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  1. #1
    Player
    Souleater13's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Revan Darkblade
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70

    Necromancer Job as healer!

    necromancer (healer)
    (design based on current system in 3.35)

    The basic idea of a healer in ff is keep party buffed and healed while being capable of dealing dmg inbetween.
    Necro is designed more towards you have to deal dmg in order for some of its healing abilities to work. the dmg capabilities (the numbers) would be in line with other healers.

    scythe weapon

    cross-class
    conjurer
    arcanist


    these scythe skills are melee attacks, and dont use tp. they are cooldowns, on gcd and the activation time for combo is higher then normal.

    Cross Reaper - deals dmg to target, combos to Nightmare Scythe.
    Nightmare Scythe - deals dmg to target, heals a party member with the lowest missing health % wise for a certain potency, combos to spiral hell.
    Spiral Hell - Deals dmg to target, dmg done does aoe heal and increases healing potency for a time.
    Catastrophe - can only be used when below a certain amount of life. deals dmg and makes next Sacrifical Nostrum cost no hp, adds some potency.

    Touch of Nostrum - use some hp and mp to cast basic cure spell.
    Stun - adds paralze to target.
    Drain - Deal magic dmg to target, gain hp equal to dmg.
    Sacrifical Nostrum - sacrific moderate hp to heal target for a high potency.
    Dark Flare - Deals Aoe dmg, ground targeting, players in area will also receive magic defense buff.
    Choke - A dot to a target.
    Lifesteal - Target gains hp based on choke dmg.
    Doom Resurgance - Target under effect of Doom Resurgance will gain raise effect when they die. Can only be on one target. If player takes raise from Doom resurgance, they will be no weakness debuff, a decay debuff will be applied, once decay debuff counts down player will return to death. (would not effect durability)
    Death Release - Raise target.
    Sap - Removes a negative status effect and gain mp regen for short time.
    Warp - teleport to targeted area.
    Soul Blast - Deals magic dmg to target. next cast of Soul Blast will heal target for dmg that was done.
    Blood Pact - Aoe around necro, dmg done to players in aoe will be evenly distributed throughout the players.

    The minion will not take dmg from enemies nor healed through conventional methods.
    (when minion reaches 0% life it will dissipate and need to be re-summoned)

    Conjure Minion - Summons a minion to necros side.
    Sacrifice Minion - Sacrifice minion so that for short time the next Death Release costs no mp.
    Essense Nostrum - depletes 20% of minions life to cure target.
    Essense Bulwark - depletes 60% of minions life to give target dmg reduction.
    Reaping Essense - depletes 60% of minions life to refresh scythe skills

    Entropy - restores 40% minion life.


    this is just an idea i have been thinking of that would hopefully be different. When i saw the boss of floor 50 of deep dungeon, i thought there it is,
    necromancer is already partly in the game.
    (11)
    Last edited by Souleater13; 08-11-2016 at 10:24 PM. Reason: clarifications and more abilities

  2. #2
    Player
    Ametrine's Avatar
    Join Date
    Sep 2013
    Posts
    2,476
    Character
    Diantha Sunstone
    World
    Goblin
    Main Class
    Scholar Lv 70
    I would ADORE something crazy like necromancer as a healer. I was thinking about this very thing about a week ago!

    I think I like the idea of having a "pet" (minion is a better term in this instance lol) that you basically rob HP from to distribute to your party. I feel managing it's HP might be comparable to other healer's mana. Basically, the whole concept of trading enemy/minion HP for your party is clever!

    I may also add, that lore-wise, I feel this type of job could easily be slated as the old healers of Mhach, considering the explanation we already have for the void mage's power, this could be an offshoot of that type of magic use.

    The only challenge is writing it in a way that the Warrior of Light doesn't come off like their are sinking into darkness... Or perhaps a sort of "end justifies the means" scenario.

    In any case, I love this concept and we need to upvote it!
    (2)

  3. #3
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,573
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    I agree the concept look fun, and really hard to play because you need to manage your life bar more because it is your second source of magic

    Bit there is some point that would need change
    Like... You have no basic healing if you don't do damage
    Hell no !

    Nightmare scythe look fun but have to be based on % of hp
    If the tank have 27000 hp and you as heal got 19000 hp and the tank take a 5000 dmg hit
    Then we got 22000 tank and 19000 heal
    If the spell heal the slowest hp you heal yourself
    Instead : tank at 22000 (81%) and heal 19000 (100%) if based on % the tank is healed

    The other problem of this mecanic is that sometime as healer you don't even care if the dps is nearly dead because you know that only the tank is taking damage and only him need healing
    That's why healer need a single target base healing spell
    To force the healing on a target

    ...

