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  1. #1
    Player
    CelestaRosa's Avatar
    Join Date
    Mar 2019
    Posts
    102
    Character
    Celestria Rosa
    World
    Leviathan
    Main Class
    White Mage Lv 74

    Re-done White Mage rework - re-explained

    last time i want to apologize i left out a lot of the traits manly because. i didn't get a chance to have a translator from french to English to explain the changes so remade this post to try to explain every detail. so people don't rage think why their spells are not in the list.

    Full white-mage rework -
    lvl1 Stone
    lvl2 Cure
    lvl3 Aero
    lvl8 Regan
    lvl10 Raise
    lvl12 Medica
    lvl15 Water
    lvl16 Stone> Stone II
    lvl26 Water> Water II
    lvl30 Cure> Cure II
    lvl30 Tetragrammaton
    lvl35 Aero> Aero II
    lvl40 Holy
    lvl40 Medica
    lvl46 Water II > Water III
    lvl50 Benediction
    lvl52 Assize
    lvl54 Stone II > Stone III
    lvl56 Asylum
    lvl58 Aero II > Aero III
    lvl60 Water > Water IV
    lvl62 Cure II > Cure III
    lvl64 Stone III > Stone IV
    lvl66 Divine Bension
    lvl68 Aero III > Aero IV
    lvl70 Plenary Indulgence
    lvl72 Holy > Holy 2
    lvl74 Quake
    lvl76 Flood
    lvl78 Twister
    lvl80 Elemental Trance.


    Traits
    Elemental Guidance -
    After you cast water - your current cure spell changes functions like current cure II"
    After you cast stone - your current cure become heal over time effect that will last 30 seconds has large potency then regen
    After you cast aero - your current cure spell will function like current "cure 3" with alot of improvements
    these effects do not stack unless your under elemental trance

    Traits - Pressense of Mind
    at lvl35 all your spells will have 1.50 cast time. this includes holy (now you understand why i removed pressense of mind) now you have pressense of mind All of the time

    Traits - Perfect Benediction - everytime you crit with with stone or water type spells you take 15 seconds off cool down also you watch is really too high currently to be functional

    Traits - Holy Perfection - Holy becomes Holy 2 gains additional 200 Potency all target it hits have their damage reduced by 3% this can stack up 5 times (15% decrease) for 8-10 seconds (instead of stunning)

    Elemental Mastery -
    When you casted water spell - your medica spell will function like the current "medica II"
    when you cast stone - medica spell will heal and instead of regan give a "stoneskin" effect to whole party and becomes instant cast
    when you cast aero - medica have more potancy

    --- how can tall what proc you have---
    cures icon will change depending what element its infused with

    lilys have been reworked for elemental trance just cant enter into trance you need get 3 lilys

    you only enter elemental trace when actually have max lilys still effect assize and asylum cool downs. also effect few other special factors as well no longer consume lily's when you use these abilities
    only consume lilies when whm trances

    Elemental Trance - is a completely transformation - it is completely like Terra transforming very magic girl like


    30% Damage increase
    Higher movement speed (aka Haste ) this what really makes this ability - this make sprint look like a joke ((does not stack with sprint))
    also floating in the air - alot boss abilities red circles on ground no long damage you while your in this form. this does not mange you invisabile to all attacks like hallowed ground only ground effect red circles type monster abilities
    Regan, Medica and Asylum and Cure Heal over time potency is drastically increased. i would say about additional 120 potency added to them making heal over effects better
    while in this form. cure and Medica has every single effect water,earth and aero added to them. giving them huge bonus
    and your spells cost no mp (thin air) that why thin air been removed (thin air is awesome but thin air also boring not flashy at all)
    now you two can be white mage beast looking sailor moon like creature....urm kinda...

    cause of this "Awesome flash cleric stance thin air merger" thin air and cleric stance is removed omg that one sick skill

    Divine Benson - changes
    Instant cast - AOE
    Buffs full raid
    10% damage reduction from all sources
    15% max hp to full party
    20% additional healing from other abilities that are not your own - unless their heal over time effects

    alot of whm spells are drasticly "Buffed and changed"

