[Update #1 - Updated the Job Spec stats. I made a lot of changes to Restoration Summoner (Changes to Roll mechanics, updated numbers, and there are now a few more new effects to Restoration Summoner's heals now). Rainbow Summoner had a few numbers changed to make things more balanced.]
[Restoration Summoner:
Changes to Abilities:
1. Rolls now last indefinitely as long as the Restoration Summoner is in the same party as the target. However you still need to reapply the roll after you use a Roll 11 ability (as it uses up the Roll 11 buff on the target) or the "Trade in" ability. Also you can now only store up to three numbers (instead of six). Bust debuff effects now last 10 seconds (down from 30 seconds).
2. When you "Add" away from a Lucky Number or Unlucky Number, the roll will now automatically go to 11 (as long as you do not go over 11). When you "Subtract" to a Lucky or Unlucky number, it now automatically goes to 11 (previously this only worked if you subtracted to a lucky number).
3. Fortune Flow charges has been changed. Instead of gaining a charge when you hit 11, you now automatically (passive effect) gain 1 charge every 44 seconds. However for each Roll you have at 11, the cooldown is reduced by 2 seconds (up to 14 second reduction from 7 rolls at 11). At 7 rolls at 11, Fortune Flow recharges every 30 seconds (you can have a max of 3 charges; previously you could have up to 4 charges stored).
4. Number ? Cure now applies overheals from this spell as increased duration to its heal over time effect (max 48 second duration with a potency of 25). If the target is at 100% HP, 300 of potency that is "overheal" is changed to a heal over time effect (+36 seconds in this case). The Additional Effect will also apply (adding +12 seconds) which makes it 48 seconds total.
5. When Number ? Cure II is cast on a target with 70% HP or lower, Cure II now causes all your heal over time effects to apply one instance/tick of healing instantly with a bonus of 100% increased potency from HoTs that are used up by this effect (this effect does not apply to Number ? Cure II's HoT). For example - If you have Number ? Cure (25 HoT potency), Level ? Cure (25 HoT potency), and Level ? Regen (50 HoT potency) on the target, and you cast Cure II, it will causes one instance of all those heals to apply instantly (granting 50 from Number ? Cure, 50 from Level ? Cure, and 100 from Regen). When one instance of the HoT is used up, 3 seconds from the duration is removed (this effect cannot occur if the HoT has 2 seconds or less duration remaining).
In the example I used, Cure II would heal 450 HP + 25 (boosted to 50) + 25 (boosted to 50) + 50 (boosted to 100) making it heal 650 health with an Additional HoT (from Cure II itself) of 200 potency over 12 seconds.
When Number ? Restoration affects targets with 70% HP or lower, the same effect also applies (it affects all HoTs effects except from Number ? Restoration's own HoT). Number ? Restoration now causes up to 2 instance of each HoT effect (on that target) to be used up instantly if the targets are below 70% HP or less. For each (different) instance/tick HoT is that is used up, MP cost of the spell is reduced by 10% per instance/tick. If you have the heal over time effects of Number ? Cure, Number ? Cure II, Level ? Cure, Number ? Regen all up on a target that has 70% or less HP, than it uses up up to 2 instances/ticks of each HoT (3 seconds is reduced from that HoT when this happens). MP cost of Number ? Restoration is reduced by 10% per instance/tick used, in this case 80% MP cost is reduced. Note, this effect is based on how many different HoT effects (and the max instances used up) overall (with max being +2 from each different HoT), rather than overall from every player. That means using this effect on 1 player with 5 HoTs effects is the same as 5 players each with 5 HoTs effect. However if each player has different HoTs effect, this will count all the different HoTs effect used up across all players.
Note you can also have Spring Water as a HoT. With 5 SMN HoT effects up and if 10 ticks of HoTs is used up (that doesn't include Number ? Restoration), MP cost is reduced to 0 for Number ? Restoration. Base MP cost for Number ? Restoration is 399.
6. Number ? Cure II HoT effect duration now stacks up to +48 seconds (base duration is 12 seconds but now you can use it up to 4 times to make HoT last 48 seconds max).
7. When Number ? Cure is used on a target with 70% HP or lower, and that target has Number ? Cure II's HoT effect, Cure 1 now causes up to 3 instances/ticks of Cure 2's heal over time effect to be applied instantly. Additionally the MP cost of Number ? Cure I is reduced by 5% for each instance/tick (1 tick = 3 seconds on the duration) of Cure 2 HoT used this way (up to 15% less MP required). For example if target is below 70% HP and they have Cure II's HoT effect with a duration of 12 seconds. Casting Number ? Cure will now use up to 9 seconds of the duration to apply 3 instances of HoT effects instantly (Cure II's HoT is 50 potency per tick; in this example Cure 1 now uses up 3 HoT ticks of Cure II and cause 150 potency of heal instantly).
8. Trade In now restores up to 20% MP (decreased from 25%).
Changes to Stats:
1. Roll effects have been changed to 0.5%/1%/1.5%/2% (previously it was from 2% to 5%).
2. Cait Sith's Level ? Cure changed from 300 potency to 200 potency with 100 heal over time (12 seconds).
3. Number ? Restoration potency changed from 150/150 (150 with 150 heal over time) to 100/100 (100 with 100 heal over time).
