Results 1 to 2 of 2
  1. #1
    Player
    Sakurakiss123's Avatar
    Join Date
    Mar 2015
    Posts
    54
    Character
    Sakura Limepetal
    World
    Balmung
    Main Class
    Arcanist Lv 60

    Conjurer/WHM New Abilities

    Conjurer - Traits
    Elemental Mastery - lvl52 -
    Stone 1/Stone 2 and Quake - When they deal damage you have a 30% chance to instant cast "stoneskin"
    Aero 1/Aero 2 and Tornado - Will Grant you additional Spell Speed when active by 5
    Water 1/Water 2 and flood - Reduce's MP cost of your next Medica, or Medica 2 by 33%

    Healers Verdict lvl55 - Upon Death. you heal everyone in party for 35% granting them 15% damage reduction from all sources for 30 seconds + Regan you can only do this once every 10 min

    Aura of Enlightenment - lvl 60 Every 60s "Regan" will be placed automatically on random team member. in additional: Auto-Esuna will also be placed on random member on player with selected for regan


    Conjurer -

    lvl22
    Water 1 - Instant cast deals 35 potency over 30 seconds (30 second cool-down) Additional Effect: Grants a stack of aqua-flow. only have max 3 aqua flows - (like black mage see 3 watery orbs spin around you) this will reduce mp cost of your heal's by 10% this spell is earned at early levels around the level this buff last's for 1 min so careful

    3 Aqua Bubbles - Grants 30% MP cost reduction - when you use a team heal (1 bubble is consumed) however single target heal spells are not consumed by this such as cure,cure 2 or cure 3

    lvl32
    Water 2 - AoE Version of Water Puts still instant cast still deals 35 potency over 30 seconds and follows same guidelines earned around levels 32

    lvl52
    Quake - Instant-cast - Stomp! (Deals 170 potency damage to all targets within 30 yrds) inflicts nasty heavy status (if not best in the game) however its mp cost is high. and has a Cool-Down

    lvl55
    Flood - Cone-like Aoe (like overpower) deal 150 damage catches and carries monsters or pushes them away from the healer this pretty cool-disable or monster control - cost it can carry monsters up too 3 seconds before releasing them again cool-down unable to spam it

    lvl60
    Tornado - Place's Aero III ((deals 55 Potency over 3 seconds) as well sucking up all monsters closer too casting location ((making it easier for tank snatch up)) again this has a cool-down not something you want can spam causes no enimity so makes even easier to snatch up
    WHM
    lvl 52

    Aura - Increase's Max Health of everyone party 25% and deal 5% additional damage per attack 10 mins, over all aura is really nice it is very powerful.

    lvl55
    Nul-Death - This Buff has longest cool-down in the game . basically this shields a player from a killing blow, instead of it killing them it consume the buff and heal them for 50% of there heal (30min cool-down) ((howeve rthey still loses all there buffs as if they died if you have it on scholar or summoner they also lose there pets as if they died))

    lvl58
    Haste - Instant-cast - Team-Buff - Increase's Movement Speed, Skill Speed and Spell Speed by 33% for the whole party for 15 seconds (also gain immunity to haste after using this ability) this also has a massive cool-down 5 mins but the immunitys last 10 mins

    lvl60
    Double-Cast - Allow's whm to be able to cast two spells at same time. global-cool-down wont trigger unless both spells are casted. only has same cd as swift cast. this ability is very hard to master cause you could be casting stone on a enemy while your also healing someone . or you can swiftcast+ raise while channeling a medica
    (0)
    Last edited by Sakurakiss123; 04-22-2015 at 04:25 AM.

  2. #2
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Honestly you are acting similar to another user who used to suggest spells/skills/edits to classes they didn't have much of any practice with in high level/end game stuff

    Lemme say what I think about this piece by piece... and do note, I'm being VERY blunt here.


    Your traits. You seem to really love giving them add on abilities. Why would being on the offensive with Stone/Stone II give you a buff? I would see that being for a tank (Warrior even more), but not a healer.

