These are just my proposed changes to balance the three healers for Shadowbringers.
I know we’re pretty close to release now so it’s not a suggestion with any expectation of being implemented, it’s just an exercise in theory crafting and job building.
I had posted these ideas in a less refined form in the respective topics for each healer, but they really only make good sense when shown together, and in the context of how shields would be changed.
These proposals aren’t exhaustive, so there’s plenty of room for additional skills as well as these changes. For example, I haven’t touched on DPS spells really at all.
A lot of the things I see suggested lately are things like AST cards not stacking, giving WHM more identity, buffs or shields, and this addresses all of that.
Ultimately these suggestions would eliminate the regen/shield dichotomy.
Although AST still maintains its regen/shield stances, it is effectively null as far as healers collectively are concerned because any combination of healers can make use of both regens and shields as required. Any fourth healer, providing it has sufficient use of both Regens and Shields, should be able to be balanced into this set up. Instead of regen/shield, it’s now buff/debuff, and there’s a greater range at which this could be expanded upon and balanced. WHM has MP and speed buffs, SCH has damage and crit debuffs, so a fourth healer could make use of other buffs and debuffs, while AST could still be the buff/debuff master.
1-Astrologian
2-Scholar
3-White Mage
4-Shield Rework
1: ASTROLOGIAN
New Spire effect:
Reduces MP cost for actions for a party member or self by 20%.
Duration: 15s
Does not stack with Fluid Aura. (see WHM below)
This would complement its counterpart in Ewer, while Ewer would recover lost MP, Spire would preserve MP, and with TP merging into MP this will benefit anyone.
Dual card readings: Sects would now effect cards. Current effects are present in Diurnal Sect*, new effects for Nocturnal Sect target enemies instead of party.
Nocturnal Balance:
Reduces damage dealt by an enemy by 8%.
Duration: 15s
Does not stack with Fey Rebuke.
Nocturnal Bole:
Increases damage taken by an enemy by 8%. Does not stack with Ninja’s Trick Attack.
Duration: 15s
Nocturnal Arrow:
Increases weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of an enemy by 15%.
Duration: 15s
Nocturnal Spear:
Prevent an enemy from dealing Critical Hits.
Duration: 15s
Does not stack with Fey Illusion.
Nocturnal Ewer:
Deals unaspected damage over time with a potency of 80.
Duration: 15s
Nocturnal Spire:
Deals 10% of the damage inflicted by an enemy to that same enemy.
Duration: 15s
Nocturnal Sect Minor Arcana:
Queen of Cups:
Restores target party member's HP over time with a potency of 150.
Duration: 21s
King of Cups:
Deals unaspected damage over time with a potency of 80.
Duration: 21s
Celestial Opposition:
Stuns all nearby enemies.
Duration: 4s
Also extends duration of beneficial effects cast on self and party members by 10 seconds and extends detrimental effects inflicted by yourself on enemies by 5s.
Time Dilation:
Extends the duration of beneficial effects you cast on a party member by 15 seconds and restores the value of any active HP shields.
(e.g. if a 3000 HP shield is erected, they suffer 2000 dmg, then TD would reset that back to 3000, but will have no effect if the shield is already fully depleted. Indications that changes to the battle system UI will display HP shields would make this easier to manage.)
These would give Nocturnal Sect an extra HoT it can use but on RNG, and a way to modify its shields through TD.
I thought this was the most effective way to have you enhance the effect of Noct shields, but would be too OP to have two skills like this, likewise two skills extending the duration of debuffs would be OP if you could essentially stretch a Noct-Bole-Trick attack out to 25s.
The point of this is to allow dual-AST compositions to use their cards without worrying about overwriting the other’s effects.
The duration is nerfed to 15s for Nocturnal effects as they could be more OP than party buffs, with Bole/Balance nerfed in potency to 8% as well.
*Diurnal Balance and Bole also nerfed to 8% effect.
I think this would also see Nocturnal Sect favoured more over Diurnal in some ways, due to an Enhanced Bole being more effective than Trick attack. (12% more damage over 15s) Would be a neat way of improving the currently inferior Nocturnal Sect, in addition to the minor adjustment to CO/TD and the addition HoT via Queen of Coins.
“Wouldn’t this be too powerful? Diurnal Balance + Nocturnal Bole would give 16% bonus damage!”
You can already time a Balance with a Trick attack to give a 20% damage boost to a party member, 25% if enhanced, or a 15% boost to the whole party.
With Noct-Bole and Trick attack being exclusive, it’s really no different.
An Enchanced-Noct-Bole would increase damage dealt by 12% for the party, adding to that a spread-Diurnal-Balance would boost that to 17%, or an enchanced to 24% for one party member.
It’s virtually the same, it’s a couple percent difference in any case, and would rely on perfect timing and RNG just like it currently is with Trick Attack/Balance.
But this is why the Nocturnal card durations are 15s instead of 30s.
It’s also entirely dependent on party composition.