4. Spring Water heal potency changed from 500 to 200 potency with 100 heal over time.
5. Earthen Ward changed from 15% Stoneskin to 10% Stoneskin.
6. Inferno Howl changed from +5% damage bonus to 2.5% (also grants +2.5% heal potency boost too now). Garuda's Roll Haste and Movement speed bonus changed from 10% to 5%. Ramuh's Crit Bonus and Potency effect changed from 10% to 5%.
7. Shining Ruby has been changed from 15% Cure Received bonus and 15% defense + magic defense boost to 5% Cure Received Bonus and 5% defense + magic defense bonus. Effect has been changed and Shining Ruby now also increases the duration all the Restoration Summoner's heal over time buffs by 100% of its base duration (max +30 second bonus).
8. Number ? Cure now costs from 133 MP to 146 MP (it costs 10% more MP than Cure and Physick).
9. Number ? Cure II now costs from 266 MP to 319 MP (it now costs 20% more MP than Cure II).
10. Number ? Arcane Magic now deals random element (or unaspected) damage with a potency of 170 (from 220).
11. Level ? Holy now deals 60% less damage than before. Max potency is now 500 (before was 1250).
12. Rainbow Carbuncle's (from Cait Sith's Trick Box effect) "Carbuncle's Favor" effect changed from 150/75/75 HP/MP/TP heal to 100/50/50.
New Abilities:
1. Boon (Cooldown: 10 seconds. Requires use of 1 Fortune Flow charge) - Applies the target player's heal over time effects (only you and Cait Sith's heal over time effects) to two other party members (this will apply to the two lowest HP party members first, if tied, the two party members with no HoTs effect, or the two closest party members to the target). If you have less than 50% MP, also adds the base duration of the heal over time effect to the current duration. If party members have less than 50% HP, the heal over time effect is applied instantly (the additional heal amount from this effect has a max potency of 500 though; also this doesn't take away the heal over time).
2. Number ? Regen - Grants a healing over time effect to target. Potency 50 (this is 100 potency less than WHM's regen). Duration 30 seconds. Total potency (500 potency; this is 550 less than WHM's regen). MP Cost 148 (costs 20% less MP than WHM's regen).
Additional Effect: Generates a random number.
[Rainbow Summoner:
Rainbow Summoner has had some changes. Most notably are that Advanced Dark and Rainbow Hope's potency increase effect has been decreased significantly (the numbers should be a bit more balanced) and MP cost of Rainbow Spells have been increased from 150 to 175 (though I changed Rainbow Surge to now have the added effect of reducing MP cost by 15% while active, and Rainbow Hope's same element MP penalty is now 1.4x instead of 2x).
Changes to Stats:
1. Advanced Dark's potency bonus to Rainbow Spells has been changed to +30 potency (from +50 potency).
2. Rainbow Hope's "same element as Carbuncle" potency bonus has changed to +50 potency (from +100 potency). However the MP penalty has been changed from 2x to 1.4x (before it cost 300 MP with 150 MP base, now it costs 240 MP with 175 MP base). Now grants 2 Overflowing debuffs (from 3).
3. Rainbow Spells now cost 175 MP (from 150 MP). This means you have to use Rainbow Hope's MP restoration effect more often. This also means you have to spend Rainbow Lights on Electric Recharge a bit more often too.
4. Multicast Mimicry's other player damage penalty is now 45% (from 35%).
5. Rainbow Radiance can now hold up to 2 charges of the ability. The cooldown is still 90 seconds but you can now hold the ability and have it store up to 2 charges of the effect. This is you can now time which version of Rainbow Radiance you want to use without the penalty of holding the ability from use.
6. Rainbow Surge potency bonus changed to 40 (from 50). However, Rainbow Surge now also decreases MP cost of Rainbow Spells by 15% while active.
7. Carbuncle's Favor changed from 150/75/75 to 100/50/50.
(I would love to see Job "Specializations" in FFXIV which allows you to play a job in multiple ways like in XI or in WoW. I added three "Spec" Ideas along with their abilities below to show how Specs could work. Please reply if you would like to see something like Job "Specializations" for FFXIV; my spec ideas are just examples on how they could work.)
There have been questions on what role a Red Mage (for example) or Blue Mage should play if they are added to FFXIV. Red Mage can play a variety of roles in FFXI (same with Blue Mage). Blue Mage is known for having the strongest heals in FFXI if you sub Scholar since you can use Light Arts to greatly increase the healing spells of BLU.
In FFXIV, due to the way things work, (currently) only one job can be one role.
This can easily be solved by adding something like Job "Specializations" like in World of Warcraft. There are 11 classes in WoW and each class has 3 or 4 "Specializations". A Druid can be played as a DPS (Balance is ranged magic DPS and Feral Druid melee physical DPS), Tank (Guardian Druid), and Healer (Restoration Druid).
A Specialization is like a whole new class altogether. Switching from Balance Druid to Feral Druid (even though both are both DPS classes) changes almost all the abilities you have and allows you to play your favorite class in a different way. This adds variety of play to each class.
