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  1. #1
    Player
    PerrinTaveren's Avatar
    Join Date
    Aug 2017
    Posts
    184
    Character
    Estarossa Avendesora
    World
    Sagittarius
    Main Class
    Astrologian Lv 90
    For SCH I would like these changes:
    1. Rework of Selene's silence ability
    2. Probably an upgrade to dots (now that bane is useless) or reversal of bane reduction that came with SB
    3. A trait or CD that makes and Adlo crit with a long CD probably, like only 1 usage in a 10 min fight or something. But a guaranteed crit would be nice.
    4. Rework of Dissipation

    For AST:
    1. I would like to combine cards for different effects.
    2. Maybe a major arcana for an AOE dps? A different way to ditch unwanted cards


    I can't think much, i think healers are pretty balanced and we have a nice kit in general. I believe we will probably see Stone V, Broil III and Malefic IV's as usual. Maybe a couple dot upgrades as well, though i doubt it because they woudn't want higher potencies like crazy. With current gameplay system, we don't need any more shields or regens as well so unless they introduce a new type of healer and mechanics in 5.0, i suspect we will see minor changes and some Qol improvements probably.
    (0)

  2. #2
    Player
    Minerva-Redwater's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    65
    Character
    Minerva Redwater
    World
    Balmung
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Brightshadow View Post
    As the title says what is your wishlist for the healers upon our descent into the 5.0 expansion.


    My wishlist

    White Mage
    1.) Protect: Remove it from the other healers and give WHM the PVP protect for PVE.
    2.) Shell: Places a buff on the target that Absorbs one magical spell and converts the damage into X% HP.
    3.) Reraise: Revives the target after one KO, long recast. (debuffs the target preventing them from reapplying.)
    4.) Haste: Increases target attack speed, and lowers recast times.
    5.) Dia: Replaces AOE Aero (Holy DOT)
    Been playing WHM for a long time and I wouldn't want any of these things to happen except #4
    (2)
    Minerva Redwater
    Leader of the Dragon's Kiith FC
    World: Balmung

  3. #3
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    An AST rework so it's more of its own thing. Make it so the cards effect healing, or have more time delayed stuff ala Earthly Star that you can detonate early. Such as HoTs you can detonate for the remaining healing they would have gotten, or shields you can detonate for heals on how much of the shield is left. You know, SOMETHING so it's unique as a healer and not copy/paste WHM/SCH healing.
    (0)

  4. #4
    Player Miles_Maelstrom's Avatar
    Join Date
    Aug 2013
    Location
    Idylshire
    Posts
    448
    Character
    Miles Maelstrom
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    Oh you know what I just thought of today for scholar.

    The fact shadow flare and sacred soil can't be out at same time. It's a bygone limitation from when shadow flare used to have 100% uptime. It's just not needed anymore.
    (3)

  5. #5
    Player
    DamianFatale's Avatar
    Join Date
    May 2015
    Location
    Ishgard
    Posts
    3,089
    Character
    Arctura Fengari
    World
    Balmung
    Main Class
    Dancer Lv 90
    - Chemist Job
    - Ast buffs to have their range increased
    - Less white default colored healing sets
    (0)

  6. #6
    Player
    Reinfeld's Avatar
    Join Date
    Nov 2011
    Posts
    335
    Character
    Typical Karen
    World
    Exodus
    Main Class
    Pugilist Lv 62
    Healer wish list:
    -Gut Selene and rework her from the ground up.
    -Delete Dissipate.
    (1)

  7. #7
    Player
    Anselmet's Avatar
    Join Date
    Nov 2015
    Posts
    444
    Character
    Laurent Vestra
    World
    Zalera
    Main Class
    Dragoon Lv 100
    Give SCH a new healing skill that is cool, neat, and awesome, but most importantly that it FEELS NEW. Unlike SB where we are more or less the same as in HW with less toys and no new toys (minus our crit buff). None of this dissipation or fey union garbage as our new gimmick. Seriously, all my bread and butter skills that I use should not all come from ARR or HW. I just ask for one, new, neat, and awesome healing ability.

    And for the love of god, take the 60 sec cool down off shadow flare!
    (0)

  8. #8
    Player
    Transient_Shadow's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    638
    Character
    Flutter Butter
    World
    Malboro
    Main Class
    Scholar Lv 90
    Sch Wishlist
    - sch specific dots with even timers
    - icons with Faeries for summon I & II
    - Broil III be an insta cast replacing ruin II
    - an option to name our Faerie (so I can display her canon name and not her form names >.>')
    - Faerie color scheme 'glamours'
    (2)

  9. #9
    Player
    Lubu_Mykono's Avatar
    Join Date
    Aug 2018
    Location
    Radz-At-Han
    Posts
    320
    Character
    Lubu Mykono
    World
    Phantom
    Main Class
    Dark Knight Lv 90
    Trying to be realistic

    1. A Healer that has different gameplay from the others especially in mechanics e.g. Chemist or Dancer
    2. Keep MP and Gear usage across all healers - it lets them focus resources on more important issues
    3. Related to the new expansion
    4. Give it a unique appeal and works well in specific content like Red mage, everything doesn't have to be meta raid job.
    (3)

  10. #10
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Final Fantasy XIV Astrologian (5.0 Update)

    My vision for the 5.0 Astrologian is to make them more into proper gamblers, and work on giving them more control over their cards, while that means they won’t get any new healing tools for 5.0 that’s ok because their kit is pretty reasonable for what they are supposed to be, a hybrid between SCH/WHM with enhancements.

