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Thread: Healer ideas

  1. #1
    Player
    LadyKairi's Avatar
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    Mar 2015
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    Gridania
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    Character
    Kaja White
    World
    Lamia
    Main Class
    Astrologian Lv 100

    Healer ideas

    After getting sick, I started thinking of what skills would be cool to have on new healers. One idea I had was a healer with a bunch of instant cast heals. Then I thought of when I played perfect world or BDO... I thought it would be cool to have some healing abilities (or something) that were channeled abilities. They don't have a specific duration, but keep draining your mp as you channel it. The true duration (i guess) would be based on how much mp you have (or if you move).

    What kinds of abilities do you guys think would be cool on a healer in XIV? What kind of healers would be truely unique compared to our current healers?
    (0)

  2. #2
    Player
    Ragology's Avatar
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    Sep 2013
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    596
    Character
    Brown Sugar
    World
    Adamantoise
    Main Class
    Monk Lv 62
    In dc universe online, there were a few healing gimmicks that I'd like to see in this game.

    Nature healing could stack several HoT dots on the party. If needed, they had an ability that caused all the dots to be spent at once, resultig in a burst heal.

    Sorcery healing could put up a totem that gave everyone near it a weak HoT. Whenever a mob died near the totem, the party would receive a burst heal. Was amazing when the bosses would summon trash mobs.

    Electric healing could could give a character a buff that would trigger a burst heal the moment their health dropped to a certain percent ( like 30% or something if I remember correctly)

    Celestial healing was able to heal via comboes, and the heal or damaging effect was based on the order of your rotation. For example if AST had this trait Casting benefic twice would make your next Malefic do critical damage, or maybe casting Malefic twice would make your next benefic do critical healing.
    (3)

  3. #3
    Player
    Brightshadow's Avatar
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    Mar 2011
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    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80


    From FFXI Enuff Said:

    Dancer Abilities
    Job Ability Level Recast Duration Description
    Trance 1 1:00:00 0:01:00 While in effect, lowers TP cost of dances and steps to 0.
    Sambas 5 0:01:00 Varies These dances imbue melee attacks with special enhancements.
    Waltzes 15 Varies — These dances cure and remove ailments from the target.
    Flourishes 20 Varies — Powerful dance steps that can only be used after earning finishing moves.
    Steps 20 0:00:05 Varies These dance steps enfeeble enemies while granting access to finishing moves.
    Jigs 25 Varies Varies These dances enhance your own abilities.
    Flourishes II 40 Varies — Powerful dance steps that can only be used after earning finishing moves.
    Contradance 50 0:05:00 0:01:00 The next waltz used while under the effects of Contradance will restore an increased amount of HP. If Healing Waltz was used, the effect will extend to an area centered on the target player.
    Fan Dance 75 0:03:00 0:05:00 Reduces physical damage taken and increases enmity but renders Samba unusable. Physical damage reduction gradually decreases with each hit taken.
    Saber Dance 75 0:03:00 0:05:00 Increases Double Attack rate but renders waltzes unusable. Double Attack rate gradually decreases.
    No Foot Rise 75 0:03:00 — Instantly grants additional finishing moves.
    Presto 77 0:00:15 0:00:30 Enhances the effect of your next step and grants you an additional finishing move.
    Flourishes III 80 Varies — Powerful dance steps that can only be used after earning finishing moves.
    Grand Pas 96 1:00:00 0:00:30 Allows flourishes to be performed without finishing moves.


    Sambas Level Duration TP Cost Description
    Drain Samba 5 02:00 100 Inflicts the next target you strike with Drain daze, allowing all those engaged in battle to drain its HP.
    Drain Samba II 35 01:30 250
    Drain Samba III 65 01:30 400
    Aspir Samba 25 02:00 150 Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle to drain its MP.
    Aspir Samba II 60 02:00 250
    Haste Samba 45 01:30 350 Inflicts the next target you strike with Haste daze, increasing the attack speed of all those engaged in battle with it.


    Waltzes Level Recast TP Cost Description
    Curing Waltz 15 00:06 200 Restores a party member's HP.
    Curing Waltz II 30 00:08 350
    Curing Waltz III 45 00:10 500
    Curing Waltz IV 70 00:17 650
    Curing Waltz V 87 00:23 800
    Divine Waltz 25 00:13 400 Restores the HP of all party members within a small radius.
    Divine Waltz II 78 00:20 800
    Healing Waltz 35 00:08 200 Removes one magic-induced ailment from a party member.


    Steps Level Duration TP Cost Description
    Quickstep 20 Varies 100 Lowers a target's evasion. If successful, will earn you finishing move.
    Box Step 30 Varies 100 Lowers a target's defense. If successful, will earn you finishing move.
    Stutter Step 40 Varies 100 Lowers a target's magic resistance. If successful, will earn you finishing move.
    Feather Step 83 Varies 100 Lowers a target's critical hit evasion. If successful, will earn you a finishing move.


    Flourishes I Level Recast Finishing Moves Description
    Animated Flourish 20 00:30 1-2 Provokes target. Requires at least one finishing move.
    Desperate Flourish 30 00:20 1 Weighs down a target with a low rate of success. Requires one finishing move.
    Violent Flourish 45 00:20 1 Stuns target with a low rate of success. Requires one finishing move.