For jobs like Red Mage and Blue Mage (especially), I know some players (in FFXI) loved to play BLU as a healer or even Tank. Red Mage could be played as healer or magical damage dealer or even Tank (even SE themselves used a Red Mage tank in their Absolute Virtue fight video).
The current system in FFXIV doesn't really support any of these, "however" if specializations (like WoW) can be added to FFXIV, this will solve that problem.
Personally, it is something that I'd love to see and it would add a lot to the game.
Finally, making a new "Spec" for a job requires less time and effort than making a completely new job altogether since you can reuse the same job/class Quests and the same Armor and Weapons.
Class specializations gives more different options for jobs to be played.
In World of Warcraft, I really like how they did specializations. Druid and Monk in WoW (For example) can play as Tank, DPS, or Healer.
If you like the look of Monk (animations, gear, etc) but you don't want to play them as just a DPS, you can build them in a different way to allow them to tank or be a healer (for example).
Specs in WoW gave almost all classes at least 2 different roles to play (Priests can be DPS or healers for example). This adds a lot of variety for play. In FFXIV (if specs were to be added), I think every class/job should have at least 2 different types of specs.
Finally another reason to add specialization is they allow new classes that have a varied of interpretations of how they should play (again most famously Red Mage and Blue Mage) to play all of them by allowing each job/class to be divided into three or more sub (or specialized) classes that have different abilities while keeping a somewhat similar theme of the class.
Overall, I think FFXIV should definitely adopt specializations or sub classes (or something similar to either XI or WoW) that allows a class or job to be played multiple ways.
Adding specializations (similar to WoW), would be a great way to add variety to the game and let players play their favorite class or job in various ways. This would also allow players to potentially avoid longer queue times for their favorite job by allowing them to switch to a more in demand role by changing specs (for example). Also while I don't think all jobs can practically (in keeping with the job's theme) have a healing, DPS, tank spec, I definitely think all jobs should be at least two out of those three roles they can change into at least.
In this post, I will post three full ideas for "Job" Specializations for FFXIV to show how "Specs" in FFXIV could work. I will present two for Summoner and one for Scholar (I have also a few ideas for other jobs too):
1. "Restoration" Summoner which is a healer SMN that uses Cait Sith as their Summon; this is like in FFXI)
2. "Rainbow" Summoner which is alternative burst DPS SMN that uses Carbuncle as their Summoner. (Also I am going to call the current DoT Summoner "Affliction" Summoner.)
3. "Arcane" Scholar which is a DPS alternative to the current healer Scholar (will be kind of like Scholar in FFXI with "Dark Arts" ability).
I'm going to post my ideas on the Jobs themselves first, and in a later post I'll post on how specs could work in FFXIV (like what to do with equipment, how to change a spec when you are a job, etc).
Idea for Specializations in FFXIV #1 ("Restoration" Summoner):
First, for those unfamilar with Cait Sith in FFXI and what Cait Sith's abilities look like, here is a video that show cases some of Cait Sith's abilities (most notable "Level ? Holy" which looks really neat).
Video of Cait Sith and Level ? Holy in FFXI (see 51 seconds in video).
Specialization ideas for Summoner:
1. Normal Summoner (like now). I'll call this Summoner "Affliction" spec Summoner.
2. "Rainbow" Summoner (Uses Carbuncle). Alternative DPS spec to "Affliction" spec summoner.
3. "Restoration" Summoner (Uses Cait Sith - Based on FFXI). Healing spec Summoner. A mix between XI's Corsair and Summoner.
________________________________
For Restoration Summoner - skill changes.
Removed and replaced spells:
Ruin, Ruin II, Bio, Bio II, Physick, Aetherflow (and all Aetherflow type abilities: Energy Drain, Bane, Fester, Tri-disaster, ), Miasma, Miasma II, Virus, Shadow Flare, Enkindle.
All other abilities are kept.
All other abilities are kept. The removed spells/abilities are replaced with new ones (which I will list below).
Cross Class abilities changed: Restoration Summoner cannot equip Cure. Can equip spells from CNJ or THM.
Restoration Summoner is a mix between FFXI's Corsair and FFXIV's SCH while having a bit of flavor from FFXI's Cait Sith Summon from FFXI. In FFXI, Cait Sith rolls a dice for a few abilities (like Level ? Holy), etc.
(Also the spells, while based off of CNJ and WHM, have different animations. See the Cait Sith video above to see how "Level ? Holy" and "Number ? Holy" and "Number? / Level ? Cure" could look for example.)
Quick Summary and Play Style of Restoration Summoner (I'm posting this first before I list the abilities; it will make sense once you get to the abilities):
Use "Roll" abilities on all 7 party members (these are minor buffs granted to party members; the effect is greater the higher the number). Cast Number ? and Level ? spells. Generate random numbers. Numbers are buffs generated from Number ? and Level ? spells; they are a resource basically. Try to get "Roll" buffs to hit "11" (or use "Subtract" and make rolls hit a Lucky Number which makes it turn into a Roll 11) in as few steps as possibles.
Getting an "11" allows you to use special off the global cooldown abilities but this uses up that Roll. When Rolls wear off, rinse and repeat.
If you accidentally Add a number to make it above 11 or Subtract a number to make below 1, the Roll will "Bust" (the Roll is removed and you cannot add Rolls again to that same party member until the debuff expires 10 seconds later).
