Probably constantly Reraising during combat to essentially make the fight drag on forever without real risk of failure.
...though even then, I personally think a long cooldown and high mana cost on it might screw over such tactics, but then it also becomes just a boring convenience.![]()
Skills/Traits
Conjurer
Level 52
Widecure - Trait
Increases range of all AoE skills by 5 yalms.
Level 54
Dispel - Skill
Removes a good status effect on target enemy.
Cast time: 1 sec
Duration: Instant
Recast: 2.5 Seconds
Level 55
Quake - Skill
Earth elemental magic in wide area with a potency of 300.
Cast time: 2.5 Seconds
Duration: Instant
Recast: 2.5 secs Seconds
Range: 15 Yalms
Level 56
Healing Hand - Trait
Esuna is cast on all party members.
Level 58
Unmovable Object - Trait
Increases Stoneskin's shield to 30%.
Level 60
Tornado - Skill
Deals wind damage for a potency 300.
Cast time: 3 Seconds
Recast 30 Seconds
Radius: 10 Yalms
Last edited by TimeZero; 10-04-2013 at 10:18 PM.
Damn 1000 chars post! -_-
White Mage
Level 55
Raise II - Skill
Raise target ally without Weakened State to full HP/MP/TP and gives Invincible status for 5 secs.
Additional Effect: Can be used in Combat.
Cast time: 2.5 secs
Recast: 10 mins
Range: 30y
Level 60
Haste - Skill
Increases Skill Speed and Spell Speed by 25% for 1 mins for all party members. Gives a debuff to all affected members who cannot be affected by Haste again for 10 mins. Debuff clears if defeated.
Cast time: 1 sec
Recast: 10 mins
Range: 100y
Radius: 100y
Last edited by TimeZero; 10-04-2013 at 10:24 PM.
lmao Raise II as well as Haste look OP as fk.
I believe that's why they put a 10 minute cooldown on them. I don't think that when we get actual haste and slow they will go to WHM though. I'd actually expect them more on Summoner who seems to be treated like a Time Mage versus a pet class.
haste is more of a red mage spell not WHM
Tsk, Haste has been the domain of either White or Time Magic forever.![]()
New class @ lvl 60, WHM get a quest to become an Elementalist, problem solved.Great Ideas, I don't think burn works well with CNJ/WHM based on the story (CNJ = earth, wind, water), I see where you're going with Elemental Release, I assume using earth/water/fire/wind would give you a buff and that's how it would decide, but then you'd need more elements. As well resistances haven't been very prevalent so far in the game.
I would like to see another water spell, with just the one it feels like an after thought. Either a water bubble that works similar stoneskin but only prevents Magic Damage or maybe a self bubble that's instant cast (so that we can protect ourselves being so enmity intense). Or something a bit like the bubble in brayflox (2nd boss I think) that slows and does damage.
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