game I 'want', is a previous version of FFXIV that no longer exists, not a different game entirely
    (3)
    Last edited by ForsakenRoe; 10-04-2024 at 09:31 PM.