Anyway that's a quick summary of the play style. I'll explain the actual abilities and mechanics and play style of this Specialization idea for "Restoration" Summoner below.
There are two key things to note about Restoration Summoner.
"Number ?" Type spells. When a "Number ?" spell is used, it generates a random number (both you and Cait Sith have seperate numbers). You can hold up to six numbers at once (it will be displayed as positive buffs for both you and Cait Sith). Using "Add" and "Subtract" will use the (by default) most recent number you have though.
For "Number ?" Spells, they are not completely random. Number ? Spells for you, Cait Sith, and "Rolls" all have their seperate set of numbers. Each six casts will produce these numbers [1, 2, 3, 4, 5, 6] except they will always be in random of order. A seventh cast starts a new set of random numbers.
You can only hold up to three numbers at once though (the oldest number will be removed when casting a new "Number ?" spell if you have three numbers already).
The numbers will always be in six numbers per set and they will always contain the numbers 1, 2, 3, 4, 5, and 6. (You will always see an even distribution of those numbers.) The only thing that is random is the order you see the numbers. When you cast "Number ? Cure" six times (in a row) for example, you will always see 1-6 but the order will always be different. The same with when Cait Sith casts the spell. The same applies to Roll type spells.
This is done to reduce randomness and make the abilities more predictable (allowing you be more able to plan ahead when using the abilities).
You have a unique ability called "Add to roll" and "Subtract Roll" and "Roll" type abilities. These abilities are free cast and they can be cast during the cast of spells (kind of like pet commands).
"Add Roll" adds the number that you rolled last with a "Number ?" ability (you will see a buff next to Cait Sith in the party list to see which number it is).
"Subtract" will subtract the number "you" have from the ability "and" it will also stop Cait Sith's number from changing for 5 seconds.
Restoration Summoner has a unique set of 7 abilities called "Rolls".The mechanics of Rolls are that they are buffs that you can grant to 1 party member. "However" a party member (except you) can only have 1 roll at a time. When you grant a roll to a party member, you and Cait Sith also gain that buff that same buff. You and Cait Sith can have all 7 rolls up at once but party members can only have 1 roll at a time (of course if they are multiple Restoration Summoners, you can grant multiple rolls to party members).
Similar to how FFXI worked with Corsair, a Roll is a buff that increases with potency (up to 11 which is the highest). There are (for each roll) a lucky number and an unlucky number.
If you add or subtract a number that causes a roll to increase past 11 (or below 1), the roll will be a bust and the party member (and you) will gain a debuff (that lasts for 10 seconds) that prevents a new roll of that type from being reapplied (only applies to that specific Restoration Summoner though).
Restoration Summoner will have basically three main abilities.Number ? Cure (which cures a party member with a potency of 400 and generates a random number - You can use this random number with the "Add" ability). Cait Sith also as Level ? Cure (which does the same thing "except" you use Cait Sith's number to subtract to a roll). Restoration Summoner also has Number ? Holy and Number ? Arcane Magic (which casts a random elemental nuke with a potency of 170). All these abilities generate a random number between 1-6.
You can hold up to three numbers at once (the oldest number will be replaced if you use a "Number ?" spell with six numbers up; the same for Cait Sith's Level ? abilities too).
The main goal of these "Number ?" abilities and the "Add" and "Subtract" abilities is to try to get the 7 different rolls to have the number 11. When numbers hit 11, there is a potency boost and "Fortune Flow" charges are gained faster (base 44 second recharge rate, for each 11 Roll the cooldown time is reduced by 2 seconds). which allows you to use a special ability based on 1 of the 7 summons (6 of the Egi summons and 1 based on Rainbow Carbuncle) and other abilities that use up Fortune Flow charges (like Boon).
The rolls last indefinitely (as long as the Restoration Summoner is in the same party as the target) but if you use up a roll through "Trade In" or use the Fortune Flow "Roll 11 ability", you have to reapply the roll. Busting a roll prevents a roll from reapplied (the bust debuff lasts 10 seconds).
Fortune Flow automatically charges are gained once every 44 seconds (max 3 charges). However for each Roll you have at 11, the cooldown is reduced by 2 seconds (up to 14 second reduction from 7 rolls at 11). At 7 rolls at 11, Fortune Flow recharges every 30 seconds.
Finally, one mechanic I want to clarify again is that you always want to have all 7 Rolls up at once and each roll not only affects the party member with that specific Roll but it also affects Cait Sith and yourself too (so you gain the effect of all buffs you grant). (Each party member can only have 1 Roll up per Restoration Summoner.)
Game wise, to add a "3" to Carbuncle's Roll, you can do this two ways:
1. Click on Carbuncle's Roll (Ability) again, then click "Add". This will add 3 to Carbuncle's Roll.
2. Click on the party member with Carbuncle's Roll then click "Add".
When playing solo or with only 4 party members, you probably want to do #1 as the method to add or subtract. For a pull 8 person party, doing #2 also works as you will likely have each roll distributed to all party members.
Anyway, that's the main concept of how Restoration Summoner works. It's a mix of Corsair from FFXI (which is similar where you wanted to get buffs up to number 11) and Scholar from FFXIV.
