Now to the Skills.
A Whitemage in my vision should look more like this, and should be more, than just only a plain and boring heal spammer. Yes, it should be their focus in the end as role, but theres so much more to a Healing Class, than just only heal, making the gameplay of the FF14 look and play alot more fun and interesting, what is my goal of these kind of redesign proposals - add more fun, depth, interesting skills and integrity to the mechanics of the classes to make the playing experiences for each class, especialy that share roles, more unique:
Level 1 - Stone - Deal Earth Damage to a Target with 140 Potency
Level 2 - Vita - (Cure) Heals a Target's Health by 20% of its Maximum Health. Gives later a Whitemage 1 Lily per usage
Level 3 - Aero Deals Wind Damage initially and from then on over time for 15 seconds. The Initial Damage has 100 Potency, every DoT then 50 per trigger
Level 10 - Medica - Heals Target and all nearby Allies for 15% of their Max Health and can remove Poison, Blindness and Silence of them now.
Level 12 - Life - Ressurects a fallen Ally with up to 25% of the Character's maximum Health
Level 15 - Aqua - Deal Water Damage with 120 Potency to all foes in line of sight and push them away from you a bit. Works only with enemys the size of you or smaller
Level 18 - Stonra - The upgraded version of Stone, deals to a target now damage with 200 potency and the sharp rocks can cause Weakness, letting the target receive for the duration of that 10% increased damage from al sources. Stonra hits now also also nearby Targets to the Main Target, dealing Damage with 140 Potency to them. But only the Main Target will suffer on Weakness.
Level 22 - Protera - Upgraded Whitemage unique improvement of Protes whith increased Duration, and slightly stronger protection effect. Has a Barrier Effect now, letting all received physical Damage be absorbed by 5%.
Level 26 - Blind - Replaces Repose. Inflicts a blinding Mist around the Target Ally, which lets enemies that stand in its radius, have a chance to miss with their attacks. So more aggressivity the target holds, so higher is the chance, that the enemies don't hit successfully, making this spell a prime target for tanks to reduce the healload to keep them alive.
Level 26 - Aquara - A stronger version of Aqua, which damages now with 180 potency, pushes further away and stuns foes for 3 seconds
Level 26 -Vitra (Cura) Placed from level 30 now to 26 to give the class a bit sooner access to a stronger Heal, which heals to a Target 33% of their Max Health and gives you later a Whitemage 2 Lilies per usage.
Level 30 - Regena - Put from 35 to 30 to replace Vitra (Cura's spot) Grants healing over time as in 2% Health of the Character per second for 15 seconds
Level 30 - Aerora put from the way to high spot 46 to here. Deals Wind Damage to the Target and nearby Targets with 150 Potency and from then on 75 Potency per trigger of the following DoT.
Level 35 - Lifera - Upgrades Life to Lifera, letting it surrect now slightly faster and with 33% of a Characters Maximum Health.
Level 40 - Vitaga (Curaga) - Heals Main Target for 50% of their Max Healths and nearby Allies for 25%
Level 40 - Haste - Reduces of a Target its Skill Cast/Delay Time and Auto Attack Delay by 20%. Effect reworked into actually a Spell Skill that makes more sense as a support from a Whitemage
Level 40 - Sanctus (Holy) - Deals Light/Holy Damage to all enemies in its area of effect. The Main Target suffers Damage of 200 Potency, all others of 75. Undead Targets receive double damage from this spell. Put from 45 to 40. Grants now a While Lily
Level 45 - Medicra - Upgraded Medica. Heals Target and all nearby Allies of 20. Can additionally cure now also Sleep, Slow, Cripple and Petrify.
Level 46 - Removed
Level 50 - Benediction - Lily Ability - Fully restores a Targets Health for the cost of a White Lily
Level 50 - Reflex Raises a Targets Evasion/Block Rate with Shields, raisings further the Chance to evade enemy attacks or block them
Level 52 - Asylum - Lily Ability - Creates a Area of Effect Heal, which heals Allies which enter it's AoE to make Allies move for their Heals where you want them to stand...
Level 52 - Refleca - Grants Allies for a short while a magical shielding aura, which can reflect harming Magic Spell Damage back to the Enemy, for the cost, that it halves all the effectiveness of all positive healing spells on that target. Useful at moments, where gettign hit by magic spells would otherwise kill you. Needs timing.
Level 54 - Stonga - Third form of Stone. Deals now Damage with 250 Potency and 175 to nearby enemies. Lets now all hit Targets suffer on Weakness so that they reveive for a short while together now 15% more Damage from all sources, while under Weakness.
Level 56 - Sanctra - A more powerful form of Sanctus, which grants not a While Lily, but costs one. Reworked Assize. Grants now additional Allies after the usage the Effect of "Blink", letting you auto evade the next incoming damage, that would normally stun you to prevent you from getting stunned and you get blinked near to the Whitemage
Level 58 - Aeroga - Third form of Aero. The first Hit deals Damage of 200 Potency. 100 Potency for the triggering DoT thereafter to the Main target and all nearby Targets.
