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  1. #1
    Player
    Sebazy's Avatar
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    Aug 2013
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    Gridania
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    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90

    How to make SCH more pet centric by uh.... removing the pet? SCH revamp theory.

    This is a pretty huge post, so I'll break it down with lots of formatting to make it somewhat readable

    So what is my aim with this? It's a bunch of ideas, some of which are great and some of which are likely awful thrown together with the dream of cooking up a SCH that is both more intuitive, more streamlined and has an ability set that actually flows and rewards combinations of abilities. Obviously the raw numbers are mostly pulled out of a hat so there's definitely going to be some balance issues with my ideas. But I hope you like the concept at least!

    So moving onto the revamp itself:

    I'm working with the mindset that SMN doesn't exist here. IMHO it's at the stage where the two jobs would be better off completely separated. Otherwise traits could be used to enhance and distinguish abilities as well.

    First up and perhaps most importantly, the fairy rework.

    The core of my theory revolves around the click bait title. In a nutshell, my idea is to entirely remove the pet as it is currently, replacing it with what would on a technical level, be a dancing wiggling minion moving in time to oGCD actions actually being performed by the SCH. She won't just mindlessly follow you about though and IMHO this change will actually allow her to be more important than ever before whilst also being much more precise to control.

    This also removes the second independent GCD issue that's arguably been an anchor for SCH since ARR whilst also ending the confusing disparity between the value of player vs pet potency.

    Now before you down vote me to oblivion and set my lawn on fire, read on as I explain as I think it's worth it!

    The two summon abilities would effectively be stances with a cast time. They grant a Selene or Eos buff that in turn, causes the relevant 'minion' to appear. The fairy movement commands would be simplified to Heel, Place and Away. Place would be slightly changed in that it drops a marker that will potentially be used for positional Fairy abilities rather than the fairy herself.

    Fairy actions would be replaced with 4 oGCD player ability hotkeys that will switch automatically with your fairy in the same way that Stone/Broil/Malefic do with level sync. The idea here is to make it easier to drop in additional fairies with expansions down the line as well as removing the need to macro everything to keep hotbar space vaguely under control.

    From a technical standpoint for the following abilities, you hit the oGCD button and the effect will either happen or begin casting immediately, this will also trigger the fairy to perform the corresponding animation and as such, certain abilities would arguably want two animations, one for when she is in position for the ability already and another for when she is out of position and effectively 'throwing' the ability over a distance. Whilst it's not really required, it'd add a nice level of polish to the revamp for a fairly minimal amount of effort.

    Abilities would also have a more clearly defined visual effect showing the radius of the ability in action and rather importantly, positional fairy abilities will work off either the fairies current target or the Place marker, which ever came last.

    EG, if drop a Place marker 25 yalms away and then immediate use Fey Illumination, she will 'throw' the Fey Illumination to where I Placed her, not at the point where she is currently traveling. This is quite a significant buff IMHO and something to keep in mind.

    Lastly, Fairy gauge will primarily be generated by Aetherflow Actions and Embrace casts now, this gauge will be used as a resource by other fairy actions in place of the cooldowns we have now with a typical cost of 50 gauge per action. It's also worth noting that Abilities and actions that interact with the Fairy gauge are all named 'Fey suchandsuch' to make things more intuitive.

    Now onto the abilities themselves. Please remember that all of these are now oGCD player abilities.

    Eos:

    Action key 1: Fey Embrace - Instant cast, 3 second recast - Eos follows the target, restoring HP for 200 potency and prioritising them for further Embraces. - Each Embrace cast generates 5 Fairy Gauge when in combat.

    This is where it gets more complex behind the scenes, Action key 1 will work a lot like the current auto embrace but with better defined rules. In a nutshell, if the target isn't full HP, she will embrace the target, if that target is full HP, she will look outwards for someone else to embrace prioritising closer targets. Also note that she will follow and continue embracing the initial target to within ~5 yalms until commanded otherwise. The idea here is to make Fey Embrace the tank healing mode.

    Heel and Place will actually have similar functionality but without making her prioritise a single person, in effect, these two hotkeys would be used to have her working on topping the raid as a whole.

    Also note that whilst the this might appear a nerf at first glance, it's actually a light buff due to the potency being calculated from the player, not the pet. The reasons for this buff will be explained further on.

    Action Key 2: Fey Illumination - 2 second cast, 3 second recast. 15 yalm radius targeted around Eos' current target or Place marker. - Increases spell-based HP restoration of self and nearby party members by 10%. 10s duration. Costs 50 Fairy Gauge.