Finally one important mechanic are the "Fortune Flow" charges (max 3 charges). You automatically gain 1 Fortune Flow charge every 44 seconds or 30 seconds with all 7 rolls at 11 (the Cooldown time is reduced by 2 seconds for each roll at 11, max 14 second duration reduction). Additionally (one for each of the elements + Carbuncle), you can activate an off the GCD ability. This ability (kind of like Lustrate, Sacred Soil, etc) costs 2 charges "but" it can only be activated by using up and removing an 11 roll. I'll describe them below. Finally, again when you buff a party member with a roll, you and Cait Sith "always" have the same benefits of that roll active (party members benefit from one roll at a time from you but you will always benefit from all rolls you have on all party members).
Anyway, here are the Rolls:(All are off the GCD abilities and have a recast time of 5 seconds; Additionally each roll when used for the first time generates a random number between 1-6 - Using the roll again won't grant another buff "but" instead it is used for selecting which roll you want to "Add" or "Subtract" or "Trade In") (Also one other thing to note, when you use a "Roll 11" ability, it not only uses up Fortune Flow charges but it also uses up that roll buff which means you have to reapply the buff again and start from scratch; Generally though, the power of a Roll 11 ability makes up for the fact you have to start from scratch again "and" alternatively you can wait until a roll is about to expire before using the Roll 11 ability to maximize duration though in some cases you may want to immediately use any DPS increase Roll 11 abilities whenever you can)
1. Carbuncle's Roll - Grants 1% Cure Potency increase and Received.
Lucky Number 2 - When 2 is hit, Cure Potency increase and receive is 1.5%.
Unlucky Number 6 - Cure potency is 0.5%.
11 - Cure Potency increased and received is increased to 2%.
Carbuncle's Roll 11 Ability - (Can only be used by using up 2 charges of Fortune Flow and only when Carbuncle's Roll is at 11) - "Shining Ruby" - Grants you and party members increased cure potency received and defense + magic defense by 5%. Lasts 20 seconds.
Additional Effect: All your heal over time effects duration is increased by 100% of its base duration (max +30 second duration bonus).
2. Ifrit's Roll - Grants 1% physical damage increase at roll 1.
Lucky Number 4 - Damage increase is 1.5%.
Unlucky Number 8 - Damage increase is 0.5%.
At roll 11 - Damage increase is 2%.
Ifrit's Roll's 11 ability (2 charges of Fortune Flow) - "Inferno Howl" - Grants Enfire to all party members for 20 seconds. 2.5% of all damage dealt is added to each attack again as fire damage (basically +2.5% damage increase to party members that deal fire damage - For most cases this doesn't matter but it can be useful for procing Blaze Gust from Rainbow Spec summoner).
3. Titan's Roll - Grants 1% physical damage reduction at roll 1.
Lucky Number 3 - Damage reduction is 1.5%.
Unlucky Number 7 - Damage reduction is 0.5%.
At roll 11 - Damage reduction is 2%.
Titan's Roll 11 ability (2 charges of Fortune Flow) - "Earthen Ward" - Grants party members an effect which absorbs up to 10% of max HP as damage (it is basically Stoneskin but it also stacks). Lasts 1 minute.
4. Garuda's Roll - Grants 1% haste (reduces GCD and cast time of spells and skills by 1%).
Lucky Number 3 - Haste is 1.5%.
Unlucky Number 7 haste is 1%.
At roll 11 - Haste is 5%.
Garuda's Roll 11 ability (2 charges of Fortune Flow) - "Fleet Wind" - Grants party members a buff which grants +10% haste and +10% movement speed for 20 seconds.
5. Leviathan's Roll - Grants 1% magical damage reduction at roll 1.
Lucky Number 4 - Damage reduction is 1.5%.
Unlucky Number 7 - Damage reduction is 1%.
At roll 11 - Damage reduction is 2%.
Leviathan's Roll 11 ability (2 charges of Fortune Flow) - "Spring Water" - Restores party member's HP with a potency of 200 in 15 range radius.
Additional Effect: Grants a regeneration effect which lasts 12 seconds and restores HP with a potency of 25 (100 potency over 12 seconds).
Additional Effect II: Removes 1 negative status effect from party members.
6. Ramuh's Roll - Grants 1% critical hit rate increase at roll 1.
Lucky Number 5 - Critical Rate increase is 1.5%.
Unlucky Number 9 - Critical Rate increase is 0.5%.
At roll 11 - Critical Rate increase is 2%.
Ramuh's Roll 11 ability (2 charges of Fortune Flow) - "Rolling Thunder" - Grants party members 5% increase in critical hit rate. Additionally, critical hit rate potency is increased by 5%. Default modifier is 1.5%, so with the buff, it is 1.575%. Lasts 20 seconds.
7. Shiva's Roll - Grants 1% magical damage increase at roll 1.
Lucky Number 5 - Damage increase is 1.5%.
Unlucky Number 9 - Damage increase is 0.5%.
At roll 11 - Damage increase is 2%.
Shiva's Roll's 11 ability (can only be used by using up 2 charges of Fortune Flow) - "Frost Armor" - Grants Ice Spikes to all party members for 20 seconds. Grants +5% damage reduction to party members (that deal ice damage to attacks with a potency of 50).