    Plenary Indulgence - you gain 1 confession stack every time you cast elemental type cure or medica. spell still functions like it does now other functions as it does not just confession stacks are now perminately as your inside the team. and only stack on you


    --------- Water ------- Very Simular to assize ----
    Very High Damage
    Instant cast
    Restores MP
    Low Cooldown

    ----- Flood ---
    Low Damage AoE
    Instant cast
    Knocks All targets back thats infront of you
    makes them take more damage for short duration (Debuff) (yay aoe trick effect effect)

    ---Twister----
    Twister is strong aoe deals damage
    has a cast time
    All targets effected by aero will be pulled into a tight cluster of enemies making it easier to holy helping other teams deal with trade. need cast aero before you cast this


    --- Quake--
    Hits very very Hard
    has a cast time
    Heavy range
    places 20-40% heavy all it hits good cc with high duration

    regen level gained is been dropped cause feel whm needs that lowers levels then at lvl35 help teach class better to low levels. give understand what whm is about

    this whm is damage and heal over time master

    Regen, asylum - have been buffed

    damage now effects what your cure and medica function they change based on what spell you cast

    Aero - from very first time you get it functions like aero III its aoe from the the start

    this would make whms rotation rather complex would require some thinking how you handle it

    no longer do have deal with long and stupid competitive damage rotations

    white mage becomes fun

    now your aeros/stones actuallly do something

    You wanted your stoneskin back well this way you cna make it work without button bloat
    (0)
    Last edited by CelestaRosa; 03-30-2019 at 01:33 PM.

  2. #2
    Player
    CelestaRosa's Avatar
    Join Date
    Mar 2019
    Posts
    102
    Character
    Celestria Rosa
    World
    Leviathan
    Main Class
    White Mage Lv 74
    I really don't want hear complaints why i only have 1 cure spell

    you one cure spell that does many different things and like swiss army knife of all heal spells
    (0)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,164
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by CelestaRosa View Post
    I really don't want hear complaints why i only have 1 cure spell

    you one cure spell that does many different things and like swiss army knife of all heal spells
    You're still going to get lots of complaints about having only one cure spell. You haven't given your job design "a single swiss army knife spell". You are effectively requiring your job design to cast two spells in order to select the desired spell effect, while the current system lets us choose the effect by casting the single spell that has the effect we want. Your cure spell is not a good design.
    (15)
    Error 3102 Club, Order of the 52nd Hour

  4. #4
    Player
    CelestaRosa's Avatar
    Join Date
    Mar 2019
    Posts
    102
    Character
    Celestria Rosa
    World
    Leviathan
    Main Class
    White Mage Lv 74
    Quote Originally Posted by Rongway View Post
    You're still going to get lots of complaints about having only one cure spell. You haven't given your job design "a single swiss army knife spell". You are effectively requiring your job design to cast two spells in order to select the desired spell effect, while the current system lets us choose the effect by casting the single spell that has the effect we want. Your cure spell is not a good design.
    you have to do something make the spell shift to desire mode. or switch gear. free cure procs cause you cast cure

    how is it any different from when you cast stone,aero or another spell do the same - cure changes to a desired effect

    thier has to be a trigger for a proc to work

    white-mage should stick to fact that it is a "Healer that does a ton of damage those damage spells are what should give whm its ulitity watch would make it different then
    (0)
    Last edited by CelestaRosa; 03-30-2019 at 01:42 PM.

  5. #5
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,164
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    You're forcing what currently takes one GCD of healing to take two GCDs. Worse, you're requiring that the first GCD have nothing to do with their role as healers.