    Sort of business as usual for the most part, the duration nerf is down to the new found precision the ability will have both in timing and placement as well as a further change that will be explained later.

    Action Key 3: Fey Dawn - 2 second cast, 3 second recast. - Adds a 75 potency 15 yalm radius splash cure effect to Eos' embraces off her current target or Place marker. 20s duration. Costs 50 Fairy Gauge.

    This is kind of a quirky, nerf/change/remix to the ability both to make it a little more unique but also a little more forgiving in use whilst also avoiding it being as all conquering as it has been in the past. On the nerf side, it means that you can't fire off WD and have it still ticking on people who have long since moved out of range. It also means that if Eos cannot see a target to Embrace, you also won't get the AOE healing effect either. On the plus side, it puts an end to the annoyance of narrowly missing someone with the initial WD buff and them promptly being out of luck.

    It's also worth noting that the AOE effect will be very precisely controllable with the splash radius coming from either her last Embrace target or Place marker depending on what you used last. EG: if I Placed her in the middle of the arena for O4S Grand Cross Omega then hit Fey Dawn, she would auto Embrace people as they moved around for the mechanics, with the AOE healing pulses happening from where I placed her rather than from the target she was curing.

    Action Key 4: Fey Deployment - 2 second cast, 3 second recast. 15 yalm radius targeted around Eos' current target. - Extends Galvanise effects cast by you to party members nearby the target, caps at non crit values. Costs 50 Fairy Gauge.

    RIP Fey Covenant, whilst you were a good ability, you wouldn't have played nice with some of the other kit further down in this post. Putting Deployment Tactics onto the Fairy and and effectively removing the recast allowing it to be used a few times in succession is pretty strong, this is countered by it being gated behind having Eos out, and of course weighing it's value up against other Fairy gauge based abilities. Having it spread Excog as well would be a bit too much IMO.

    Selene:

    Action key 1: Fey Grasp - Instant cast, 3 second recast - Selene follows the target increasing damage dealt by 5%. Effect ends upon using Fey Grasp on another target or using Place.

    Please note, this ability does NOT generate Fairy Gauge, nor can she Embrace. I suspect you can guess where I'm going with this.... Oh Selene how I've missed you <3

    Action Key 2: Fey Wind - 2 second cast, 3 second recast. 15 yalm radius targeted around Eos' current target or Place marker. - Reduces Weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of self and nearby party members by 5%. 30s duration. Costs 50 Fairy Gauge.

    This isn't even my final form.

    Action Key 3: Fey Stratagem - 2 second cast, 3 second recast. 15 yalm radius targeted around Eos' current target or Place marker. - Increases critical hit rate of self and nearby party members by 5%. 10s duration. Costs 50 Fairy Gauge.

    Spoilers: This is naturally the replacement for Chain Stratagem and the reason why Selene can't cast any cures. Even with these small values, I'm somewhat worried that it'll be too powerful in combination with the rest of the kit, but eh, it's fun theorycrafting so YOLO and whatnot.

    Action Key 4: Fey Caress - 2 second cast, 3 second recast. 15 yalm radius targeted around Eos' current target or Place marker. - Removes a single detrimental effect from all nearby party members. Costs 20 Fairy Gauge. Generates 5 Fairy gauge per effect removed.

    Adding the gauge cost vs generation makes it a more interesting ability whilst keeping it from being spammable. I did think about replacing it with another DPS buff, that would likely either get combo'd with Fey Stratagem and simply be too powerful, or get completely ignored. Whilst this ability is perhaps a bit weak and situational still, it's an interesting alternative with potential at least.

    Halfway there!

    Now for the SCH's abilities themselves:

    Fairy abilities:

    Fey Antithesis - Instant cast, 120s recast - Switches your Fairy to the opposite while granting you a full Aetherflow stack. Generates 50 Fairy gauge and can go over the regular cap of 100 up to a maximum of 150. Also increases magic potency by 10%. 20s duration.

    Say hello to what I think Dissipation should have been in the first place. This ability is key in driving forward a more dynamic play style for SCH which I'll touch on after the abilities.

    Fey Rouse - Instant cast, 60 second recast - Doubles the effect of the next Fey action except Fey Embrace and Fey Grasp. Increases Embrace and Fey Grasp potency by 40%. 20 Second duration.