Other Abilities for Restoration Summoner:
1. Add (5 second cooldown) - Add (and consumes) your current (most recent) number to the target roll.
Additional Effect: If the targeted current roll is a "Lucky Number" or "Unlucky Number" and you "Add" a roll, as long as adding the roll does not increase the target's roll over 11, the number will now change to 11.
To active this ability, there are two methods:
*With a roll already active, active the Roll ability again then immediately use "Add" after (Use Carbuncle's Roll, then use "Add" to add the number to that roll).
*Select a party member with a specific Roll then use the "Add" ability to add Cait Sith's number to that roll.
2. Subtract (5 second cooldown) - Subtract Cait Sith's current (most recent) number to the target roll.
Additional Effect: Pause Roll - Grants a buff to you called "Pause Roll" which locks in your current number (when you use Add, it will use that number until this buff wears off) Lasts 5 seconds.
Additional Effect II: If you subtract a roll and it reaches a "Lucky Number" or "Unlucky Number", the number will automatically change to 11 instead.
To active this ability, there are two methods:
*With a roll already active, active the Roll ability again then immediately use "Subtract" after (Use Carbuncle's Roll, then use "Subtract" to add the number to that roll).
*Select a party member with a specific Roll then use the "Subtract" ability to subtract your number to that roll.
3. Trade In (60 second cooldown) - Converts a target roll to MP. MP restored varies based on roll number.
At roll 1, you obtain 10% MP. Each roll after that increases MP restored by 0.5%. At roll 11, you gain 20%. For lucky numbers, you gain 15% MP restored. For unlucky, you gain 10%. (Lucky and Unlucky numbers are determined by which roll you trade in).
To active this ability, there are two methods:
*With a roll already active, active the Roll ability again then immediately use Trade In after (Use Carbuncle's Roll, then use Trade In to convert that roll into MP).
*Select a party member with a specific Roll then use the "Trade In" ability to convert that roll.
4. Astral Conduit (180 second cooldown) - Allows you to use a Roll 11 ability (also Rainbow Carbuncle's abilities) without using any Fortune Flow charges, without having to have that ability at Roll 11, and without consuming that roll. When Astral Conduit is used, the next "Roll" ability (when you use it) will active the Roll 11 ability.
5. Change Order (5 second cooldown) - By default, you will "Add" or "Subtract" the most recent numbers you have on you (and same with Cait Sith). Turning this on will change the order so when you use "Add" or "Subtract", it instead uses the oldest number you have on you instead of newest.
6.. Boon (Cooldown: 10 seconds. Requires use of 1 Fortune Flow charge) - Applies the target player's heal over time effects (only you and Cait Sith's heal over time effects) to two other party members (this will apply to the two lowest HP party members first, if tied, the two party members with no HoTs effect, or the two closest party members to the target).
If you have less than 50% MP, also adds the base duration of the heal over time effect to the current duration. If party members have less than 50% HP, the heal over time effect is applied instantly (the additional heal amount from this effect has a max potency of 500 though; also this doesn't take away the heal over time).
Spells for Restoration Summoner:
1. Number ? Cure - Restores target party member or self with a potency of 300.
MP Cost: 146 (This costs 10% more than Cure and Physick).
Additional Effect: Grants a regeneration effect which lasts 12 seconds and restores HP with a potency of 25 (total of 100 from the regen effect and 400 total heal from both spells).
Additional Effect II: Generates a random number between 1-6.
Additional Effect III:Overheals from this spell is applied as increased duration to its heal over time effect (max 48 second duration with a potency of 25). If the target is at 100% HP, 300 of potency that is "overheal" is changed to a heal over time effect (36 seconds in this case). The Additional Effect will also apply (adding +12 seconds) which makes it 48 seconds total.
Additional Effect IV:When Number ? Cure is used on a target with 70% HP or lower, and that target has Number ? Cure II's HoT effect, Cure 1 now causes up to 3 instances/ticks of Cure 2's heal over time effect to be applied instantly. Additionally the MP cost of Number ? Cure I is reduced by 5% for each instance/tick (1 tick = 3 seconds on the duration) of Cure 2 HoT used this way (up to 15% less MP required). For example if target is below 70% MP and they have Cure II's HoT effect with a duration of 12 seconds. Casting Number ? Cure will now use up to 9 seconds of the duration to apply 3 instances of HoT effects instantly (Cure II's HoT is 50 potency per tick; in this example Cure 1 now uses up 3 HoT ticks of Cure II and cause 150 potency of heal instantly).
2. Number ? Cure II - Restores target party member or self with a potency of 450.
Additional Effect: Grants a regeneration effect which lasts 12 seconds and restores HP with a potency of 50 (total of 200 from the regen effect and 650 total heal from both spells). Also if the target already has "Number ? Cure II"'s heal over time on them, instead of overwriting the duration, the duration is increased by +12 seconds (max 60 second duration). This means if you cast "Number ? Cure II" multiple times, the duration of the Cure II's HoT is increased instead of being overwritten (max 48 second duration).
Additional Effect II: Generates a random number between 1-6.