    And that's to say nothing of how overpowered the rest of your proposed action set would be.
    (13)
    Error 3102 Club, Order of the 52nd Hour

  6. #6
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by CelestaRosa View Post
    Elemental Guidance -
    After you cast water - your current cure spell changes functions like current cure II"
    After you cast stone - your current cure become heal over time effect that will last 30 seconds has large potency then regen
    After you cast aero - your current cure spell will function like current "cure 3" with alot of improvements
    these effects do not stack unless your under elemental trance
    What is the point of this system? Why do damage spells have to be used to trigger healing spells? While I’m all for DPSing as a healer, this is needlessly cumbersome. The two systems should remain separate. Otherwise, should an emergency situation happen where you are having to heal more than normally, you must first cast a DPS spell to reach the appropriate healing spell needed. I don’t need to say what will happen if you’re currently jumping through hoops while the main tank eats back-to-back crit autos, or a DPS gets clipped by something.

    Quote Originally Posted by CelestaRosa View Post
    Traits - Pressense of Mind
    at lvl35 all your spells will have 1.50 cast time. this includes holy (now you understand why i removed pressense of mind) now you have pressense of mind All of the time
    While I agree that WHM could benefit immensely from a 1.5s cast time, it should be applied to Stone spells only. When AST received their 1.5s cast time buff, it was only on Malefic spells—all healing spells and Gravity still take a full GCD to cast; Gravity actually takes longer: it has a 3s cast time.

    The entire idea is to balance healers against one another; not to break them.

    Quote Originally Posted by CelestaRosa View Post
    Traits - Perfect Benediction - everytime you crit with with stone or water type spells you take 15 seconds off cool down also you watch is really too high currently to be functional
    Benediction works just fine with its current cooldown if you know how to time it. I don’t really see the need for critical hits to reduce its cooldown duration—especially by 15 second for each crit. This is something else that would outright break the job.

    Quote Originally Posted by CelestaRosa View Post
    Elemental Mastery -
    When you casted water spell - your medica spell will function like the current "medica II"
    when you cast stone - medica spell will heal and instead of regan give a "stoneskin" effect to whole party and becomes instant cast
    when you cast aero - medica have more potancy

    --- how can tall what proc you have---
    cures icon will change depending what element its infused with
    As with your Elemental Mastery suggestions for single-target healing spells, I have the same opinion of this as I do that. Healing should not be locked behind a DPS spell. The two systems should remain entirely separate.

    Quote Originally Posted by CelestaRosa View Post
    lilys have been reworked for elemental trance just cant enter into trance you need get 3 lilys

    you only enter elemental trace when actually have max lilys still effect assize and asylum cool downs. also effect few other special factors as well no longer consume lily's when you use these abilities
    only consume lilies when whm trances
    Elemental Trance aside, the Lily system in general would be more useful if it was completely removed from the game. As it stands now, the cooldown reductions on things like Assize and Tetra are minuscule gains at best—especially considering how inefficient it is currently to acquire lilies.

    I’d rather see them removed entirely.

    Quote Originally Posted by CelestaRosa View Post
    Elemental Trance - is a completely transformation - it is completely like Terra transforming very magic girl like
    Why do we need this? Are the things below included in this, or are they something separate?

    Quote Originally Posted by CelestaRosa View Post
    30% Damage increase
    That better be on a super long cooldown if it’s a personal buff, and even longer if it’s a party buff. Even at it’s most broken, AST’s Balance was still only 10% AOE. I believe WHM should have utility in the form of some damage buff, but this is taking it way too far.

    I think people would prefer healers to be balanced; not have one that is just so overpowered its ridiculous. Not even DPS have +30% damage increase buffs.

    Quote Originally Posted by CelestaRosa View Post
    Higher movement speed (aka Haste ) this what really makes this ability - this make sprint look like a joke ((does not stack with sprint))
    I think Haste would serve a better function with increasing attack speed over movement speed.

    Quote Originally Posted by CelestaRosa View Post
    also floating in the air - alot boss abilities red circles on ground no long damage you while your in this form. this does not mange you invisabile to all attacks like hallowed ground only ground effect red circles type monster abilities
    Do you mean regular AOEs when you say red circles? What is the purpose of this invincibility? How long does it last? Hallowed Ground is 10 seconds on a 7-minute cooldown—if this ability lasts for longer than 10 seconds, it needs to be on an extremely long cooldown. Though, I don’t think this is really necessary.