    Doom resurgance is game breaking because it would cancel raid wipe in certain case
    Let's say the lb 3 is up
    High raid damage is wiping the raid
    If you have used the spell on yourself or your co healer
    Both can rise despite the wipe and ob 3 raid everyone
    (2)

  4. #4
    Player
    Souleater13's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Revan Darkblade
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Thanks for the replies.
    There is room for more skills, i think i have 22 listed and as comparison AST has 28, so a basic heal spell is possible.
    For nightmare scythe, lowest health is meant to be missing health, so in your example the tank takes 5000 and is at 22k, and the healer at 19k is 100% the tank would get heal.
    (0)

  5. #5
    Player
    Mocita's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    122
    Character
    Mocita Magicita
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Souleater13
    scythe weapon
    I like the idea of that weapon, but what kind of scythe would a botanist use?

    Quote Originally Posted by Souleater13
    cross-class
    conjurer
    arcanist
    If Necromancer will be focusing on Melee attacks, why not give it a melee cross class(that's not LNC. Blood for Blood would be OP on it)? Also, if done that, then you would miss out on Swiftcast from THM or Protect from COJ.

    Quote Originally Posted by Souleater13
    Cross Reaper - deals dmg to target, combos to Nightmare Scythe.
    Nightmare Scythe - deals dmg to target, heals a party member with the lowest missing health % wise for a certain potency, combos to spiral hell.
    Spiral Hell - Deals dmg to target, dmg done does aoe heal and increases healing potency for a time.
    Catastrophe - can only be used when below a certain amount of life. deals dmg and makes next Sacrificial Nostrum cost no hp, adds some potency.
    I like the idea of Nightmare Scythe, but having it heal the lowest hp member would be risky. You might have a DPS missing 47% of health, and a tank missing 49% of health. Instead of wanting to heal the tank, who might take a tankbuster attack soon, it would heal the DPS. Instead, why not have it act as a stacking buff? Each stack increases the healing potency, but as it stacks up the duration decreases. 1 stack=30 seconds, 2 stacks=15 seconds, 3 stacks=5 seconds. Could also be used with Spiral Hell.


    Quote Originally Posted by Souleater13
    Touch of Nostrum - use some hp and mp to cast basic cure spell.
    Stun - adds paralyze to target.
    Drain - Deal magic dmg to target, gain hp equal to dmg.
    Sacrificial Nostrum - sacrifice moderate hp to heal target for a high potency.
    Dark Flare - Deals Aoe dmg, ground targeting, players in area will also receive magic defense buff.
    Choke - A dot to a target.
    Lifesteal - Target gains hp based on choke dmg.
    Doom Resurgence - Target under effect of Doom Resurgence will gain raise effect when they die. Can only be on one target. If player takes raise from Doom resurgence, they will be no weakness debuff, a decay debuff will be applied, once decay debuff counts down player will return to death. (would not effect durability)
    Death Release - Raise target.
    Sap - Removes a negative status effect and gain mp regen for short time.
    Now we're getting to the good stuff. The idea of losing both hp and mp to heal is both a good and bad idea, as previous skills might affect how they work and the potency. And giving an ability called Stun with a paralyze effect sounds almost a lot like SMN's Tri-Disaster>Tri-Bind. Drain is an idea, possibly making it an mp hog like Cure III and/or Succor. Using too much will drain your mp. Dark Flare doesn't sound like a good idea, since ACN has Death Flare, and acts in almost the same fashion. Choke used with Lifesteal sounds fun, as long as Choke get removed from target after use, and has it's own CD. Doom Resurgence sounds like crazy fun to use, and a last ditch to use on healer to raise party members and/or keep the raid going. Death Release is basic raise, but depending on the cross class available, might not have Swiftcast. Which is a must for healers/rezzers. And Sap, like Choke, should work off it's own CD. Otherwise, you'd be topped off on mp whenever you remove a debuff. And we know how DRG's are.

    Quote Originally Posted by Souleater13
    The minion will not take dmg from enemies nor healed through conventional methods.
    (when minion reaches 0% life it will dissipate and need to be re-summoned)

    Conjure Minion - Summons a minion to necros side.
    Sacrifice Minion - Sacrifice minion so that for short time the next Death Release costs no mp.
    Essence Nostrum - depletes 20% of minions life to cure target.
    Essence Bulwark - depletes 60% of minions life to give target dmg reduction.
    Reaping Essence - depletes 60% of minions life to refresh scythe skills

    Entropy - restores 40% minion life.
    Warp - teleport to targeted area.
    Soul Blast - Deals magic dmg to target. next cast of Soul Blast will heal target for dmg that was done.
    Blood Pact - Aoe around necro, dmg done to players in aoe will be evenly distributed throughout the players.
    The minion is a great idea, but should cost more than what Death Release is worth. If summoning the minion was less mp, or free, that's free raises there. Soul Blast sounds confusing. You make it sound like that is the minion's main attack(like pet's standard attack), and will heal the enemy every 2nd hit. Blood Pact is interesting, but the damage done should be constant, no matter how many are in it. Entropy is good to keep your minion alive a little longer, so long as the CD is 60-120 seconds. And instead of Warp moving the minion, it should switch your current position with that of your minion. Won't work if you're locked out.