    LV 72: Wild Card
    o A random card is automatically drawn and instantly used on nearby party members; the card is always under the effect of Extend. Does not put Draw on a Cooldown, or consumed a drawn card.

    LV 74: Double-Up
    o Grants a random secondary royal road enhancement in addition to the one held. Can only be used if you already have a royal road effect up. Duplicated Royal Roads enhance the effect.
     Potency+ = 250% potency
     Duration+ = duration enhanced by x2.5
     Extend+ = 75% Potency on card

    LV 75: Draw of the Luck (Trait)
    o Using a drawn card has a 25% of negating the recast timer on the Draw ability.

    LV 76: Fold
    o Currently Drawn Cards is switched to the opposite Arcanum.
     Bold = Balance (And vice verse)
     Ewer = Spire (And vice verse)
     Arrow = Spear (And vice verse)

    LV 80: Cutting Cards
    o Currently Drawn Card can no longer be used, instead if you ever end up drawing the card while under the effect of Cutting Cards you will cut the card automatically recovering 10% of your MP. This is a stance; however, it wears off upon Death.

    LV 80: Undraw Cut Card
    o Returns the Arcanum currently cut back to your deck.

    Final Fantasy XIV White Mage (5.0 Update)

    My vision for the 5.0 White Mage is to make them more into the powerhouse healer they are born to be, by giving them more healing tools so they can use in a pinch, also by giving them more defensive support abilities.

    LV 72: Cure IV
    o Restores HP of target and all party members nearby the target, also bestows them with a potent Healing overtime effect. Must have atleast one lily to be able to execute the spell.
     1 Lily = Cure Potency: 600 / Regen Potency: 50 (12s)
     2 Lilies = Cure Potency: 750 / Regen Potency: 100 (12s)
     3 Lilies = Cure Potency: 900 / Regen Potency: 150 (12s)

    LV 74: Protect
    o Reduces target’s physical damage taken by 20%. Must have atleast one lily to be able to execute the spell. (10s)
     1 Lily = 20%
     2 Lilies = 35%
     3 Lilies = 50%

    LV 74: Shell
    o Reduces target’s magical damage taken by 20%. Must have atleast one lily to be able to execute the spell. (10s)
     1 Lily = 20%
     2 Lilies = 35%
     3 Lilies = 50%

    LV 75: Excellency (Trait)
    o Lilies can now have a 5% chance of being generated with healing overtime effects. Cannot be generated by Cure IV regen effect.

    LV 76: Reraise
    o When you are K.O. in combat you are automatically revived with 1 HP (15mins). Cannot be used during combat.

    LV 80: Arise
    o Resurrects target to a weakened state. With their maximum default HP. Overheal (20s), Recast: 180s.
    o NOTE: maximum default HP is your default HP without the weakness effect, think of it as a temporary overheal; however, any healing done while under the effect of the overheal effect has no effect until the weakness wears off, and you still suffer from the regular weakness timer.

    Final Fantasy XIV Scholar (5.0 Update)

    My vision for the 5.0 Scholar is to give them more utility based on their niche which is shielding. And give their fairies more to do via the scholar abilities.

    LV 72: Fortify
    o Erects a magicked barrier which nullifies damage equaling 25% of the target maximum health. When critical cast the amount is doubled to 50%. Cannot be stacked with Adloquium shield.

    LV 74: Rehabilitate
    o Cures the target of all removable status ailments, and renders them temporarily immune to further status ailments. (21s)

    LV 75: Offensive Stratagem (Trait)
    o Your damaging spells recover the HP of the target with the lowest HP in the party. The amount healed is 3% of the target maximum HP per cast. Does not work with instant cast spells.

    LV 76: Vivify
    o Orders your pet away while reviving a K.O. party member with full health and no weakness. Cannot summon pet for 30s.
    o NOTE: While it might seem overpowered remember that you lose your fairy for 30s and it has a big recast. Plus WHM would have Arise without any penalty to their healing power so I feel that it’s fairly balanced. And they get Reraise too which is a unique but powerful niche to the WHM arsenal.

    LV 80: Equanimity
    o Temporarily summons your second fairy onto the battlefield to assist you on the battlefield. You will not have control of the second fairy and the AI will take over. Requires your faerie gauge to be full, and while the second fairy is out it consumes the gauge overtime, you cannot start building the Faerie gauge again until the second fairy is gone. (Second Fairy will last for 60s which is the amount of time it will take to consume the entire fairy bar or until killed). (Recast: Can be used anytime your fairy gauge is full)
    (0)
    Last edited by Brightshadow; 08-30-2018 at 12:20 AM.

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