Additional Effect III:When Number ? Cure II is cast on a target with 70% HP or lower, Cure II now causes all your heal over time effects to apply one instance/tick of healing instantly with a bonus of 100% increased potency from HoTs that are used up by this effect (this effect does not apply to Number ? Cure II's HoT). For example - If you have Number ? Cure (25 HoT potency), Level ? Cure (25 HoT potency), and Level ? Regen (50 HoT potency) on the target, and you cast Cure II, it will causes one instance of all those heals to apply instantly (granting 50 from Number ? Cure, 50 from Level ? Cure, and 100 from Regen). When one instance of the HoT is used up, 3 seconds from the duration is removed (this effect cannot occur if the HoT has 2 seconds or less duration remaining).
In the example I used, Cure II would heal 450 HP + 25 (boosted to 50) + 25 (boosted to 50) + 50 (boosted to 100) making it heal 650 health with an Additional HoT (from Cure II itself) of 200 potency over 12 seconds.
3. Number ? Restoration - Restores own HP and the HP of all nearby party members. Cure potency: 100.
Additional Effect: Regen for 30s. Cure potency: 10. (200 potency total from heal and heal over time effect). MP Cost: 399.
Additional Effect II: Generates a random number between 1-6.
Additional Effect III:When Number ? Restoration affects targets with 70% HP or lower, Number ? Restoration now causes up to 2 instance of each HoT effect (on that target; this doesn't affect Number ? Restoration's own HoT effect) to be used up instantly if the targets are below 70% HP or less.
For each (different) instance/tick HoT is that is used up, MP cost of the spell is reduced by 10% per instance/tick. If you have the heal over time effects of Number ? Cure, Number ? Cure II, Level ? Cure, Number ? Regen all up on a target that has 70% or less HP, than it uses up up to 2 instances/ticks of each HoT (3 seconds is reduced from that HoT when this happens). MP cost of Number ? Restoration is reduced by 10% per instance/tick used, in this case 80% MP cost is reduced.
Note, this effect is based on how many different HoT effects (and the max instances used up) overall (with max being +2 from each different HoT), rather than overall from every player. That means using this effect on 1 player with 5 HoTs effects is the same as 5 players each with 5 HoTs effect. However if each player has different HoTs effect spread across each player, this will count all the different HoTs effect used up across all players.
Note you can also have Spring Water as a HoT. With 5 SMN HoT effects up and if 10 ticks of HoTs is used up (that doesn't include Number ? Restoration), MP cost is reduced to 0 for Number ? Restoration. Base MP cost for Number ? Restoration is 399.
4. Number ? Esuna - Removes a single detrimental effect from target.
Additional Effect: Generates a random number between 1-6.
5. Number ? Arcane Magic - Deals a random element of magic damage with a potency of 170.
Additional Effect: Generates a random number between 1-6.
6. Number ? Holy - Deals unaspected damage to the target and enemies within 5 range of that target with a potency of 200.
Additonal Effect: Generates a random number between 1-6.
7. Number ? Regen - Grants a healing over time effect to target. Potency 50 (this is 100 potency less than WHM's regen). Duration 30 seconds. Total potency (500 potency; this is 550 less than WHM's regen). MP Cost 148 (costs 20% less MP than WHM's regen).
Additional Effect: Generates a random number.
Cait Sith abilities:
1. Level ? Cure - Restores health to a party member with a potency of 200.
Additional Effect: Additional Effect: Grants a regeneration effect which lasts 12 seconds and restores HP with a potency of 25 (total of 100 from the regen effect and 300 total heal from both spells).
Additional Effect II: Generates a random number between 1-6.
2. Trick Box (Cooldown: 150 seconds. Duration: 30 seconds) (The ability has to be manually used) - Swaps Cait Sith with a summoned based on your most recent "11" roll. Rainbow Carbuncle, Ifrit-Egi, Titan-Egi, Garuda-Egi, Leviathan-Egi, Ramuh-Egi, or Shiva-Egi.
Additional Effect: Trick Box buff. When Cait Sith is switched out, your "Number ?" healing spells potency is doubled and you generate 2 rolls at once per "Number ?" spells instead of 1. Additionally when you use "Add" it adds your own number instead of Cait Sith.
Additional Effect II: The damage potency stat of all summons will be doubled and damage is based on your MND or INT (which ever is highest).
The Summon that replaces Cait Sith will have slightly different abilities compared to their "Affliction" Summoner (the Egi Primals) and "Rainbow" Summoner counterpart (Rainbow Carbuncle).
Rainbow Carbuncle has the same abilities from the "Rainbow" (Spec) Summoner's Carbuncle.
1. Rainbow Cast (Default Auto Ability) - Casts Ruby Flare, Sapphire Freeze, Emerald Tornado, Topaz Quake, Amethyst Burst, Cobalt Flood, or Amber Light (Carbuncle casts whichever buff you have the least of, or if you have equal buffs or no buffs at all, Carbuncle casts them on Carbuncle's current element(which again, shifts with every Rainbow cast)).