    I'm not saying my revision is perfect, but there are some drawbacks to necromancer being a healer.
    (1)

  6. #6
    Player
    Fernosaur's Avatar
    Join Date
    Jan 2016
    Posts
    711
    Character
    Hazel Korhonen
    World
    Hyperion
    Main Class
    Paladin Lv 80
    I like this idea. I'm not 100% crazy about some of your skill proposals, but I would love to see a healer class with so much flavor as this one. Man, I'm gonna go HAM with ideas over here.

    For a change, I think the class's OGCD heals could be super powerful, but have a lot of risk attached to them, like losing your own HP for big heals in a relatively short Cooldown. Like, for example, with Sacrifical Nostrum you could top someone up to full HP, but take 75% of the damage healed yourself, reducing you to a bare minimum of 1 HP if the damage was higher than your max HP. This could be on a 1 or 2 minute Cooldown (compare to Benediction's 5 minutes) to make up for the fact that it can be very dangerous if not used with proper planning.

    I kinda like the idea of healing others by damaging enemies, but I think it could work differently from what you currently have. Nightmare Scythe, for example, could sit on a 15 second CD: when you use it on an enemy, you get a buff called Marrow Drain or something like that, which lasts for the remainder of the skill's CD. You can no longer use Nightmare Scythe on enemies, but it procs into being usable on a party member to heal them for the same amount, or an amount dependent on the damage dealt. Once it is used on a party member, the buff disappears and you have to wait for the original duration of the Cooldown before using it again. If the buff falls off by itself, the skill as a damage ability goes back to being usable on enemies and the healing is lost. The potency for this spell could be similar to Lustrate or Cure II, as it would allow a similar number of big instant heals one charge of Aetherflow allows, while not being available on-demand like Cure and Benefic II are.

    I would give the same treatment to Spiral Hell, but putting it on a 30 second cooldown, thus making it NCR's go-to source of on-demand AoE healing.

    I kinda like the idea of converting Status Effects into MP, thus giving Necromancer an original way of MP management. The offset would be, of course, that no Status cleansing would yield no MP recovery, so in the end it wouldn't be amazing for raid tier content, since most things can't be dispelled anyways. Maybe paired up with Warrior it would be good? lol.

    Lifesteal is great. Love it. I think Lifesteal itself could work as a permanent buff you put on a target, kinda like a "stance," which gets cancelled when you use it again on the same target or pick a different party member. This way, instead of refreshing your Regens on the target, you have to make sure to ALWAYS have your DoTs on the boss, or at least one enemy. If multiple enemies are afflicted by your DoT, it could increase the potency of the healing by 10% per mob, up to a set maximum of maybe 200% potency to avoid going real crazy. An addition of Choke II, and maybe even Choke III would, perhaps, make the regeneration effect stronger, forcing the NCR to prioritize DoT uptime on at least one target in order to get considerable regen returns. I'm thinking this single target regen-like healing should NEVER be nearly as strong as a regular healer Regen, since it is basically allowing them to heal a target with no cost at all while also DPSing. On the downside, it wouldn't work at all if a target was intangible, which would definitely nerf NCR's healing potential through invulnerability phases, forcing them to rely on direct healing instead.

    I have another idea for party AoE healing, which would pretty much transfer the effect of Lifesteal to the entire party so long as they're within 15 yalms of you and/or the target of Lifesteal, increasing the healing potency by 25%. This could be on a 1 minute Cooldown, and would also benefit from more than one enemy being afflicted by the DoTs.

    By this measure, NCR's answer to Divine Seal would be something akin to Raging Strikes, forcing them to choose between using their big damage cooldown in order to deal lots of damage, or save it for when power healing is going to be necessary.

    I think that your Death Resurgence should work more like DRK's Living Dead works, basically making the target immune to dying for a little while, and then dropping dead after 10 seconds if certain conditions aren't met. I won't say "they must be healed to full HP," because we already have Dark Knight's version of that, but how about sacrificing the pet in order to bring them back from the dead? Putting a 30 second cooldown on resummoning the minion like Scholar's Dissipation does. The invincibility effect would be ignored by party-wipe mechanics, of course, and anything that goes through Living Dead. This would have to be on a 5 minute cooldown AT LEAST, however.