    Quote Originally Posted by CelestaRosa View Post
    Regan, Medica and Asylum and Cure Heal over time potency is drastically increased. i would say about additional 120 potency added to them making heal over effects better
    while in this form. cure and Medica has every single effect water,earth and aero added to them. giving them huge bonus
    and your spells cost no mp (thin air) that why thin air been removed (thin air is awesome but thin air also boring not flashy at all)
    The issue with this is that this game does not have enough outgoing damage in even the hardest content to warrant so much healing power. Healing spells in this game are already incredibly overpowered when you look at how much they heal for compared to the amount of damage a boss does.

    WHM’s “raw healer”/“burst healer”/“pure healer” identity isn’t working for them currently. Giving them more healing won’t work either unless the developers actually make things hit hard in this game.

    Quote Originally Posted by CelestaRosa View Post
    now you two can be white mage beast looking sailor moon like creature....urm kinda...
    Please, no. There’s no need for this.

    Quote Originally Posted by CelestaRosa View Post
    Divine Benson - changes
    Instant cast - AOE
    Buffs full raid
    10% damage reduction from all sources
    15% max hp to full party
    20% additional healing from other abilities that are not your own - unless their heal over time effects
    So you want to make Divine Bension into BRD’s Troubadour Minuet + Troubadour Mage’s + raid-wide Nature’s Minne? All at the same time? That is a bit overkill. Some mitigative utility for WHM would be nice, but this is way too much. Especially when you already have a job that can provide two out of three of these already (Troubadour) and a single target boost of their own every 45 seconds (Nature’s Minne).

    Quote Originally Posted by CelestaRosa View Post
    Plenary Indulgence - you gain 1 confession stack every time you cast elemental type cure or medica. spell still functions like it does now other functions as it does not just confession stacks are now perminately as your inside the team. and only stack on you
    As it stands now, Plenary ends up being an overheal unless you are solo healing. I’ll say it again: giving WHM more healing capabilities will not increase its usefulness so long as battle content in this game continues to not deal massive amounts of damage.

    Quote Originally Posted by CelestaRosa View Post
    --------- Water ------- Very Simular to assize ----
    Very High Damage
    Instant cast
    Restores MP
    Low Cooldown

    ----- Flood ---
    Low Damage AoE
    Instant cast
    Knocks All targets back thats infront of you
    makes them take more damage for short duration (Debuff) (yay aoe trick effect effect)

    ---Twister----
    Twister is strong aoe deals damage
    has a cast time
    All targets effected by aero will be pulled into a tight cluster of enemies making it easier to holy helping other teams deal with trade. need cast aero before you cast this

    --- Quake--
    Hits very very Hard
    has a cast time
    Heavy range
    places 20-40% heavy all it hits good cc with high duration
    I’m not going to directly address all of these, because my post is already really long as it is, but I don’t think you have any idea what “balance” actually means. All this looks like to me is unnecessary buffs to completely break the job.

    Quote Originally Posted by CelestaRosa View Post
    regen level gained is been dropped cause feel whm needs that lowers levels then at lvl35 help teach class better to low levels. give understand what whm is about
    Lower level dungeons don’t really need regens, because they don’t hit hard enough and things die faster than your regens would take to expire.

    Quote Originally Posted by CelestaRosa View Post
    this would make whms rotation rather complex would require some thinking how you handle it

    no longer do have deal with long and stupid competitive damage rotations

    white mage becomes fun
    Honestly, I’d say this makes WHM’s DPS (and healing) rotations needlessly cumbersome for no reason. Cumbersome =/= fun, in my personal opinion.