    An upgrade over Rouse and IMHO an interesting ability. As well as a providing a significant buff to the fairy's bread and butter abilities, the doubling effect adds a ton of depth akin to CO making the ability useful for more than just Whispering Dawn. 10% AOE crit for 10 seconds? AOE removal of 2 debuffs? The ability to guarantee a faux crit deployed Adlo? Or how about 20% magic potency (including damage) for 20 seconds? The choice is yours!

    Aetherpact & Fey Union - Instant Cast, 60 second recast, 10 second duration - Mostly these abilities would function in the same with with a couple of alterations. Primarily, the Fairy would follow the target around so range would never be a limitation or issue up to the 30y maximum. Secondly, I don't have it tied into the Fairy Gauge anymore.

    Cures:

    Physick would get a potency bump to 450 to bring it in line with AST and WHM.

    Adloquium and Succor's MP costs would actually stay as they are, you'll soon see why:

    Aetherflow abilities:

    Aetherflow - 10% MP restore is gone, still instant cast, 60 second recast. Grants Aetherflow III.

    This would be in tandem with another significant change, namely removing Lucid Dreaming as an ability, but instead making it a trait that you get via role actions. Picking this trait would add the 21s duration 80 potency refresh to Aetherflow. This trait feature is something that I would have liked SE to have considered as it could have been used to personalise role abilities to spice things up a little bit. WHM could have kept it's stronger Largesse, AST could have kept it's longer duration Lucid Dreaming etc. It's not the best solution as certain abilities will still be almost entirely required, but it's a step forward IMHO.

    Sacred Soil - Instant Cast, 30 second Recast - All damage taken is reduced by 15%, Also grants a 30% chance that Succor will cost no MP when under the effect of Sacred Soil. 15s duration.

    A modest buff to Soil's effectiveness to make up for losing Fey Covenant, whilst also reworking the additional effect to make it more impactful in high AOE damage situations.

    Energy Drain, Lustrate, Excogitation, Indomitability and Bane are unchanged and generate 10 Fairy Gauge each per use when in combat.

    DPS abilities:

    Also unchanged, the additional MP alongside Selene's buffs will put SCH in a very solid position, both in terms of personal DPS as well as raid buffs. This is maybe something that could be looked at another day.

    Other abilities:

    Emergency Tactics - Unchanged.

    Chain Stratagem - Removed for Fey Stratagem.

    Deployment Tactics - Removed for Fey Deployment.

    Summary:

    So what's the point of all of this and how do I envision it playing?

    It changes quite a lot of important things TBH:

    As I've stated above, this buries the two GCDs a SCH is swinging around compared to the other healers which has been both a blessing and a curse since ARR. In it's own right it's a fairly substantial nerf to top tier players who are used to maximising both the Fairy's GCDs as well as their own. Whereas it also makes the bar of entry a little less daunting for people new to the class, hopefully making it a little more popular in the process.

    A lot of abilities also got refined, combined and simply chopped where possible. There were some casualties, but it's a worthwhile trade to get SCH down from the potential 40+ hotkeys and multiple macros they need to play effectively as things stand.

    As far as gameplay goes, this takes depth we used to see with the SCH class that arguably disappeared with SB and runs very very quickly with it. The dissipation change pretty much brings the bugged fairy swap back with a vengeance and in tandem with the Selene buffs, encourages fairy swapping, building gauge and using Eos for defensive phases, then switching to Selene when you have a window to maximise DPS and finally swift casting Eos back if needed once you've burned through your Fairy gauge.

    The difference in positional and timing precision should also go without saying.

    There are definitely some potential issues, using Fey Rouse with Fey Deploy to guarantee a deployed 'crit' is arguably a bit too strong, reducing this down to a 50% boost instead would probably be a bit more sensible, but it's a fun idea so I've kept it as is for now. 60 second Lucid is also likely a little bit strong, but tweaking other MP values upward would be an easy solution towards finding a decent middle ground between my above theories and the situation we have now.

    Comments appreciated, be gentle!
    (12)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    Sebazy's Avatar
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    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Looking back over it, one thing that might be confusing, is the oGCD Fairy Action hotkeys triggering abilities with a cast time.

    To explain this better:

    The ability itself is an oGCD as stated, the SCH won't spend any time casting it. Rather it'll trigger a 2 second animation on the fairy coupled with an aura effect where the ability is going to happen, then the effect will happen once the animation is complete.

    The fairy's recast is effectively redundant outside of putting a speed limiter on Embrace and Grasp. If she casts an Embrace right as I hit the Fey Dawn hotkey, her Embrace animation will be clipped and she will start casting the Fey Dawn immediately with no delay.