    I would love -and I mean LOVE- if CJN wasn't a cross class for this, though. They could make up for losing Protect by having a similar effect of their own, something called Void Blessing that increases DEF and/or MDEF, and doesn't stack with Protect. Perhaps something a bit more creative than that. Instead, just have ACN and THM as the Cross Class, so that they don't miss out on Swiftcast, and, here's the best part: give them a Trait that transforms all MND into INT, which would allow them to wear healer gear without repercussions. Here's why: they wouldn't have Cleric Stance. How would they DPS AND heal, you ask? Well, their basic heal spell would not directly heal an ally, but instead damage a Necromancer's minion and tranfer the HP to them. The minion, however, would have a permanent Drain effect on its auto-attacks, so that it could have a steady source of HP refreshing, allowing NCR to have both MP and the minion's HP as their source of resource management. That said, in order to make up for the loss of the risk-reward playstyle that Cleric Stance imposes on all other healers, NCR could have a much more difficult DPS rotation that isn't just "put up DoTs and spam mini-nuke." Meaning that DPSing as NCR would be far more difficult than other healers in terms of skill, and thus, needing to interrupt your DPS rotation in order to do basic or emergency heals would be a big offset to your damage.

    Another way to insert some continuous AoE healing on NCR would be giving them a skill that would eject a big chunk of the minion's energy onto the party, thus giving them a big AoE heal nuke on-demand (as Medica, Succor and Helios), but which would drain the minion's HP very quickly.

    This means that maintaining the pet alive would be SUPER important, and to really drive this home, there should be a mechanic that does not allow you to resummon your minion for at least 20 seconds after it dies. This would make it so Death Resurgence's penalty isn't exclusive, and falls in line with giving a healer an on-demand immunity that would be usable on everyone: they would be sacrifing their basic healing spells and rely solely on their damage dealing to heal other party members, all of this timed by tight CDS on every ability.

    I'm not crazy about Blood Pact, though I think it would be an interesting mitigation concept: making a Tank buster become a party wide AoE in order to help the tank with mitigation. It could potentially be game breaking, though, as that would give NCR the best mitigation ability by a mile. Then again, when you consider the ridiculous effects of a deployed critical Adloquium, maybe it's not that crazy. It would definitely have to be on a long cooldown, though. 120 seconds at the very least.

    I think I've written enough. Your idea really got me going
    (1)

  7. #7
    Player
    Souleater13's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Revan Darkblade
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Finally some more attention to this thread lol, i like me some class theory crafting.

    I moved some skills around to make it less confusing regarding what the minion has.

    Scythe as a weapon and remain as a tool for botanist could work for they each would have their own equip-able ones and coded in a the way that necro equipped changes to the class per armory system mechanics.

    When it comes to cross- classing, id rather see it changed since i feel the system is weak. This design being based on currant systems i picked, conj and arcanist, i didn't want Necro to have swift cast because all the healers do. The skill is a necessity to match the other healers so perhaps getting its own modified version would work.

    I appreciate the constructive criticisms, it helps evolve ideas to a higher creative level.
    I didnt put potency or cool down numbers etc on purpose since that leads more to balancing and i believe skill function comes first.

    Some of skills and names came from Scythe weaponskills from FF11 and black magic throughout the FF series.

    Good additional ideas being bounced around, its nice to see the basic function and style of the job is liked. From reading other threads it seems that different job designs and more depth to current ones is highly desired.
    (0)
    Last edited by Souleater13; 08-11-2016 at 10:55 PM.

  8. #8
    Player
    Hammerhorn's Avatar
    Join Date
    Dec 2013
    Posts
    219
    Character
    Hammerhorn Oathsworn
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    if a Necro was healing all i can think is " I see dead pe0ple!"
    (0)

  9. #9
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    I'd rather have a necromancer as a replacement for smn, since it fits they playstyle more
    though they idea of a healer that sacrifices it's own health is not too bad. but it shouldn't require to do dmg to heal as this would mean inbalance between to the other healers.

    what needs to be said though is that the base idea is a lot like the old 1.0 thaumaturge. they used hp and mp to cast a healing spell that also had a regen effect on top of it. they had dots, absorb spells and other unique skills, and story also revolved around death as they were some kind of assassins back then.

    List of skills for those that are interested: http://www.final-fantasy-14.org/abil...&submit=Filter
    (0)

  10. #10
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    The LB3 would be Megadeath from Forgall
    (0)

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