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    Player
    arctanx's Avatar
    Join Date
    Oct 2017
    Posts
    29
    Character
    Haylan Weaver
    World
    Exodus
    Main Class
    Culinarian Lv 67

    New Healer Idea - Maestro!

    New Healer Job - Maestro
    Alternative names: Conductor, Prismatist, Crystalist


    Aether is most interesting indeed, and the ways to manipulate it grow as times progresses. Recently, it was discovered that special crystals called prisms (not to be confused with glamour prisms, these are hexagonal bipyramids -- look it up) have a natural aetheric resonant frequency, and if these frequencies can be reached and maintained, these specially-formed prisms emanate special magic and power.
    The mages investigating these odd resonances have found out a way to consistently use these prisms - playing specific songs orchestrated specifically for each type of prism coaxes out the latent power in each one, but only as a skilled conductor carefully massages out the melodies and maintains balanced aetheric flow around the area. While at first, it was hoped existing bards could accomplish the job, the complex melodies and orchestrations were far more than a bard could sing. Instead, the mages were able to develop a new, very specialized type of magician for this role, -- the Maestro!


    Maestro (or Maestra, if female) is a new Healer class focused on AoE healing and effects via the use of Prisms. These prisms are floating crystals in the shape of hexagonal bipyramids that give effects to those around them.
    Wielding a conductor's baton in main-hand and a symphonic score in the off-hand, the maestro conducts the precise flows in and around the battlefield to keep the symphony of prisms going to best affect the team. When in-action, the Maestro would truly be living up to the metaphor of conducting a symphony. The baton magically brings the music off the pages of the score to resonate each type of prism into the battlefield.
    Note: If playing a female character, all references to you in this state will be Maestra.


    Mainhand: Conductor's Baton
    Offhand: Symphony Score


    The Maestro's Job Guage
    The job guage of the Maestro is the Alignment Meter. This is a simple bar from 0 (full of Darkness) to 100 (full of Light), but as the job levels, it gains up to 4 stacks at level 64, stacked vertically on top of each other. Each bar represents the current Alignment Points of each currently active prism. Most new prisms are created with Alignment Points of 50. At 50, the bar will be half-full of Light Alignment Points and half-full of Black Alignment Points.

    Once a Prism is created, every second, its Entropy builds. (Entropy will be visible as a small number at the bottom-left of each bar.) This is a number that starts at 1 and usually goes up by 1 every second, unless another spell changes that. Every 3 seconds, the current Entropy is added (or subtracted) from the Alignment Meter. Whether it's added or subtracted is chosen at random, but stays the same until either the Prism shatters or Chord of Light/Note of Darkness is used, and if the latter, whether it is added or subtracted is randomly chosen again.
    So, Entropy keeps going up, and every 3 seconds, the bar changes to reflect this. Hence, over time, each Prism gets more and more unstable until eventually, it will be 0 or 100 on the bar, at which time, it shatters and is destroyed.
    The Prism's Alignment decides where its Alignment Meter begins:
    Dark - begins at 25 (3/4 full of Dark)
    Neutral - begins at 50
    Light - begins at 75 (3/4 full of Light)
    Each Prism's Alignment Meter is also shown above each Prism, in addition to the HUD.




    ~Job Actions~
    Unless otherwise stated, all actions have a range of 25y.
    Each Prism created initially has a range of 3y, but is extended with Traits as you level. Also, each each Prism is a distinctly different color, so over time, they can be distinguished between. They also have a faint ripple that emanates outward from the Prism to show their area of effect.
    If a new Prism is created, and it then exceeds the number you can create, one of the other existing Prisms is shattered.
    ---------------------
    Lv 1 Downbeat
    Ability, 2.5s cooldown
    Deals unaspected damage with a potency 80. If a Prism Spell is cast next, gives a 50% chance for Entropy of that Prism to be 0 for 5s.

    ------------
    Lv 2 Prism of Hope
    Spell, 1.2s Cast, 6s cooldown, MP 180
    On targeted area, creates a prism that gives healing effect over time to anyone within range. Cure potency: 250 Alignment: Light
    ------------
    Lv 4 Chord of Light
    Ability, 2.5s cooldown
    Target Prism gains 20 Light Alignment Points.
    --------------
    Lv 4 Note of Darkness
    Ability, 2.5s cooldown
    Target Prism gains 20 Dark Alignment Points.
    ----------
    Lv 6 Prism of Space
    Spell, 1.2s Cast, 12s cooldown, MP 140
    On targeted area, creates a prism that allows players to quickly (0.5s) teleport to the prism when clicking on it if within 15y. Alignment: Neutral
    -----------
    Lv 6 Prism of Hate
    Spell, 1.2s Cast, 12s cooldown, MP 220
    On targeted area, creates a prism that automatically attacks random enemies within its range with an aetheric energy attack every 5s with a potency of 40. Alignment: Dark
    ------------
    Lv 10 Crescendo
    Ability, 20s cooldown, Range 15y
    Pushes a Prism 8y away from you.
    --------------
    Lv 10 Descrescendo
    Ability, 20s cooldown
    Pulls a Prism 8y towards you.

