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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Green Mage (Healer)

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*

    Green Mage (GNM)
    Utility-and-Burst-Damage-based Healer
    Weapon: Maces
    Attack: Blunt, Close-Range (auto-attack uses STR, Weaponskills use MND)
    Armor: Healer
    Party Bonus: Piety
    Limit Break: Green Dominion (Healer)
    Cross Role: Healer
    Important Stats: MND for Healing and Damage, MP for Spells, TP for Weaponskills
    Inspiration: Green Mages from Tactics A2, Green Magick from XII, Standard Fantasy RPG Clerics

    TL;DR version: Gain special mana to use on Continous Buff spells and abilities by healing and hitting things with maces.



    Lore
    Rabanastian mages who have attuned their aether to that of "the Green", mystical and mysterious entities that make their homes in sacred forests.
    While healing allies and battling enemies, Green Mages gain favor with the Green in the form of Green Mana to fuel their Green Magicks.
    Green Mage's main battle tactic is to use the brunt of the their magick to either heal or support allies, while relying on their maces and few offensive spells to ward off enemies.


    Special Mechanics
    Weaponskills
    When using Weaponskills, Green Mages infuse their weapons with magick, resulting in Magical Damage.
    They still cost TP.

    Green Magick and Green Mana
    The Magicks of the Green Mage lend strength and succor to their allies.
    When using Green Magick, they will use a special type of resource called Green Mana.
    Green Mana is obtained by healing allies and damaging enemies and held in the Green Mana Meter.
    Auto-Attacks increase the Green Mana Gauge by 1 per hit.
    The Green Mana Meter can hold up to 30 points.

    Special Gauge(s): Green Mana Gauge
    A bar that will show that will show you the number of Green Mana points the user has. Also shows if the user has Bravery of the Green, Faith of the Green, Focus of the Green, or Tranquility of the Green activated.

    Skills
    Green Magick
    -Bravery of the Green: GCD Spell. For 30 seconds, continuously drain the user's Green Mana Meter by 3 per second. While this effect is up, increase the Direct Hit Rate of all partymembers with in 20 yalms of the user by 5%. Use a second time or activate another Green Magick Spell to turn this effect off. 1 second cast time. 60 second cooldown.
    -Faith of the Green: GCD Spell. For 30 seconds, continuously drain the user's Green Mana Meter by 3 per second. While this effect is up, increase all Magical Damage partymembers with in 20 yalms of the user does by 5%. Use a second time or activate another Green Magick Spell to turn this effect off. 1 second cast time. 60 second cooldown.
    -Poison of the Green: GCD Spell. For 30 seconds, Continuously drain the user's Green Mana Meter by 3 per second. While this effect is up, damage all enemies with in 20 yalms of the user. Use a second time or activate another Green Magick Spell to turn this effect off. Potency of 35. 1 second cast time. 60 second cooldown.
    -Bubble: oGCD Ability. Drain 10 points from the user's Green Mana Meter. Place a barrier on a selected target that will absorb damage equal to 10% of the target's maximum HP (Effect Duration: 10 seconds). When the barrier is destroyed or the effect time is over, damage all enemies with in 5 yalms of the affected partymember. Use a second time to destroy the barrier early. Potency of 200. Instant cast time. 60 second cooldown.
    -Focus of the Green: oGCD Abilty. Continuously drain the user's Green Mana Meter by 1 per second. While this effect is up, the user can hit a target with auto-attacks and weaponskills from up to 15 yalms away but all damage they do is decreased by 10%. Use a second time or activate Tranquility of the Green to turn this effect off. 1 second cast time. 2.5 second cooldown.
    -Mystic Boon: oGCD Ability. Drain 10 points from the user's Green Mana Meter. Restore 300 of the user's TP. Instant cast time. 60 second cooldown.
    -Shell: oGCD Ability. Drain 10 points from the user's Green Mana Meter. For 15 seconds, decrease the damage of any partymember with in 10 yalms of user by 10%. At the cost of 5 Mana, you can end this effect early. Afterwards, heals all affected partymembers.Potency of 300. Instant cast time. 30 second cooldown.
    -Tranquility of the Green: oGCD Ability Continuously drain the user's Green Mana Meter by 1 per second. While this effect is up, increase the user's healing potency by 10%. Use a second time or activate Focus of the Green to turn this effect off. 1 second cast time. 2.5 second cooldown.

