Page 5 of 5 FirstFirst ... 3 4 5
Results 41 to 47 of 47
  1. #41
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Yasuhiro View Post
    Would FFXIV break the mold of having 4th tier magic spells ie; Curaja/CURE IV?
    as far as I'm aware 4th tier is the highest and there is no 5th tier unless you count things like Full Cure as being a Cure V. (I think there's already a spell like that under a different name in XIV tho haven't played White Mage in ages)
    I don't think it would, I don't know if it would have its uses. Cure V currently exists in XI with WHM / SCH / RDM and PUP I believe. Before that, I don't know. How would you see Cure V working? Or IV?

    I like the benediction idea. HP / TP / MP. Would it be too powerful to add a full esuna to the mix?

    I'd also like to see some party enhancements in the ways of things like En-Light for DPS

    Bar-Magi to increase elemental resistance or a buff to increase defense overall for a period of time.

    I'd like to see Sharpcast become a Role based ability, for healers and casters.

    Lastly, this applies to all jobs. I'd like to get the aoe toggle back for spells.

    Quote Originally Posted by Rawrz View Post
    Odds and Ends-
    Quicker Stoneskin trait changed to "One with Earth" - Casting Stone, Stone II, Stone III or Stoneskin has a 15% chance to reduce the cast time to instant and the MP cost to 0 for the next Stoneskin cast. Duration: 20 Seconds..
    I like this one, in some things (non-raiding) I am casting spells and if there's a troubled player, throwing out a free stoneskin would help with mitigation if for a little bit.

    Quote Originally Posted by Cleftobismal View Post
    Reflect: For a moderate duration. 15% chance to reflect most spells. [Can not be used on self] Single Target.
    I like this one, was curious. Do you think it would be over powered to give reflect a defense boost while giving a 15% chance to reflect some damage? I say some because giving such a boost would require something to be lost in return.

    Reading your post I like where it was heading, giving stronger SINGLE target buffs while others can give aoe's but not as strong.

    Another thing the game doesn't have a high amount of are enfeebles. Even silence is only 1s. PoTD though I like that lengthy silence that we're given. Both ways, I feel we should have lengthy / potent enfeebles that actually help / hurt.
    (0)
    Last edited by Leigaon; 12-31-2016 at 12:38 AM.

  2. #42
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    I want new interesting spells, WHM and Astro spells are so.. mainstream... they lack inspiration, they have no flavor. heal, bigger heal, aoe heal, aoehealwitheffect, bubble...
    I want more spell that makes the job unique. They are only 3 healing job, it shouldn't be too hard to make every one of them really special and stand out. More Scholar-like basically.

    We need more spell like Benediction, Essential Dignity, Synastry.


    Gonna quote WoW spells as reference, I want more spells like Lifebloom, Prayer of Mending, Binding Heal, Holy Words, Circle of Healing, mechanic like Serenpidity, Leap of Faith, Halo, Swiftmend, Mushroom-heals, Envelopping Mist, Chain Heal, etc etc...

    Like, when people say things like "Medica reduce damage taken by 5%", or "casting X spell increase by casting speed by 10% for 10sec", yes, it's good, that's not the point. But it is BORING, it is dull. On top of that, they'll balance you around keeping those buff up. You can't be creative in your way of using those, there are no moment where that can make you shine over another healer.
    It's like all these super boring talent "increase your spell effect by 10,20,30%", X spell cooldown is reduced by 20sec. yes, they are good. but they're dull. I want more cool effect, more option.

    I want more cool thing like casting Synastry on one tank on Bysmark and almost solo healing the 2 tank for 20sec. That's great. that's 10 time more fun than "increase your healing potency by 30% for 20sec" (I don't say it is weak though)
    (1)

  3. #43
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,696
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Sylvain View Post
    I want new interesting spells, WHM and Astro spells are so.. mainstream... they lack inspiration, they have no flavor. heal, bigger heal, aoe heal, aoehealwitheffect, bubble...
    I want more spell that makes the job unique. They are only 3 healing job, it shouldn't be too hard to make every one of them really special and stand out. More Scholar-like basically.

    We need more spell like Benediction, Essential Dignity, Synastry.


    Gonna quote WoW spells as reference, I want more spells like Lifebloom, Prayer of Mending, Binding Heal, Holy Words, Circle of Healing, mechanic like Serenpidity, Leap of Faith, Halo, Swiftmend, Mushroom-heals, Envelopping Mist, Chain Heal, etc etc...

    Like, when people say things like "Medica reduce damage taken by 5%", or "casting X spell increase by casting speed by 10% for 10sec", yes, it's good, that's not the point. But it is BORING, it is dull. On top of that, they'll balance you around keeping those buff up. You can't be creative in your way of using those, there are no moment where that can make you shine over another healer.
    It's like all these super boring talent "increase your spell effect by 10,20,30%", X spell cooldown is reduced by 20sec. yes, they are good. but they're dull. I want more cool effect, more option.

    I want more cool thing like casting Synastry on one tank on Bysmark and almost solo healing the 2 tank for 20sec. That's great. that's 10 time more fun than "increase your healing potency by 30% for 20sec" (I don't say it is weak though)
    Skills don't need to have interesting tooltips to have interesting uses, though. A 30% healing buff could give you or your cohealer time enough to get in in that extra indirect support cast or two, giving a result that could be just as interesting as, say, a massive 20% haste buff, or as if you were duplicating a portion of your other heals onto the buffed target; the options opened up are about the same.