    ------------
    Lv 12 Prism of Resurrection
    Spell, 1.2s Cast, 60s cooldown, MP 300
    On targeted area, creates a prism that raises the first person who dies within range, or who is already dead, to a weakened state with low HP, then shatters. Alignment: Light
    -------------
    Lv 12 Prism of Retribution
    Spell, 1.2s Cast, 30s cooldown, MP 300
    On targeted area, creates a prism that recoils 3% of damage taken by players within range to all monsters within range. Alignment: Dark
    ---------------
    Lv 15 Prism of Pestilence
    Spell, 1.2s Cast, 120s cooldown, MP 280
    On targeted area, creates a prism that inflicts constant Weakness status on enemies within range. Accumulates Entropy twice as fast as other prisms. Alignment: Dark
    -----------
    Lv 18 Prism of Protection
    Spell, 1.2s Cast, 120s cooldown, MP 300
    On targeted area, creates a prism that allows party members within range to only take 90% of all damage inflicted. Alignment: Neutral

    ------------
    Lv 22 Overture
    Ability, 5s cooldown

    Stays in effect until it is used again. While in effect, the effects of multiple Prism of Hope within range will partially stack, with the second giving 50% of its healing, the third giving 20% of its healing, and the fourth giving 10% of its healing. Also, all healing Abilities (not Spells) used will grant Regen of equal potency to the Cure Potency for 30s. Cannot be used with Opus.
    ---------------
    Lv 22 Opus
    Ability, 5s cooldown

    Stays in effect until it is used again. While in effect, Prism of Hate potency is increased to 80, also Prism of Hate, Prism of Retribution, Prism of Pestilence, and Prism of Torment additionally inflict opponents with Crystal Lung, which can be stacked on itself every time the Prisms damage the opponent (or, in the case of Prism of Pestilence, every 10 seconds) and remains as long as target stays in the Prism's range. Cannot be used with Overture.
    - Crystal Lung: Causes damage over time with a potency of 12 for each stack.
    --------------

    Lv 26 Pianissimo
    Ability, 45s cooldown, MP 520
    Creates a straight-line area 3y wide and 15y long beginning with a random prism and including the target. If no target is selected, the target is self. All players within affected area are healed with Cure Potency 250. Adds 5 Entropy to the Prism.
    ---------------
    Lv 30 Sforzando
    Ability, 120s cooldown

    For 10 seconds, the radius of all active prisms you own is increased to 25y.
    --------------
    Lv 35 First Movement Solo
    Ability, 60s cooldown
    Launch energy ball at target Prism to remove up to 10 Entropy from Prism, then bounce energy onto random nearby enemy with attack potency of 140.
    -----------
    Lv 38 Prism of Potency
    Spell, 1.2s Cast, 24s cooldown, MP 400
    On targeted area, creates a prism that increases the potency of all Weaponskills and Spells (but not Abilities) of players within range by 15. Alignment: Neutral

    -------------
    Lv 40 Aether Waltz
    Ability, 180s cooldown
    Three Prisms of the last type you cast are created, each near 3 randomly chosen party members within range (excluding you). If less than 3 party members are within range, the maximum amount possible will be created (0, 1, or 2).
    ---------------
    Lv 45 Prism of Enmity
    Spell, 1.2s Cast, 300s cooldown, MP 480
    On targeted area, creates a prism that slowly builds enmity, which builds faster when nearby players are attacked. Prism can be attacked by enemies and has HP, and if HP reduces 0, the Prism shatters. HP is about 50% of a pet's HP. Alignment: Dark
    ----------------
    Lv 46 Cut Time
    Ability, 60s cooldown
    Shatters a target Prism, dealing unaspected damage with a potency of 150 to all enemies within range.
    ---------------
    Lv 50 Prism of Salvation
    Spell, 1.2s Cast, 240s cooldown, 900 MP

    The only prism without a radius of effect. A player standing next to it can Interact with it (0.5s) to shatter it, fulling healing them in the process. Alignment: Light
    -----------------
    Lv 50 Grand Encore
    Ability, 120s cooldown