    Healing Spells and Abilities
    -Emerald Chant: GCD Spell. Heal a selected target. Additionally, increases the user's Green Mana Meter by 5 points. Potency of 400. 1 second cast time. 5 second cooldown.
    -Renew: GCD Spell. Resurrects target to a weakened state. 8 second cast time. 2.5 second cooldown.
    -Emerald Syphon: oGCD Spell. For 30 seconds, whenever a partymember damages a selected target (excluding Damage-over-time effects), they will recover 10% of that damage as HP. Instant cast time. 30 second cooldown.
    -Emerald Whisper: oGCD Spell. For 21 seconds, whenever a selected partymember damages a target (excluding Damage-over-time effects), they will recover 25% of that damage as HP. In the event of hitting multiple targets or hitting a target multiple times, only the first strike to the first enemy will count towards this effect. Instant cast time. 24 second cooldown.
    -Emerald Word: oGCD Spell. Heal a selected target. Additionally, increases the user's Green Mana Meter by 5 points. Potency of 200. Instant cast time. 5 second cooldown.
    -Emerald Prayer: oGCD Ability. Heal a selected target for 100%. Instant cast time. 180 second cooldown.
    -Emerald Vox: oGCD Ability. Cuts the user's next Emerald Chant's potency by 25% but heals all partymembers with in 20 yalms of the user (Effect Duration: 15 seconds). Instant cast time. 2.5 second cooldown.

    Damaging Weaponskills, Spells, and Abilities
    -Shining Strike: GCD Weaponskill. Damage a selected target. Additionally, increases the user's Green Mana Meter by 5 points. Potency of 100. Instant cast time. 2.5 second cooldown.
    -Seraph Strike: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Shining Strike > Seraph Strike: Potency of 150. Additionally, increases the user's Green Mana Meter by 5 points.
    -Dagan: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Shining Strike > Seraph Strike > Dagan: Potency of 200. Heals all partymembers with in 20 yalms of the user equal to the damage. Additionally, increase the user's Green Mana Meter by 2 per partymember healed.
    -Judgement: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Shining Strike > Seraph Strike > Judgement: Potency of 300. Additionally, increases the user's Green Mana Meter by 5 points.
    -Exudation: GCD Spell. Place a ball of light in a designated area for 15 seconds. Whenever the user damages the ball of light with a Weaponskill or Ability, it will send out a pulse of light, damaging all enemies with in 8 yalms of the ball equal to 50% of the damage done. 3 second cast time. 2.5 second cooldown.
    -Tanglevine: oGCD Spell. Damage a selected target for 18 seconds. Potency 30. Instant cast time. 2.5 second cooldown.
    -Will-o-Wisp: oGCD Spell. Damage a selected target. Additionally, increases the user's Green Mana Meter by 5 points. Potency of 50. Instant cast time. 15 second cooldown.
    -True Strike: oGCD Ability. Causes the user to rush at a target, damaging them. Potency of 100. Instant cast time. 15 second cooldown.

    Other Spells and Abilities
    -Decoy: oGCD Ability. Link the user and a selected partymember for 10 seconds. Grant 25% of the enmity the user generates to the affected and decrease damage they receive by 5%. Additionally, whenever the selected partymember damages a single enemy with a spell or weaponskill (excluding Damage-over-Time effects) or takes damage, increase the user's Green Mana Meter by 2 points. Instant cast time. 90 second cooldown.
    -Dell of the Dreamer: oGCD Ability. For 15 seconds, double the potency of Green Magick Spells's effects (excluding Focus of the Green). Additionally, lower the cost of all Green Magick Spells by 1 point per second. Instant cast time. 180 second cooldown.
    -Leap: oGCD Ability. Increase the Movement Speed of all partymembers with in 15 yalms of the user for 15 seconds. Instant cast time. 90 second cooldown.
    -Verdant Reversal: oGCD Ability. For 15 seconds, the user's auto-attacks will use their MND instead of STR. Additionally, whenever the user successfully lands a Weaponskill or Auto-attack on a target, they will recover 25% of that damage as MP. Instant cast time. 150 second cooldown.