    However if I then hit Fey Illumination as well, Fey Dawn's cast will be interrupted and Fey Illumination will start casting instead, similar to using a hold/heel macro to cancel casts currently.

    Hopefully that makes sense!

    Oh and to expand on the Lucid Dreaming trait, this would also mean adding back Shroud of Saints for WHM, and Lumi Aether for AST with their prior agro reduction and the Lucid dreaming trait also giving both of these abilities their MP refresh in the same manner as I've described for Aetherflow.
    (3)
    Last edited by Sebazy; 09-28-2017 at 06:10 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    Kabooa's Avatar
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    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    I'm not much a fan of the delayed pet cast times as they are. That aspect I think could be removed completely.

    I like the concept of the Fairy being a non-standard pet. I think that should be expanded upon. Given how some of the proposed abilities function, I think Fairy movement should be its own subset of abilities. Part of the Scholar's kit is then devoted to moving the Fairy around where it's needed (tactical decision Summoner!)

    Rather than the Heel Place Follow, you'd get actions like:

    Fey Leap: Order your fairy to the target ally's side. Upon arrival, they do a small burst of healing to the target and all nearby allies.
    Fey Dome: Order your fairy to a target location, expanding its area of influence and providing Embrace at 1/2 potency to those within it.

    Embrace: This is effectively a HOT so might as well formalize it. 'Latching' the Fairy to a target also provides them with 'Embrace' for as long as they are connected, granting them a Regen effect. It also serves to remove any conflict with using Fey Abilities as Embrace will no longer be a cast time factor. (Reducing clunk). Generates Fairy Gauge.

    I'm personally fine with Embrace only affecting the latched ally, as the healing otherwise in demanding situations is likely insignificant when party heals are being thrown out.

    Fey Leap and Fey Dome would add a facet to Scholar's healing game, and also make required movement feel less like a chore and more something you'd be happy to put on your main bar for quick response.
    (2)

  4. #4
    Player
    Ghishlain's Avatar
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    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    You get my +1 just because of the wall of text xD It takes a lot of work to put together these length of posts and I don't want it to go unappreciated.

    I don't really have anything to add in terms of thoughts at this time but I do like the core concept with it. I had also thought of ideas of shifting SCH to be a more pet-focussed healer as it seems pretty clear to me that S-E wants to shift N.AST to be a more heavy handed mitigation based healer. I would actually almost consider removing the Galvenize effects from both Adlo and Succor (with other effects such as potentially adding gauge growth on both) if one could potentially push Eos / Selene to make up for the loss of mitigation and change Fey Deployment back to Illuminate if one were to go this route.

    Overall I like the ideas to pushing the focus more towards the fairy to change SCH identity and make it less clunky overall too since the shift to making the pet abilities act like a SCH oGCD would remove that pet command clunkyness.
    (1)

  5. #5
    Player
    Erakir's Avatar
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    Erakir Pompop
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    Hyperion
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    White Mage Lv 100
    There are values here that make me raise eyebrows initially, things that stand out to me such as having a 2/3 (more, actually, with AF abilities) uptime on Eos' splash heal making it a quite powerful as a tank funnel; have you considered having roused embraces that are dedicated on a tank almost all of the time and not just the aoe ramifications of it? Certainly something to keep an eye on, even if it costs you using Selene. You still have Fey Rouse in there too, so that can be a constant oomph on the tank just pushing more towards ye olde SCH DPS GOGOGO mindset. In practicality, though, it's probably not too different from the current embraces + WD on the tank I guess, and such a thing would lock you out of other abilities and all. Still, makes me curious.

    I was worried with Aetherflow, too, but taking it back to 60s rather than 45 makes it an easier pill to swallow for the definite buff in MP restoration it'd provide.

    However, most of these "hmms" I have come down to numerical tweaks, and conceptual stuff like this is always going to have to be tweaked and tampered numberwise to get it all right and fitting without being overpowering or underpowering, all that jazz.

    But I know you know that. We've both been around since 2000 in the MMO world, so I know you've seen all the other sorts of neat little designs in various games with healer mechanics. In general, I like what you're trying to do and I greatly enjoy this type of resource management with way more dynamic play than a running list of independent cooldowns. I'm all about having real choices and making the pet more engaging (less frustrating too with this wonderful pet code we've currently got), especially adding some natural flow to using both.

    On top of that, I'm certainly for anything that brings more uniqueness to healing playstyles, as I'm a firm believer that while perhaps being easier to keep numberwise balance with extremely similar kits, it makes the pros and cons of classes very easy to math out and requires more razor's edge tweaking to try and keep one job from overshadowing its competition (ye olde WHM AST Heavensward rodeo).

