Yeah White Mages did take a rather drastic turn toward the Catholic Church and it bothers me quite a bit. I wish they stayed in line with the Conjurer theme because it doesn't make much sense.
Yeah White Mages did take a rather drastic turn toward the Catholic Church and it bothers me quite a bit. I wish they stayed in line with the Conjurer theme because it doesn't make much sense.
They would need to slightly rework healing to make it less powerful and make fight dps less spiky.
This design makes many heal design not very good (hot for instance)
Just imagine wow resto druid in ff14. It'd be pretty bad because you rarely have time to top people over the course of a hot. Most fight revolve around you topping people between 2 burst.
Shin Ryu and os1 are good example.
Another good way would also be to substantially increase boss damage on tank. As some people have pointed out, healer in this game spend few time healing compared to other mmo.
You simply don't need to spam heal your tank.
A hot and a few heal every 10~15sec is usually enough
This designakes new job concept hard to implement.
With a magitech syringe launcher! Shoot party members in the @** to heal them with different healing solutions. Rapid fire for AoE heals
*goes to the corner* :3
I've heard the argument made that Geomancers are just Orthard's version of Conjurers. Similar to how Ishgard had Chirurgeons.I thought Geomancers were going to be the next big thing or has nothing actually been confirmed for that yet? It's kind of strange they got so much stage time in the astrologian story quest. I was pretty sure it was inevitable they would be the next healer released since they are tied so heavily to Kugane.
I'm still hoping for dancer as a healing class, since that would be an interesting way to add in a TP healer with some fantastic animations. Hopefully we visit Thavnair in the next expansion (since it seems like we may be moving westward), and we already have an emote called "Thavnairian Dance".
Just my two cents, but a magitek healer would be cool! Or... How about a magitek tank?
I think there is plenty of room for a new healer, I mean World of Warcraft has 6 specs that feel pretty different to each other so I have faith that FFXIV's team can come up with a new one
Looking at the list of jobs from past FFs maybe a Calculator/Arithmetician (from FF:T) would make sense as a Magitek healer?
I always figured we'd get a magitek-based job in whatever role with whatever expansion may take us into Garlemald proper. Seems like a good place to introduce something like Chemist.
oh ye it would be really cool
Wouldn't Geomancer make sense as a DPS?
For the magitek healer I think there was a Chemist job idea thread before if I'm not mistaken. Maybe the Chemist job uses magitek to create healing or buff potions?
I like the idea of a magitek healer. I don't know how viable it is but maybe one way they could do this is by having them chain healing abilities together for stronger heals when you need it. Kind of in the same way melee dps chain combos together except if you don.t need the stronger heals you just don't complete the combo.
I would love to see a Mathematician Healer. Someone who can use various calculations to adjust how damage is dealt and and how health is distributed to the party. This is a rough idea:
General Description:
Uses an Abacus to calculate the cost to benefit ratio of his parties actions. With victory in sight there is no business transaction above or below their morality to employ.
Abilities:
"Sales Tax"
Deal unaspected Damage with a potency of 100 to a single target.
"Income Tax"
Deal Damage over time with a Potency of 50 for 30 seconds to a single target.
"Property Tax"
Deal Damage to target and all enemies within a 5 yalm target area with a potency of 75.
"Market Crash"
Inflict all enemies within 10 yalms with Slow dealing unaspected damage with a potency of 25 over time for 15 seconds.
"Cash Advance"
Heal target with cure potency of 350
"Daily Wages"
Heal target with cure potency of 600
"Salary"
Heal a single target progressively over time with a cure potency of 50. If the target has full HP each tick will be converted into a damage nullifying barrier instead but only one Salary Barrier may be active at once. This effect can be stacked with any other barrier creating effect but only one Salary may be earned by any Target.
"Supply and Demand"
Restore Health to all allies within 20 yalms with a Cure Potency of 250. Any health restored over an allies maximum HP will be converted into a damage nullifying barrier. Cannot be Stacked with Galvanize or Nocturnal Sect Barriers.
"Calculated Risk" (Ability 30 Sec Recast)
Order a party member to put their life on the line for victory reducing their HP by 10% for each of their next 3 attacks. These attacks cannot be dodged, parried, or blocked and will do 20% more damage. Cannot be removed by Pay Cut.
"Diminishing Returns"
Bind a single enemy to a contract that replenishes 10% of all damage suffered to the party as HP for 18 seconds. Each additional party member reduces the amount of HP returned by 1% to a minimum of 1 percent. (This will be the main healing component of the skill set. A battle driven regen that gets weaker as the party increases in size.)
"Median Income" (Ability 15 Sec Recast)
Average the entire parties HP by percentage. (Useful after a Tank Buster to quickly replenish the Tanks health at a small cost to the rest of the party. If the entire party has similar levels of HP this ability will have little to no effect. This skill is somewhat odd but the main component of the Mathematicians healing. It ensures that healing spells like Medica II or Whispering Dawn get their full potential funneled to the weakest members of the party allowing everyone to get more benefit from the HoTs uptime.)
"Pay Cut"
Remove all beneficial status effects you have cast on a single party member and increase their Direct Hit Rate by 10% for each effect removed for 20 seconds. Target must have at least one beneficial effect for Pay Cut to activate.
"Risky Business"
Reduce your own HP by 50% in order to double cast any spell at half the cost for the next 12 seconds.
As a savvy battle-hardened mercenary they are the complete opposite of a White Mage constantly siphoning HP from allies for the greater good. The skills definitely don't make a full or balanced set but it would be fun to play something along those lines especially since it would fit perfectly with all the over healing this game has to offer.
Last edited by NobleWinter; 12-19-2017 at 07:52 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.