Ugg, that's the WORST!
You hit everyone in the party except for one person who happened to not be in range so you need to buff them separately later, and you have to do this once every 5 minutes...
Well no if he is that far out of range he just doesn't get buffed, at least that's how I would do it.
I also said ridiculously out of range for a good reason.
Look at WoW's priest buffs, they are instant cast and have a massive (and I mean massive) AoE range.
Last edited by Jinko; 04-20-2011 at 07:01 AM.
Just as a quick note, bad players are never a reason to go completely revamping a class. Explain to them how your buffs work, ask them to stay still, and if they don't listen, kick them, or ignore them.
Anyway, I like having options, really. I've played healers in games that had a mix of both hour long buffs that were relatively weak, but were still desirable, especially when stacked with other class buffs. They also had stronger single/multi-target shields or buffs that were much shorter, but considerably stronger, and could help turn the tides of a fight. I think having a mix of these would work well. Hell, you could even do your aura idea in here.
Skill: Protective Aura - decreases physical and magic damage by 2% for nearby party members.
Skill: Protect/Shell - decrease physical/magic damage by 5% for 15 minutes. 30 second cooldown.
Skill: Mighty Guard - decrease physical/magic damage by 20% for 45 seconds. 5 minute cooldown.
There. All skills accounted for, you've got your maintenance, you've got your life-saving buffs, you've got your party aura, and you've got your added level of strategy. Obviously these are just rough-estimated percentages and cooldowns and such, but I think it shows what I'm trying to go for. I like to add options, not take them away.
Honestly, I'd rather they just increase the heck out of the range of AoE buffs. It's a PITA to have to stop and say "Rebuff!". It'd be infinitely easier if I could just fire off the buff whenever I want and it hits all party members in a reasonable range (like double nuke casting range would be great).
Great ideas.Anyway, I like having options, really. I've played healers in games that had a mix of both hour long buffs that were relatively weak, but were still desirable, especially when stacked with other class buffs. They also had stronger single/multi-target shields or buffs that were much shorter, but considerably stronger, and could help turn the tides of a fight. I think having a mix of these would work well. Hell, you could even do your aura idea in here.
Skill: Protective Aura - decreases physical and magic damage by 2% for nearby party members.
Skill: Protect/Shell - decrease physical/magic damage by 5% for 15 minutes. 30 second cooldown.
Skill: Mighty Guard - decrease physical/magic damage by 20% for 45 seconds. 5 minute cooldown.
There. All skills accounted for, you've got your maintenance, you've got your life-saving buffs, you've got your party aura, and you've got your added level of strategy. Obviously these are just rough-estimated percentages and cooldowns and such, but I think it shows what I'm trying to go for. I like to add options, not take them away.
Yeah, shell and protect are not going to turn the tide of a fight, ergo they're not going to add strategy to a battle, but that doesn't mean we shouldn't get buffs that DO turn the tide of a battle and can be used strategically.
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