    Giving you 5 spell speed when you cast Aero/Aero II? What is that? Half a second (0.5 seconds)? Giving you 5 points of the stat? You know that you need many points to even get rid of .01 seconds for your cooldown, so that seems just pointless

    Water - You already tried to give them 'stacks' like Blackmages get with Ice/Fire, which greatly reduces your MP cost for healing (Yes just 10% MP cost is HUGE, and 30% would be GAMEBREAKING.) And then you want to give them a trait that cuts the MP cost of Medica/Medica II by 33%? So you consume 1 stack per group heal, but that's a MASSIVE MP REDUCTION. SE please break the game because learning to save MP is hard. And so what if it has a 'one min buff' for that. If it's something THAT bloody powerful, they will be SURE to use it.

    (Also you said Cure 3 is a single target spell. It's an AoE spell, small area, but still really good for healing groups of DPS. Here's proof -> http://ffxiv.gamerescape.com/wiki/Cure_III )


    Water 2 - Like Water, but with DoTs on everything an an AoE. Just no. It was already broken enough, but group DoTs (Smn/Sch have that more than covered) AND a stack that reduces your MP cost is just too much.


    Healer's Verdict - You want to heal them upon death, decrease damage by a huge percentage, AND regen people? FOR 30 SECONDS?! Holy TV offer Batman! You know if you have a Whm with no MP, you can MAKE them die and then purposly make use of that skill and possibly save everyone's sorry rear-ends! And to top if off you can be revived rather quickly with the other healer worrying about less for a good bit of time.


    Aura of Enlightenment - You want to give auto-regen to random members, as well as auto-esuna. You want to give the healer a heal that they can no control. In later game stuff you have to really watch your aggro if you over heal, and many players are on the PS3/PS4 so they have NO ability to remove their buffs (On the PC you can right-click most buffs to remove them fully from you).

    Quake - Instant Cast AoE, AND a range greater than all the other AoE spells and/or abilities in the game, PLUS IT GIVES THE BEST HEAVY? Please break the game further SE!

    Flood - So you want this to be like Fluid Aura AND Blizzard II? Fluid Aura knocks stuff away. Blizzard II can bind stuff around you in place. Also carrying monsters for 3 seconds while pushing them away from you is a HUGE DISTANCE. Do you know how far Fluid Aura can knock back stuff in the half second or so it takes?

    Tornado - Gives a stack of Aero 3 on everything it hits for 3 seconds? First of all, that's just one amount of damage (3 seconds per tick for all DoTs/HoTs in the game btw). And then it sucks all the monsters to the caster. You never said what distance away they could be to be affected, but with the other suggestions, I am going to assume that it's a huge area that can be hit.


    Aura - Increases everyones' HP by 25% AND increase the damage they do by 5% for 10 minutes? If you have a scholar there, their Adloquium will heal for A LOT OF HP, even more so on Tanks due to having a plethora of HP as it is (Warrior more so due to having TWO HP increasing abilities). And doing 5% additional damage is like asking SE to add a weak version of the echo to everything. You don't know how big of a difference 5% can be for people who have their classes down perfectly.


    Nul-Death - First of all, I don't know of any skill in XIV that has had a half an hour buff. Second, you say "instead of it killing them it consume the buff and heal them for 50% of there heal". What are you saying, because I clearly don't know. If you mean half of their HP, that can be pretty broken on tanks. And if you mean 50% of the healer's heal ability? They'd be dead on the next hit. Plus keeping someone alive and making them lose all buffs can royally screw over a party (As in protect/pro-shell gives a defence bonus based on a percentage of their current defensive stats, as well as removing shield Oath/defiance will kill the tank's ability to soak damage)


    Haste - So this does what Swiftsong, Fey Glow, AND Fey Light does all at once? Two of those can't be cast by a scholar at the same time (One overwrites the other). And what's the point in a party buff's recast time being lesser than the immunity time? I can see that being useful for Virus/Fever, due to people being able to have multiple people with the skill to near perm decrease an enemy's stats, but why so huge on the party?

    If you lose that immunity when you die, that's pretty lame.


    Double-Cast - Honestly this was the ONLY real thing here I could actually see being useful... until you said it has the same cast time as Swiftcast. Does it replace it? Do you get both? Why is it on White Mage, instead of Black Mage, when Black Mage gets that ability from leveling up.



    I would honestly hate to see any of these make it into the game. They're broken as all hell, and I don't know why you want to suggest so much for a class you don't have much experience in.
    (3)
    Last edited by Bacent; 04-23-2015 at 05:05 PM.