Level 60 - Shell - A spell, which significantly boosts the defense against elemental magic spells of allies, lettign the target receive 33% lesser damage from magic spells of any sort. (Protes/Protera get changed to physical damage reduction only then) Replaces the removed Tetragrammaton
Level 62 - Ethereal Flow - Renamed Thin Air. White Lily Ability to temporarely reduce MP Costs of Spells to 0
Level 64 - Quake - Final Form of Stone, deals Damage with 300 Potency to all nearby Targets, causes them to suffer on Weakness for temporary 20% increased dmaage of all sources and stuns them now additionally for some time.
Level 65 - Aquaga - Third form of Aqua, creates a sphere of water, which drowns foes it catches and deals damage over time, as long they drown in it. Targets suffer after Aquaga on Silence and Poison. The initial hit has potency of 270, the dot has a potency of 90.
Level 66 - Divine Benison - Lily Ability which costs all Lilies, and creates a Barrier Field that absorbs for its duration all incoming damage that is 15% of a Character's Healths
Level 66 - Hastra - Upgraded Haste Spell, which affects now the whole Group directly
Level 68 - Tornado - Final form of Aero. First Hit has now a whopping potency of 400, the triggering dot now of 150. Tornado can cause Confusion to hit targets, resulting that confused enemies might attack other nearby enemies as long they are confused, instead of you.
Level 70 - Plenary Indulgence - Same as it is now
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With Shadowbringer added:
Level 72 - Tsunami - Final form of Aqua, creating a big tidal wave Leviathan Style and dealing damage to all foes in line of sight with damage over time, letting them suffer on Silence, Poison and Slow after it. The initial hit has a potency of 350, the dot of the tidal wave has a potency of 150.
Level 74 - Lifega - Third form of Life - which again is slightly faster now at ressurrecting allies, can ressurect now up to 2 dead allies at the same time and this with 40% of their Health.
Level 76 - Protega - Third upgraded form of Protes special to the Whitemage, further increasign the defense boost to physical damage of your party and gives you now Damage Absorption of 15%. Nullifies now all Attacks, that deal below 500 Damage.
Level 78 - Shellra - Upgraded Shell, which further boosts specificly the defense against damaging Magic Spells significaly and absorbs now partwise received Damage to grant it the shell protected Allies as MP gain, if they receive magical damage.
Level 80 - Sanctga - Upgraded Sanctus with now 500 Potency to all targets it hits in its AoE, Deals double Damage to undead targets. (this includes, just to mention it also zombified allies, which coutn then as targets, so better dont use this spell ,while zombified allies are there, or you'll likely wipe out your own party members for not paying attention ^^ )
Continues for when we get somewhen to 90 and lastly 100 somewhen with my final last 10 skills a Whitemage under this concept should get, when the time is ready and we get the content for that with at least 2 more expansions after Shadowbringer.
Under these missing skills would be then Shellga, Hastega, Medicaga (Confusion, Doom, Stun Removal additional) some new Lily Abilities and Sanctum as final form of Sanctus for the level 90 Cap Expansion
And lastly a few final Lily Abilities and the Spells Vaccin (Zombi Cure), Dispel (Removal of Enemy Buffs) and Shield as a final form upgrade hybrid spell of Protega und Shellga for the Expansion that would give us the final Cap of Level 100 (99).
Once at 100, the cap should stop to get increased, then we are at FF traditional Max Level and any new content that might come after, should be designed as Endgame Content for Level 100
Thats how I think the Whitemage should look likein the future for the game's End Content.
As you can see, I removed all the ugly looking II, III and IV's and replaced them rather with SE's skill name terms that end wirh ra and ga and changed the fourth final tier of the spells to a different name that reflects back better that the skill is now at final tier with names like Tornado, or Quake, that should be all known as well from FF7 for example.
Added more Water Spells, its weird that the lore of the Whitemage is all about Eath, Wind and Water and then they have only 1 single Water Spell?? that isnt even in regard of integrity named the same way like all element spells in FF after just the element and then upgraded? When even in older FF games exist spells like Aqua, Aquara and Aquaga even ... like FF12 for example.
Makes it even weirder.
Removed the completely useless Repose, and replaced it with the classic FF condition Spell Blind to let the Whitemage become effectively alot better in supporting the tank to survive big enemy masses, that get more and more blinded, so more aggressivity the tank can hold.
Presence of Mind has been turned to Haste, which is the real supportive way of how this effect shoudl work under a Whitemage, whose job it is not only to heal and ressurrect, but also to support and protect indirectly and support is it, which the Class lacks in.
This is why it should get Haste and its not so, as if this Spell doesn't already exist basically. Enemies use it , so why shouldnt the players as Whitemages not do so too?

, or you'll likely wipe out your own party members for not paying attention ^^ )
in the future for the game's End Content.
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