    Flourishes II Level Recast Finishing Moves Description
    Reverse Flourish 40 00:30 1-5 Converts remaining finishing moves into TP. Requires at least one finishing move.
    Building Flourish 50 00:10 1-3 Enhances potency of next weapon skill. Requires at least one finishing move.
    Wild Flourish 60 00:20 2 Readies target for a skillchain. Requires at least two finishing moves.


    Flourishes III Level Recast Finishing Moves Description
    Climactic Flourish 80 01:30 1-5 Allows you to deal critical hits. Requires at least one finishing move.
    Striking Flourish 89 00:30 2 Allows you to deliver a twofold attack. Requires at least two finishing moves.
    Ternary Flourish 93 00:45 3 Allows you to deliver a threefold attack. Requires at least three finishing moves.


    Jigs Level Recast Duration Description
    Spectral Jig 25 00:30 03:00 Allows you to evade enemies by making you undetectable by sight or sound.
    Chocobo Jig 55 01:00 02:00 Increases movement speed.
    Chocobo Jig II 70 01:00 02:00 Increases movement speed of party members within area of effect.
    (3)
    Last edited by Brightshadow; 01-21-2017 at 12:48 AM.

  4. #4
    Player
    Sylvain's Avatar
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    Oct 2015
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    1,491
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    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Right now, without something as fancy as making a healer that needs to dps in melee to heal, something that would clearly not make WHM even more irrelevant or perhaps any other heal totally irrelevant. (unless their dmg in healing mode is so negligible that one could wonder, what's the point if other heal can dps more by simply keeping dots up)
    Oh and finally how would a dps healer heal if there is nothing to hit... I mean, it's not like if FF14 was a game that has no transition phase boss with heavy dmg and nothing to hit...

    Not gonna comment the abundance of originality in that stream of rank I II III IV V VI of the same spell doing the exact same thing with higher TP and potency....



    There is one kind of healer missing, a HoT based healer which could effectively use this kind of mechanic


    Quote Originally Posted by Ragology View Post
    Nature healing could stack several HoT dots on the party. If needed, they had an ability that caused all the dots to be spent at once, resultig in a burst heal.

    Quote Originally Posted by Ragology View Post
    Nature healing could stack several HoT dots on the party. If needed, they had an ability that caused all the dots to be spent at once, resultig in a burst heal.

    Celestial healing was able to heal via comboes, and the heal or damaging effect was based on the order of your rotation. For example if AST had this trait Casting benefic twice would make your next Malefic do critical damage, or maybe casting Malefic twice would make your next benefic do critical healing.
    A Combo Healer would probably be interesting to play, however, due to the nature of healing where you're asked to adapt and not follow a fixed rotation. I don't know how good it would be... It would definitely be interesting though.
    (0)
    Last edited by Sylvain; 01-21-2017 at 02:26 PM.

  5. #5
    Player
    randysquirrel's Avatar
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    Character
    Phoenix Silver
    World
    Odin
    Main Class
    Alchemist Lv 60
    Quote Originally Posted by Ragology View Post
    Celestial healing was able to heal via comboes, and the heal or damaging effect was based on the order of your rotation. For example if AST had this trait Casting benefic twice would make your next Malefic do critical damage, or maybe casting Malefic twice would make your next benefic do critical healing.
    This sounds like a lot of fun, actually giving healer a sort of rotation. healer dpsing (which lets face it, is quite a lot of the time) just being dots, then weak move spam has always been a bit boring imo. All three healers follow the same pattern atm.
    (0)

  6. #6
    Player
    Urthdigger's Avatar
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    Gridania
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    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Something I'd like to see, whether as a new healer's mechanic or via new abilities in Stormblood, would be something similar to FFXI's Afflatus Solace, which built up by restoring HP and could be spent to power up other abilities (Ideally in a way that helps clear things faster, such as a party damage buff). Obviously for balance reasons it would likely not count overhealing.
    (0)

  7. #7
    Player
    caelumsixsmith's Avatar
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    Nov 2016
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    Character
    Caelum Sixsmith
    World
    Jenova
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    Scholar Lv 60
    Well, for starters, the addition of esuna-like AoE spells. That'd be very useful.
    (0)

  8. #8
    Player
    ADVSS's Avatar
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    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    my 2 most favorite spells from FF12 - Bubble and Reverse. Probably too broken for this game though. Maybe not bubble. Bubble could really help when progressing through fresh raids
    (0)

  9. #9
    Player
    Sinaloa's Avatar
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    Character
    Sinaloa Dorn
    World
    Phoenix
    Main Class
    Scholar Lv 61
    A melee-healer.

    Punch the enemy to heal your allies. Propably with a monklike combosystem. You can cas a protectlike spell on an ally. Any skill dealing damage will heal up that person.

    Combofinishers might be aoeheals, viruslike debuffs or dispells.

    You can shaddowpunch your allies during downtimes to Keep your Combo flow.
    (0)

  10. #10
    Player
    seekified's Avatar
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    Gridania
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    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Healing zones. Circular areas of varying size depending on spell that heals everyone in them for big chunks of HP over time. Think Tales of Symphonia (or any recent Tales game with Healing Wind and similar artes) and you'll get what I mean. They're visually interesting and very different from the simple point and click heals we have now.
    (0)

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