    Skill Levels and Traits
    Skill Level
    1. Shining Strike
    2. Emerald Chant
    4. Tanglevine
    6. Leap
    10. Will-o-Wisp
    12. Renew
    15. Bravery of the Green
    18. Seraph Strike
    26. Emerald Word
    30. Tranquility of the Green
    30. Emerald Whisper
    34. True Strike
    35. Mystic Boon
    40. Shell
    42. Verdant Reversal
    45. Emerald Syphon
    50. Focus of the Green
    50. Emerald Prayer
    52. Emerald Vox
    54. Excudation
    56. Judgement
    58. Faith of the Green
    60. Dagan
    62. Decoy
    64. Jewel
    66. Bubble
    70. Dell of the Dreamer

    Traits
    20. Enhanced Mind: Increase MND by 8.
    20. Maim and Mend: Increases base action damage and HP restoration by 10%.
    40. Enhanced Mind II: Increase MND by 16.
    40. Maim and Mend II: Increase base action damage and HP restoration by 30%.
    46. Enhanced Will-o-Wisp: Will-o-Wisp now has a cooldown of 2.5 seconds and will go on a 15 second cooldown after 2 uses.
    52. Enhanced Will-o-Wisp II: Will-o-Wisp will now go on a 15 second cooldown after 3 uses.
    56. Tanglethorn: When the user successfully casts Tanglevine on a target, that target will recieve the Tangethorn debuff that will damage them for 18 seconds with a Potency of 30. Additionally, for ever damage tick of Tanglethorn, increase the user's Green Mana Meter by 2 points.
    60. Emerald Blessing: Decrease the cooldown time of Emerald Prayer by 10 seconds whenever the user successfully lands a Direct or Critical Hit with a Weaponskill or Spell (excluding Damage-over-Time effects).
    60. Enhanced Mind III: Increase MND by 24.
    (8)
    Last edited by Mimilu; 03-10-2018 at 02:45 AM.

  2. #2
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Few things.

    1) This class as a healer is unable to do all of the content. Its direct heals are just not potent enough to heal the party if for whatever reason they cannot deal damage (AoE heavy phase that makes melee unable to deal out a lot of attacks, for example, but also immunity phases with damage output from bosses). It's far worse granted that the only AoE heals are weaponskill drain heal and a 200 potency AoE that requires a 15sec cooldown "buff". There just isn't enough healing to cope up with common situations for bosses.
    This class really needs more healing options that do not depend on attacking stuff and can be used one after another. Not necessarily strong, but they need to be present.
    2) Emerald Prayer is poorly designed skill. Any skill that fully uses up a resource without scaling to it is a lazy and irksome design from players perspective. And requiring a minimum of it is an artificial barrier that have little to no place. Either it should scale with how much green mana it "eats", should use a fixed amount of it (for example 5 or 10, no matter how much you have) or not use it at all.
    3) Bravery of the Green seems useless. Determination is a sub-stat that just barely increases damage and healing. Increasing magical damage of party members, even with 50% more cost, is far more beneficial and is superior damage-wise. Tranquility on the other hand can be kept up nearly indefinitely (maybe even indefinitely) and a single cast of healing spell will give more bonus HP healed than determination would on multiple. If it would increase direct hit/critical hit chances, or just plain increase damage and healing, even by 2%-3%, it would have times when it is better than the other two.
    (4)

  3. #3
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Thank you all for the feedback.

    Healing
    When I was designing the job, I was worried that with the weaponskills and utility, having fully optimal healing would make the job broken.
    However, I can see that it needs adjusting. I'll change Emerald Vox's cooldown to 5 seconds and change the potency decrease to 10%, that way it will synch up with Emerald Chant and its potency will only by 300 (the same as Medica).

    Emerald Prayer
    Originally, Emerald Prayer was going to be just a normal oGCD healing ability but at the time, I noticed that there wasn't as many Green Magick abilities as I wanted, so I made it that way.
    I'll change it back.

    ... of the Green Spells
    Originally, I was going to make Bravery increase Crit or Direct Hit but then I thought that it might be more used the Faith (what with people stacking Crit and Direct Hit and Physical-Heavy comps being the current Meta).
    I thought with Determination, everyone would receive a small bonus, and that if the Green Mage was in a Physical-Heavy comp, it could use that. I think I'll change it to a Direct Hit.
    With Faith, I think I'll change the cost to 6 Green Mana per second, that way, in order to keep it up, you need to heal and DPS.
    For Tranquility, I designed as a Healing-Stance that is easy to maintain so that when you need it, it would be there. I based the boost on AST's Nocturnal Sect's boost. It was going to be only a 10% increase like Diurnal Sect but boosted it because of how little healing tools they have.
    With Focus, it only effects you. It was designed for situation when the healer and/or the whole party need to separate and so the caster can still DPS.
    Maybe I'll change Faith and Bravery's cooldowns so that you have to rotate between them.

    Mystic Boon
    Mystic Boon only works on yourself. I wanted to give the player a way to recover them TP.