2. Carbuncle's Favor - Requires 4 buffs of all Rainbow Lights. (Cooldown: 120 seconds). Grants you and party members "Carbuncle's Favor" which restores one of 100 potency HP, 50 potency MP, or 50 TP per tick. The heal is based on the lowest (in terms of percent) HP, MP, or TP the party has. If a party member only has 50% HP, 75% MP, 75% TP, the tick will heal HP. If this changes (mid buff; like lets say party member suddenly has 0 TP now), then it will heal TP. If they are all equal, it heals HP first, then if HP is higher than MP or TP, MP is healed next, then TP (If TP is the lowest of all 3).
Lasts 30 seconds. At max, this ability will restore 100 potency worth of HP, or 500 potency of MP, or 500 TP.
Potency healed is based on your MND or INT (whichever is higher) along with your magic damage.
3. Holy Mist - Requires 2 buff of all Rainbow Lights. Orders Carbuncle to deal unaspected damage with a potency of 750 to one target. Cooldown 120 seconds.
4. Searing Light - Requires 3 buff of all Rainbow Lights. Deals 500 unaspected damage to all nearby enemies. Additionally heals party members with a potency of 500 based on your magic attack power or magic healing power (whichever is higher). 20 radius. Cooldown: 120 seconds.
Rainbow Carbuncle's abilities normally requires "Rainbow Lights" but as a Restoration Summoner, you can activate Rainbow Carbuncle's abilities by using up "Fortune Flow" charges instead (1 Fortune Flow charge equals 14 Rainbow Lights in this case) or using the "Astral Conduit" ability. Carbuncle's Favor costs 2 Fortune Flow charges. Holy Mist costs 1 Fortune Flow charge. Searing Light costs 2 Fortune Flow charges (the cost is rounded up in this case).
Ifrit Egi - Radiant Shield can be cast on a party member.
Titan Egi - Earthen Ward can be used on a party member (if used on a party member, damage they take is reduced by 10%). Lasts 20 seconds.
Garuda-Egi - Contagion can be cast on party members and if cast on Party members, most positive buff duration is increased base duration by adding its (max 15 seconds; Fey Light and Fey Glow is unaffected).
Since there is currently no Leviathan-Egi, Ramuh-Egi, and Shiva-Egi (yet), there abilities won't be listed here. Rainbow Carbuncle is a good defensive and buff Summon. Garuda-Egi and Titan-Egi is good support. Ifrit-Egi is can be used for high damaging auto-attacks.
Note - You temporarily lose Cait Sith but your Number ? spells are enhanced. The replaced Summon can be used to help deal damage or support party members with their modified skills.
3. Mewing Lullaby - When an enemy is targeted - Puts target enemy and enemies within 5 range to sleep or interrupts their current action (if it can be interrupted) if they cannot be put to sleep.
Duration: 5 seconds.
When targeted on self or a party member - Restores HP with a potency of 400. Additional Effect: Removes a single detrimental effect from the target.
(Take note, you have to use this ability manually for the party restore effect.)
Cooldown: 40 seconds.
4. Level ? Holy - Deals unaspected damage with a varied potency to target enemy and enemy within 5 range. Damage dealt varies on the number of rolls you have and their potency. If you have all 7 rolls up at and at 11 potency, this ability will deal 500 potency worth of damage.
If you have all 7 rolls up at only 1 each (or they are at an unlucky number), this ability will only deal 40 potency worth of damage. If all rolls you have is at a lucky number, it will deal 400 potency worth of damage.
Additional Effect: 50% damage dealt is converted into HP and MP.
Cooldown: 180 seconds.
Damage is based off of INT or MND (whichever is higher) and magical damage stat.
Restoration Summoner is a heal over time healer with some small buffs that they can grant thanks to their "Roll" abilities.
Level ? abilities (from Cait Sith), Number ? abilities (from yourself), and "Roll" abilities all have their separate set of numbers ranging from 1 to 6.
The numbers aren't completely random. You always get a set of 1, 2, 3, 4, 5, and 6 every six casts of those abilities (and it resets to another set of six numbers from 1-6 after those six casts). This adds predictability to the Roll system.
Remember you can get a Roll to 11 through a few different effects:
1. Rolling to 11 normally.
2. If you "Add" a roll away from a "Lucky" or "Unlucky" number, it automatically goes to 11 (as long as the roll doesn't go over 11)>
3. If you "Subtract" a roll to a "Lucky" or "Unlucky" number, it automatically goes to 11.
Anyway, that's my idea for "Restoration" (Spec) Summoner. A healer alternative to "Normal/Affliction" (Spec) and "Rainbow" (Spec) Summoner. Take note the current numbers may not be really balanced. If you like the idea or concept of the job (or the concept of specs), the numbers can be balanced later (the numbers are just for examples).
Restoration Summoner loses a bit of Utility abilities (Eye for an Eye, Virus) but they are made up by the Roll buffs.
What do you think of the concept of this SMN (Restoration Specialization)? Again, this is an alternative play to SMN (like Specializations in WoW where multiple classes have different specs which alters their abilities and playstyles) and using Cait Sith (from FFXI) as the basis with the job playing similar to Corsair (from FFXI too).
I'll post my "Rainbow" (Spec) (Alternative DPS) Summoner idea in a bit and my "Arcane/Dark Arts" (Spec) (DPS) Scholar idea later too.
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