    Target a Light-Aligned Prism to shatter it and turn action into Grand Encore (Light), or vice-versa for Grand Encore (Dark). Target a second Prism to shatter it and all players within range of that Prism gain the following effects, based on the second Prism's Alignment:
    Dark: Spell and Weaponskill Potency is increased by 10 for 15 seconds.
    Light: Regen with Cure Potency of 240 for 15 seconds.
    Neutral: Barrier nullifying 6% damage for 15 seconds.
    Grand Encore (Light) doubles the duration listed. Grand Encore (Dark) doubles the intensity listed.
    --------------
    Lv 52 Second Movement Solo
    Ability, 60s cooldown
    Launch energy ball at target Prism to remove up to 5 Entropy from Prism and all Prisms within that Prism's range, then bounces energy onto random nearby enemy with attack potency of 180.
    --------------
    Lv 54 Accelerando
    Ability, 90s cooldown
    Quickens the over-time effects of all nearby Prisms, but also accelerates accumulation of Entropy.
    --------------
    Lv 56 Syncopation
    Ability, 120s cooldown
    Deals unaspected damage with a potency of 220. Must be under the area of effect of 3 or more different types of Prisms to use.
    --------------
    Lv 58 Tacet
    Ability, 120s cooldown
    Resets all Entropy in all nearby Prisms to 0, and keeps Entropy at 0 for 5 seconds.
    -----------------
    Lv 60 Prism of Torment
    Spell, 1.2s Cast, 300s cooldown, MP 600
    On targeted area, creates a prism that attacks all enemies within range with an aetheric ball of energy with a potency of 200 every 15 seconds, beginning immediately upon cast, and also inflicts targets with Poison. This prism and all prisms within range gain 10 Entropy each time this attack is executed by the prism. Alignment: Neutral
    -----------------
    Lv 62 Fortissimo
    Ability, 240s cooldown
    Shatters target Prism and restores HP within a 15y radius with Cure Potency of 500, also all players within the range gain a barrer than nullifies damage equal to 25% of the HP restored. Duration: 60s
    -----------------
    Lv 64 Third Movement Solo
    Ability, 60s cooldown
    Launch energy ball at target Prism to remove up to 25 Entropy from Prism and all Prisms within that Prism's range, then bounces energy onto random nearby enemy with attack potency of 120.
    ---------------
    Lv 66 Ovation
    Ability, 240s cooldown
    Wisps of aetheric energy bind all existing Prisms together, creating a planar 2D region bound by them. Within this region, each normal attack damage by enemies has a 50% chance of being negated, but for each occurrance of damage being negated, Entropy in all Prisms increase by 10 and cannot be lowered while this effect is occurring. If any Prism shatters, the effect ends. Must have 3 or more Prisms active to execute. (Under current design, will usually only last for 5-10 seconds.)

    ---------------
    Lv 68 Cadenza
    Ability, 180s cooldown
    Target player is aetherly tied to the next Prism you cast (within 10s). For this 10s, until you cast, you are limited to only casting Prism of Hope, Prism of Protection, and Prism of Potency. The Prism created tied to the target will affect only the target player, but its effects are boosted 40%. Also causes Entropy to generate faster.

    ---------------
    Lv 70 Prism of the Divine
    Spell, 1.2s Cast, 600s cooldown, MP 1,200
    All existing prisms are shattered upon use. A massive prism descends from above, emits a flurry of light and swirls, then shatters over the range of the move, sending aether flowing everywhere. Enemies within range take unaspected damage with a potency of 300, and all players within range are healed with a Cure Potency of 1,200. To execute, four prisms must be active first, each with Entropy of 10 or more. Alignment: Light





    ~Traits~
    Lv 6 Counter Melody
    Allows the creation of 2 Prisms at a time.
    -----------
    Lv 12 Metronome
    Upgrades Chord of Light and Note of Darkness to give them a damage with a potency of 80 to all enemies within range of target prism.
    ------------
    Lv 18 Ensemble
    Upgrades Downbeat's percentage from 50% to 75% and increases radius of all prisms to 5y
    --------------
    Lv 20 Enhanced Mind
    Increases mind by 8.
    ---------------
    Lv 20 Maim and Mend
    Increases base action damage and HP restoration by 10%
    --------------------
    Lv 24 Metronome II
    Upgrades Crescendo and Decrescendo to give them a damage with a potency of 80 to all enemies within range of target prism at target prism's resting location.
    ---------------------
    Lv 36 Counter Melody II
    Allows the creation of 3 Prisms at a time.
    ---------------------
    Lv 40 Enhanced Mind II
    Increases mind by 16
    -----------------
    Lv 40 Maim and Mend II
    Increases base action damage and HP restoration by 30%
    --------------------
    Lv 54 Ensemble II
    Upgrades Downbeat's percentage from 75% to 100% and increases radius of all Prisms to 8y
    ---------------------
    Lv 60 Enhanced Mind III
    Increases mind by 24
    -------------------
    Lv 64 Counter Melody III
    Allows the creation of 4 Prisms at a time.
    ---------------------
    Lv 68 Final Measure
    All Prism Spells become Instant, and the radius of all Prisms is increased to 10y.



    TLDR?

    Maestro is a new healing class that focuses on Healing over Time and Damage over Time and uses almost exclusively AoE moves through the use of different Prisms that float around the battlefield. The Maestro has several moves to maintain and move the Prisms around and to shatter them to gain various effects. It will be a complicated job and require a good deal of practice to master, but it will fill a nice hole currently in the game where WHM focuses on burst heal, SCH focuses on barriers/nullification, and AST serves as a mix of the two, MST has focuses on AoE HoT.


    Any comments, concerns, criticisms, feedback, suggestions, ideas, etc. is very much welcome! Thanks everyone.
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    Last edited by arctanx; 11-23-2017 at 05:13 AM.