    Tanglevine
    It's oGCD so you can weave it in between your weapon combos.
    As per someone on reddit's suggestion, I'm going to give it an upgrade Trait.

    True Strike, Decoy. and Leap
    Decoy comes from XII's Zodiac version, where it was a Green Magick spell. It made enemies attracted to the character it was cast on. I had originally thought of making it an aggro-dumping tool as well but thought that it might be too situational or hard to use.
    Leap comes from Tactics A2. It increased the targets' movement and jump. I designed this with the thought of helping melee ranged characters (and yourself) get out of AoEs quicker or to give you a bit of a movement boost when in the open world or a dungeon.
    I do agree that True Strike is kind of an odd name for a gap-closer. If I can think of a better name, I'll change it.

    Verdant Reversal
    Your auto-attacks use STR, while your Weaponskills use MND.
    Verdant Reversal is designed to act as a small DPS increase while also helping give you back MP.

    Debuffs
    I had originally thought of adding an Oil Green Magick ability that would increase Magic damage done onto a target but thought that it might be weaseling into SCH territory (with Chain Stratagem) and be redundant with Faith.

    Emerald Syphon and Whisper
    It was designed to offset the jobs poor heals.
    I'll re-adjust them.

    DPS Green Magick
    I had thought to include a DPS ability that used Green Mana but decided that I wanted the player to focus gaining Mana to maintain the -of the Green spells.
    Maybe I'll try to sneak in a DPS Ability.

    Weak DPS
    Really?
    I was worried that with using weaponskill combos, It would be too strong, compared to the other healers.

    I'll take the feedback I got here and on reddit and make changes.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,802
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Running Thoughts:

    Bravery of the Green: Never buff a sub-stat directly. It forces your party to gear around it for optimal use, and generally has to be balanced around the optimal, meaning it will -- unless aggravating your party likely to the point that they forsake GNM like potentially spoiled meat -- be of inferior value.

    Emerald Blessing: And this will make you avoid Determination like the plague already, stacking natural Crit and then DHit materia if the effect is actually worthwhile. And ofc you'll be struck with all the above-average by-stat power creep issues of a Bard.

    Focus of the Green: Never allow for a party member to nerf their party. Instead, scale the penalty (similar to PvP's effect on ranged classes originally, but in reverse): For every yalm beneath their normal maximum range, they lose 1% damage. This new range, outside their true or normal maximum, is indicated for them via a green light and dimming effect, similar to the red of being out of range but still more lit than not.

    Tranquility of the Green: Currently the cost is too low and/or the bonus too high.

    Mystic Boon: Powerful enough to put NIN out of business in that regard if TP were actually a thing still, but why Mystic --> effect for physical classes only? Wouldn't an effect more synonymous with restoration, calm, or spirit, etc. make more sense?

    Emerald Prayer: This should be scalar if it's ever to be used at points between a panic (with throughput suffering for using it) heal or a precisely scripted rotational heal.

    Tanglevine: Why is this oGCD?

    True Strike: Seems oddly named for a dash-hit skill.

    Decoy: Again, oddly named. This is more alike to a single-target Brotherhood without the Dragon Sight damage bonus than anything to do with a Decoy. I also don't see the thematic connection, if any, between Decoy and a Green Mage.

    Leap: Again, oddly named for a party-wide movement speed buff.

    Verdant Reversal: I take it then that your melee strikes are normally insignificant damage-wise, meant only to increase Green Mana? If that's the case, I don't think this job is going to see much use for hasty dungeon runs let alone Savage content. Heck, given that your heals largely depend on it (I'm reminded of Overwatch's Bridgette's passive here), that may well cripple healing potential, too.
    (2)

  5. #5
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Potency on heals will need to be buffed.

    Also Green mages in FF series are well known for their buffs, but also well known for their debuffs. I would add a few debuffs in there but not too powerful as to make the job required meta
    (1)

  6. #6
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Because of "*Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*", I am going sum up a bit what I think (and avoid to be redundant with previous players)

    - 4 GCD spell which drain continuously the mana (with a gcd 2.5 sec), it's too much and not well design. Need a recast time independant, and shared by the 4. I will keep Fait and Tranquility (with adjustements).
    - Emerald Syphon and Whisper are too strong. It's like Bloodbath but much better. I think it was designed to balance with the poor heal done by Green Mage, but in result, it's clearly unbalanced.
    - 0 oGCD abilities DPS using the green meter.
    - In general the DPS is weak.
    - Many things.

    - I like Decoy, Leap and Exudation (especially this one).