    I honestly haven't sat down and really thought through each of these abilities in depth, but like Ghish, just wanted to say I appreciate a well thought out design document like this. Though it's unlikely Square will do anything with it, I enjoy reading various designs and discussing them with those I honestly feel are trying to make something unique or engaging rather than simply broken.
    (1)

  6. #6
    Player
    F_Maximillian's Avatar
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    Ferox Maximillian
    World
    Zalera
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    Paladin Lv 70
    As a controller player, this screams button bloat. Interesting idea otherwise.
    (0)

  7. #7
    Player
    Sebazy's Avatar
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    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by F_Maximillian View Post
    As a controller player, this screams button bloat. Interesting idea otherwise.
    Quite the opposite, it's actually a reduction of around 8 hotkeys depending on how and what you macro.

    SCH is incredibly ability heavy especially if you don't directly hotkey the pet ability bar.
    (1)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  8. #8
    Player
    silverlunarfox's Avatar
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    Loki Lux
    World
    Lamia
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    Gunbreaker Lv 80
    Quote Originally Posted by Sebazy View Post
    Quite the opposite, it's actually a reduction of around 8 hotkeys depending on how and what you macro.

    SCH is incredibly ability heavy especially if you don't directly hotkey the pet ability bar.
    I actually find sch to be not as ability intensive. the pet bar is just a bumper hit away.

    that being said, I like your ideas. Thank you for taking the time to share them!
    (0)

    "Within each of us, the potential for great power waits to be released."

  9. #9
    Player
    Kabooa's Avatar
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    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Sebazy View Post
    Quite the opposite, it's actually a reduction of around 8 hotkeys depending on how and what you macro.

    SCH is incredibly ability heavy especially if you don't directly hotkey the pet ability bar.
    One thing I'd say is removing Scholar from Arcanist. Build them solely around the fairy gauge, and many abilities could be consolidated to further reduce bloat. Aetherflow could be removed as a mechanic. The abilities that depended on it instead are powered by the Fairy Gauge, and thus are your 'Fey Actions' as well, changing depending on the active Fairy.

    I'm a firm believer that the Pet bars in this game should be outright removed and their function placed around standard Actions that the jobs utilize. I suggested the same regarding Summoner when making it more pet centric.

    Thus:

    Move/Follow -> Fey Leap: Latch the fairy to a player, granting them Embrace (Now a HoT Effect, generates gauge)
    Heel / Place -> Fey Dome: Place the Fairy at a location, expanding Embrace as an AoE effect at lower potency

    Spitballing some Aetherflow -> Fey examples

    Lustrate -> Directs the Fairy to a target player, latching to them and providing a large burst of healing.
    Eos: Embrace's effect is heightened for a short duration.
    Selene: Restores Resources for a short duration.

    Indomitable -> The Fairy releases a wave of healing from its location / latched party member.
    Eos: Removes 1 harmful debuff from affected allies.
    Selene: Grants 5% Haste

    Sacred Soil -> The Fairy moves to target location and extends a protective shield, reducing incoming damage.
    Eos: While within the shield and for a short duration after leaving, spell based healing recovery is increased.
    Selene: While within the shield and for a short duration after leaving, Critical Strike chance is increased.

    Excogitation -> The Fairy envelopes an ally in reactive magic, healing them when their health dips below a certain thresh hold.
    Eos: When this effect triggers, the ally also gains a Galvanize effect equal to the amount healed.
    Selene: When this effect triggers, nearby enemies take damage proportional to the amount healed.

    The benefit here is that the pet bar would not be necessary anymore. One less thing to keep track of, while the fairy more or less retains its abilities, but tying them to impactful decisions by the Scholar (Utilizing a resource for the most desired result)

    Eos being the more defensive option, Selene being the more offensive.

    Additional Fairy Gauge generation could be tied different offense options or even simply on the healing options themselves.

    Galvanize: When the shield effect is fully depleted, you gain X Fairy Gauge

    Emergency Tactics: For X seconds, Embrace's effectiveness is reduced but the Gauge generation is greatly increased.

    Dissipation: Shift your Fairy (Eos to Selene, Selene to Eos), granting Fairy Gauge and improving the potency of then ext Fey ability used by X%.
    (2)

  10. #10
    Player
    Trufrost's Avatar
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    Jul 2017
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    Character
    Rancid Vice
    World
    Goblin
    Main Class
    Summoner Lv 70
    First off while it has alot of things to work through I'm loving these ideas
    (0)

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