    That said, I would indeed like some more interesting abilities. But for me that comes more from the possibility for added versatility and fluidity from the basic toolkit, such as WHM's elemental spells, the two Sects and themes such as the "theoretical sun" or "effective gravity" in AST's, or the idea of "galvanize" in SCH's.
    (0)

  4. #44
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Skills don't need to have interesting tooltips to have interesting uses, though. A 30% healing buff could give you or your cohealer time enough to get in in that extra indirect support cast or two, giving a result that could be just as interesting as, say, a massive 20% haste buff, or as if you were duplicating a portion of your other heals onto the buffed target; the options opened up are about the same.
    I didn't say +30% healing potency wouldn't have an interesting use, I said it is a boring use. I 100% agree, having your cast mirrored on someone else or increasing your healing potency on your main heal can be comparable. But one is more interesting and fun to use than the other.

    When they gave us the proc crit on heal, it was great. Using that crit proc properly is fun. it feels rewarding to keep the crit and use it right before a big burst on the tank. Effectively this could be replaced by my heal reducing the incoming damage by 5%. The second one would probably mitigate more throughout the course of the fight... but it is dull.

    The same is appliable to tanks doing these cooldown rotation. It is effective and strong, I can't argue... but my vision of tanking, beside positionning properly the target, is more than doing a rotation of 5-6 cooldown every 20-30sec while smashing 1-2-3 and holding a weak dot. (I'm not targeting the paladin here... not at all)
    (1)

  5. #45
    Player
    Fyrebrand's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,188
    Character
    Friel Wyndor
    World
    Siren
    Main Class
    White Mage Lv 97
    Alright, I'm game. Here are a few pie-in-the-sky ideas I've had. These are probably broken as heck, but here we go:


    Reflect: Grants an ally a reflective barrier, returning a portion of all incoming damage back to its source.
    * Reflected damage is capped at a certain amount per hit, augmented by Mind stat
    * Would be a fun thing to throw on the tank, but casting on yourself would make solo play smoother

    Float: Elevates party members in a wide radius. Reduces damage from AoEs, increases movement speed.
    * "Sprint" action costs no TP, and has reduced cooldown
    * "Heavy" status merely reduces movement speed to normal, as long as Float is active (this might mess up some boss fights -- if so, then never mind)
    * Nullifies traps in PotD? Okay, I know that's asking too much...

    Tornado: Deals high burst damage to a target. Aero, Aero II, and Aero III effects cast by you each increase Tornado's damage.
    * If all three Aero spells are in effect, Tornado also inflicts "Erosion" debuff which increases target's damage from DoTs.
    * Maybe a 30-60 second cooldown?

    Quake: Over 5 seconds, you channel shockwaves that pulse out from your location. All enemies and party members within a certain radius take heavy Earth damage each second.
    * Does not affect self, or party members with Float buff.
    * Each Quake pulse applies "Shaken," a debuff that stacks in duration with each hit, and decreases outgoing damage.
    * Channeling is cancelled by movement, knock back or loss of control, or performing any other action.
    * Maybe it's stupid that Quake damages party members unless you do Float first, but I figure it mirrors the increased-setup/increased-payoff philosophy of Cleric Stance while also being good for a laugh when it goes wrong.

    Vanish: Renders a party member invisible, greatly reducing their current threat, as well was threat generated for a short time.
    * Sort of the "anti-Taunt" for when DPS get overzealous, or if your Regen is attracting too much attention from sudden adds.

    Divine Wrath (Trait): If used while in Cleric Stance, Divine Seal instead boosts outgoing damage potency.

    Summon Water Sprite: Summons an aquatic elemental which attacks the last enemy target you damaged, until it or the target is defeated. While the Sprite is active, the Summon skill becomes a command that will cause the elemental to move toward a chosen ally and sacrifice itself, healing them.
    (3)
    Last edited by Fyrebrand; 01-02-2017 at 12:18 PM.

  6. #46
    Player
    Blonde_Huntress's Avatar
    Join Date
    Dec 2016
    Location
    Limsa Lominsa
    Posts
    81
    Character
    Blonde Renwynd
    World
    Famfrit
    Main Class
    Astrologian Lv 68
    Quote Originally Posted by Fyrebrand View Post
    Alright, I'm game. Here are a few pie-in-the-sky ideas I've had. These are probably broken as heck, but here we go:
    I really like this as a whole.

    Instead of an aqua summon of sorts, why not have some sort of aqua veil that provides resistance to debuffs for a set amount of time (20 seconds), while also decreasing damage taken by, say, 10%?

    Also, I feel that WHM should have something like AST Synastry, except it can be used on the entire party with different mechanics (I feel like it would be way too OP if it worked just like Synastry currently does).

    Also, HASTE PLEASE! Faster movement AND spell speed for a time. ;P
    (2)

  7. #47
    Player
    Exiled_Tonberry's Avatar
    Join Date
    Sep 2015
    Posts
    1,660
    Character
    Sharl Llyntine
    World
    Jenova
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Fyrebrand View Post
    Float:
    Vanish: .

    I have to say, these ideas are so fresh and original and sounds so fun and useful without being just "more DPS!" utility. This is exactly what WHM needs. Skills that help the party survive longer and protects them from accidental damage. It fits their role so nicely and actually doesn't sound too OP at all considering most people barely glance at anything that doesn't give a dmg bonus. Defense skills need to be more powerful to be more alluring IMO, and this sound good!
    (2)

Page 5 of 5 FirstFirst ... 3 4 5

Tags for this Thread