    A job designed for fun but not fun to play in my opinion.
    (1)
    Last edited by Ceasaria; 03-08-2018 at 10:40 PM.

  7. #7
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Changes Made

    Basic Changes
    -Auto-attacks now increase the Green Mana Meter by 1 point.
    -Skill Levels were moved around to accommodate the removal and addition of old and new skills.

    Green Magick Changes
    -Green Magick Spells will now only have an effect time of 30 seconds and each will drain your Green Mana Meter for 3 points per second. Each has a cooldown time of 60 seconds.
    -Added a new Green Magick Spell, Poison of the Green. While up, it will damage all enemies with in 20 yalms of the user with a potency of 35.
    -Bravery of the Green now increases Direct Hit by 5% instead of Determination.
    -Focus of the Green and Tranquility of the Green are now oGCD abilities and no longer effect Green Magick Spells. Both will still drain your Green Mana Meter for 1 point per second. When activating one of these abilities while the other is up, the other will deactivate.
    -Focus of the Green lets now effects your auto-attacks as well.
    -When Shell's damage decreasing effects end, it heals all affected with a potency of 300. At the cost of 5 Green Mana, you can end the effect early.

    Healing
    -Emerald Prayer no longer requires Green Mana.
    -Emerald Syphon now heals partymember for 10% of the damage they do (versus 25%).
    -Emerald Whisper now heals a selected partymember for 25% of the damage they do.
    -Emerald Vox now has a cooldown time of 2.5 and only decrease Emerald Chant's potency by 25%.

    DPS
    -Tanglevine now has a new trait called Tanglethorn. When a target is successfully hit with Tanglevine, they will receive the Tanglethorn debuff that will damage the target for 18 seconds with a potency of 30. Additionally, for every damage tick of Tanglethorn, the user's Green Mana Meter will increase by 2.

    Other Abilities
    -Jewel was removed.
    -Decoy now sends 25% of the enmity the user gains to the partymember they are linked to and decreases damage the linked partymember takes by 5%. Addtionally, when the linked partymember damages a single target with a Spell or Weaponskill (excluding Damage-over-Time effects) or takes damage, the user's Green Mana Meter increases by 2 points.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,802
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Weak DPS
    Really?
    I was worried that with using weaponskill combos, It would be too strong, compared to the other healers.
    I feel like at best it'll suffer from the niche imbalance of a Legion+ WoW Discipline Priest (Vampiric raid healer with only a bit of spot-healing, the only spammables of which serve for little more than allowing the ally to benefit from your vampirics for a duration), or like Overwatch's Bridgette but without the sturdiness or utility, who is similarly niche to compositions that don't take on much focus burst damage.

    -Green Magick Spells will now only have an effect time of 30 seconds and each will drain your Green Mana Meter for 3 points per second. Each has a cooldown time of 60 seconds.
    Though, iirc, I remember you having significant praise for the SB Bard's system, I feel I must point out that this would lead to highly fixed rotational play, as you could never start one effect for a short time, swap to another, and then swap back to the first. This is fine for a DPS since it doesn't much need to react to variable outside conditions, especially in the wholly scripted setting of XIV endgame, but for a healer this would be fundamentally backwards, even if its practicals come close.

    -Added a new Green Magick Spell, Poison of the Green. While up, it will damage all enemies with in 20 yalms of the user with a potency of 35.
    Ooh, a damage aura. I've no idea how it'll fit yet, but I like the uniqueness relative to abilities thus far.

    -Focus of the Green and Tranquility of the Green are now oGCD abilities and no longer effect Green Magick Spells. Both will still drain your Green Mana Meter for 1 point per second. When activating one of these abilities while the other is up, the other will deactivate.
    What about the others, though? Are they the only two not simultaneously executable?

    -Tanglevine now has a new trait called Tanglethorn. When a target is successfully hit with Tanglevine, they will receive the Tanglethorn debuff that will damage the target for 18 seconds with a potency of 30. Additionally, for every damage tick of Tanglethorn, the user's Green Mana Meter will increase by 2.
    This gives infinite cleave potential, at cost only of health to one's Tanglevine finger. There's no associated cost, no cooldown, no balancing factor around which to make the decision. Every GCD gap could as easily be spent just tabbing through all available enemies and spamming Tanglevine; the only possible loss is AA uptime if you're not wise about it and/or don't use soft-targeting to apply the oGCD.