    Quote Originally Posted by CelestaRosa View Post
    You wanted your stoneskin back well this way you cna make it work without button bloat
    WHM doesn’t have button bloat as it is, though...
    (14)
    Sage | Astrologian | Dancer

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  7. #7
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    The Benediction thing is ridiculous, anyone who saves it specifically to use it as an emergency panic button is using it wrong.
    (7)

  8. #8
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    I think you need to cool it with these Job rework ideas because I don't think you understand how the Job plays in the first place.
    (16)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  9. #9
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Unpopular opinion perhaps but... I do like some of the ideas presented here. Not all, but a few have some merits worth considering.

    First, having offensive spells alter the effects of healing spells. Between SCH's fairy and AST's many instant heals, WHM is left with the most jarring transition between damage and healing. WHM in particular has unremarkable damage compared to SCH, and lackluster utility compared to AST.
    A good way to kill all of these little birds with one stone would be to rework WHM to allow offensive spells to enhance their healing -- not directly retuning any existing skills or using the wholesale "battle healer" philosophy of substituting damage for healing, but definitely allowing the WHM to safely spend more time performing a DPS function with a lower cost to its healing.
    However, while I'm all for such changes guiding a rework to the Lily Gauge, I'm uncertain it need be as extensive as presented here.

    Secondly, reviving Water magic. If we're to consider that offensive spells alter the effects of healing spells, then having one more method to do so would be fitting.
    The big concern I have is that, as a non-DPS, giving a healer access to a third offensive spell is not particularly intuitive, especially as Aero pulls double-duty as an instant on-the-go attack spell. Any spells introduced to a WHM's combat rotation need to be intuitive enough to use that you willingly weave them with Stone, without making the rotation complex enough to become "a full-time DPS who can also heal". Your group's survivability should be primarily dependent on your active healing, not replaced by DPSing.

    For a simple example of a rework:
    • Lilies now regenerate on their own over time (1 Lily generates every, say, 15-20 seconds), but have a high (50%+) chance to be generated by all Cure and Stone spells.
    • Water is an oGCD that consumes a Lily to deal instant damage at no MP cost. Each cast of Water generates a stack of Lifestream, up to 3 stacks. Each stack of Lifestream reduces the cast time of your next non-instant healing spell by 20-25%.
      (Note: This could be the effect for Water II+ introduced after the Lily Gauge, with Water I as a 15-20 sec CD available until then and replaced at 52.)
    • After level 30, each cast of Stone has a chance to generate a stack of Petrifaction, up to 3 stacks. Your next Cure consumes all stacks of Petrifaction, applying Stoneskin to the target for up to 15 sec, absorbing damage equal to 10-15% of the amount healed multiplied by the number of stacks consumed.
    • Casting Aero will also refresh the duration of all active Regen effects within 15 yards that have been cast by you.

    I recognize that the Lily Gauge example here bears passing similarities to a Scholar's Aetherflow, but bear in mind that this is just a sample. I have yet to even play around with the Lily Gauge enough to determine whether its current effects in the live-game should be removed from the abilities of the example here, so I am open to all forms of scrutiny from better-versed healers. I'd just as soon argue to have all cooldowns currently on the gauge reduced by 10-20% baseline though.
    (1)
    Last edited by Archwizard; 04-10-2019 at 01:17 AM.

  10. #10
    Player
    Phileas's Avatar
    Join Date
    Aug 2013
    Posts
    229
    Character
    Dia Beetus
    World
    Behemoth
    Main Class
    Paladin Lv 80
    Some of this stuff...is a bit over the top. Like not only having divine Benison apply shield and increased healing along with holy lowering enemy damage? It would be very broken. I would reconsider attempting to tie things like medica2 regen effect to damage spells as that type of link makes little sense to me. Particularly when medica 2 is currently on tap and having to dps to use it is making it unnecessarily clunky...

    I think for me white mage needs more flavour that isn’t tied to pure healing as that isn’t working for it in 3.0 or 4.0. Sch Shields are so strong in this game that they almost trump the need for a pure healer type (which is why ast is seen as the best partner for sch). I don’t know what sort of flavour white mage should have...I don’t envy the team that are reworking healers lol
    (0)
    Last edited by Phileas; 04-07-2019 at 11:39 PM.

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