I could go for at least one more WHM attack skill, maybe one that give the WHM a dmg buff or the mob a resistance debuff. Perhaps via Stone II to keep it viable, or if completely new, I'd like it to have a dia animation.
I think WHM could also stand to get some form of proactive AoE mitigation as it's the only healer who can't mitigate magic raidwide dmg. Stoneskin II buff maybe so it could be used in combat, or even a new skill that just lowers magic dmg of a mob for a duration.
I wouldnt mind 1 more skill like at 70, and as for the traits, maybe the job quests could just give us augmented versions of previous abilities to update them. IDK button bloat is pretty real already. Again though, with only traits how would job quests even go. Like come back in 2 levels to get another 100 gil?
New abilies for all healers
Healer Lockbox
Place a buff on members of the team and seal them away for protection, gaining 100% more damage whilst carrying bad players through harmful content
"No fear the healer will carry use to victory"
That's would be an awesome attack for conjurers. If you read her speech bubbles while she is casting it, she is combining all three elements (wind, water, and earth) into a single AoE burst. Given the strength of the WoL, it's not farfetched that at some point we should be able to weave elements together in the same way to amplify potencies.
All I want is an AoE Esuna. Please. So when the entire party gets hit with poison or paralysis, I don't have to go down the party list and esuna all eight people one at a time (or as many of them as I can get to). I don't care if it has a really long cooldown. This would make me a happy whm.
I would prefer to see an ability compression before we get any new ones.
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AST 63: Grand Cross, inflicts 10% Slow and Heavy to target and all other enemies within 6y for 10s, 60s cooldown.
AST 66: Turning Stars (Trait), allows Diurnal Sect and Nocturnal Sect to be used in battle, for 20% of your MP and on a 30s cooldown.
AST 69: Alignment, heals all party members within 10y with a potency of 200, in Diurnal it also applies a 50 potency HoT for 15s, in Nocturnal it shields for 130% of the amount healed, 60s cooldown.
AST 72: (another trait?)
AST 75: Reraise, if the target would die in the next 10s they are instead restored to 50% HP and receive the Weakness debuff, if it wears off without a death the target will instead be restored to 100% HP, 180s cooldown.
Wrong thread...
Last edited by Kaizer; 04-19-2016 at 06:59 AM.
Everyone who is talking about ability bloat is right imo, I think for the next expansion something like 4 traits and one new ability at the level cap would be the way to go. However 2 things I would like to see that would definitely add some spice to the game would be
1)Give us something akin to glyphs in WoW. I don't know if they still do it but this system that was in WoW a few years ago allowed players to modify thier abilities in certain ways. For example you'd have a skill like regen and you'd have the option of giving it a lower MP cost, longer duration, or shorten the duration but increase the potency.
2)Even though it would be a balancing nightmare, why not let us cross class (certain) job abilities? I hate how the dev team seems to be moving away from what makes the FF MMOs interesting.
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