    -Emerald Syphon now heals partymember for 10% of the damage they do (versus 25%).
    -Emerald Whisper now heals a selected partymember for 25% of the damage they do.
    This isn't entirely a fair critique, but I feel like such an effect would make far more sense for a Barbarian or someone of a more... vampiric persuasion, such as Warrior or Dark Knight, well over something like a Green Mage. Going by the current effects here, I also can't imagine that the Green is whispering anything short of terrifying. That'd make some sense, perhaps, for the 1.x view of the Black Shroud and especially the old Emerald Labyrinth, but feels far closer to the darker monstrosities and overwhelming force of Magic the Gathering's Green magic than anything within FF canon.
    (0)
    Last edited by Shurrikhan; 03-09-2018 at 02:09 PM.

  9. #9
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Though, iirc, I remember you having significant praise for the SB Bard's system, I feel I must point out that this would lead to highly fixed rotational play, as you could never start one effect for a short time, swap to another, and then swap back to the first. This is fine for a DPS since it doesn't much need to react to variable outside conditions, especially in the wholly scripted setting of XIV endgame, but for a healer this would be fundamentally backwards, even if its practicals come close.
    That makes no sense because this game is designed to be highly rotation-and-script-based. The 3 "-of the Green" Spells are designed so that they can be rotated and all three can be of some use.
    And I do like BRD's SB redesign. It flows well and its songs are a far greater part of its design, as oppose to 1 song that needs to always be playing (Foe's) and the two resources refreshes (Mage's and Army's).

    Quote Originally Posted by Shurrikhan View Post
    What about the others, though? Are they the only two not simultaneously executable?
    Focus and Tranquility (the 2 "-of the Green" Abilities) can't be used at the same time and Bravery, Faith, and Poison (the 3 "-of the Green" Spells) can't be used at the same time. You can have one Ability and one Spell up though. The abilities are like Stances, one to increase your DPS range, one to increase your heals.

    Quote Originally Posted by Shurrikhan View Post
    This gives infinite cleave potential, at cost only of health to one's Tanglevine finger. There's no associated cost, no cooldown, no balancing factor around which to make the decision. Every GCD gap could as easily be spent just tabbing through all available enemies and spamming Tanglevine; the only possible loss is AA uptime if you're not wise about it and/or don't use soft-targeting to apply the oGCD.
    I would imagine that the MP cost for Tanglevine would increase with the trait. I usually don't post MP costs because they increase as you level.

    Quote Originally Posted by Shurrikhan View Post
    This isn't entirely a fair critique, but I feel like such an effect would make far more sense for a Barbarian or someone of a more... vampiric persuasion, such as Warrior or Dark Knight, well over something like a Green Mage. Going by the current effects here, I also can't imagine that the Green is whispering anything short of terrifying.
    Both Drain and Syphon are both Green Magick spells in XII's Zodiac edition.
    Lore-wise, it's more like you are temporarily connecting those affected with Syphon or Whisper with the Green and the Green is rewarding them for fighting the enemy by healing them. You're not actually draining the enemies' life force, you're just getting a reward based on the damage you do to them.
    (0)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,802
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Mimilu View Post
    That makes no sense because this game is designed to be highly rotation-and-script-based. The 3 "-of the Green" Spells are designed so that they can be rotated and all three can be of some use.
    And I do like BRD's SB redesign. It flows well and its songs are a far greater part of its design, as oppose to 1 song that needs to always be playing (Foe's) and the two resources refreshes (Mage's and Army's).
    And even that highly scripted form of play desires certain measures of flexibility. What's to lose from including such?

    I'm not suggesting anything alike to one being permanently playable, only that you use something other than a mere, rigid cooldown as the limiting factor.

    Focus and Tranquility (the 2 "-of the Green" Abilities) can't be used at the same time and Bravery, Faith, and Poison (the 3 "-of the Green" Spells) can't be used at the same time. You can have one Ability and one Spell up though. The abilities are like Stances, one to increase your DPS range, one to increase your heals.
    Alrighty; that clears things up.

    I would imagine that the MP cost for Tanglevine would increase with the trait. I usually don't post MP costs because they increase as you level.
    Maybe an approximation, then, in % of base maximum MP (the scalar used) or relative to the basic healing spell?

    Both Drain and Syphon are both Green Magick spells in XII's Zodiac edition.
    Lore-wise, it's more like you are temporarily connecting those affected with Syphon or Whisper with the Green and the Green is rewarding them for fighting the enemy by healing them. You're not actually draining the enemies' life force, you're just getting a reward based on the damage you do to them.
    I'd like to get a greater sense of that intermediate element, then. I think you could play around a lot with that, actually.
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