For one, it allows you to not take a Ninja, expanding the ‘meta’ options.
But if you have a SCH as your co-healer, the benefit of taking regens in Diurnal will outweigh the DPS boost of Noct-Bole when you can just as easily use Diurnal-Balance instead.
2: SCHOLAR
Not too much to change here, mainly just making Selene a more viable choice.
Embrace:
Potency increased from 250 to 300.
Silent Dusk:
Silences target.
Duration: 4s (up from 1s)
Fey Rebuke: (Replaces Fey Caress)
Removes a single detrimental effect from all nearby party members.
Decreases the damage dealt by all nearby enemies by 5%.
Duration: 15s
Does not stack with Nocturnal Balance.
Fey Illusion: (Replaces Fey Wind)
Inflict all nearby enemies with Blindness, and prevents them from dealing Critical hits.
Blindness Duration: 10s
Crit Debuff Duration: 20s
Does not stack with Nocturnal Spear.
This makes Selene more of a debuffer, to compete against Nocturnal AST and a viable choice when paired with WHM or Diurnal AST.
Other changes would be some development of the Fairy system, perhaps something like a Demi- version, perhaps changes Eos/Selene temporarily into Lily for a major ground-based heal effect, like Collective Unconcious but performed by the fairy where you place it instead of by yourself.
3: WHITE MAGE
Fluid Aura:
Reduces MP cost for actions for nearby party members and self by 10%.
Duration: 20s
Does not stack with Diurnal Spire.
Protect:
Reduces damage received by party member or self by 15%.
Duration: 20s.
Cooldown: 60s.
Physical attacks received by party member under the effect of Protect have a X% chance to generate a Lily.
Shares a recast with Shell.
Shell:
Erects a magicked barrier around party member or self which nullifies damage equaling 15% of targets maximum HP.
Duration: 20s.
Cooldown: 60s.
Magical attacks received by party member under the effect of Shell have a X% chance to generate a Lily.
Shares a recast with Protect.
Secret of the Lily:
Adds a Lily to your Healing Gauge upon the execution of Cure, Cure II, Medica or Medica II, or upon physical attacks received under the effect of Protect, or magical attacks received under the effect of Shell, on self or a party member while in combat. Lilies will lower the recast time for Asylum, Assize, Divine Benison, or Tetragrammaton by a percentage corresponding to the number of Lilies stacked at time of action execution (at which time one Lily is removed).
1 Lily: 10%
2 Lilies: 15%
3 Lilies: 20%
Secret of the Lily II:
Grants a 20% chance that Asylum, Assize, Protect, Shell or Zealous Wind recast time is reduced by 5 seconds upon healing with Cure, Cure II, Medica or Medica II.
Plenary Indulgence:
Restores own HP and the HP of all nearby party members. Potency varies with current Lily stack.
1 Lily: 250
2 Lilies: 350
3 Lilies: 450
All lilies are consumed upon use.
Zealous Wind:
Decreases weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of nearby party members and self by 10%.
Duration: 20s
Consumes one lily upon use.
Does not stack with Diurnal Arrow.
Basically, rather than having two disparate and almost pointless systems, I’ve bundled Confession Stacks into Lilies, and made Lilies easier to obtain, as well as combining it with their new mitigation skills.
“Why give it a buff that’s basically just an expanded Arrow/Fey Wind and change Fluid Aura into the new Diurnal Spire?” Well in conjunction with my proposed AST changes, you’d be inclined to go with Nocturnal Sect, so you’d be using enemy debuffs instead of party buffs, and I’ve changed Fey Wind in my SCH changes.
It also means that between WHM and SCH, they’d have access to two of AST’s buffs, Crit and Speed, plus potential debuffs with Selene, which should help reduce AST’s dominance in the meta a little. In addition, with WHM sharing many of AST’s Diurnal buffs, it gives more reason to role with Nocturnal AST when paired with WHM.
Basically, they shift the regen/shield dichotomy over to buffs and debuffs. WHM gets some buffs, SCH gets some debuffs, AST gets either or depending on sect and compliments the other healers.
How would Shell’s shield work with AST/SCH as a cohealer? Well…
4: NEW SHIELD MECHANICS
- HP Shields are now displayed on the UI, under parameters, target, and party list.
- HP shields can stack between healers, and be combined into one singular shield with the duration equal to the longest duration of any active shields.
- HP shields can only reach a maximum of 25% of an individual’s maximum HP value.
The ramifications of this would be that shields could now be stacked to an extent, so Adloquium + Shell, or Helios + Benefic, etc. However as there’s a cap, the efficiency of this would be relative to those shield’s potencies. So if you were running SCH and AST, it wouldn’t be worthwhile going Nocturnal, because SCH would already be able to reach 15-20% shield on its own between Succor and Adlo, and so your Helios and Benefic wouldn’t be working at their full potential and the Regen would probably be more efficient.
So Shell would be 15% of a targets max HP, that leaves 10% available for the SCH/AST to work with, which would be about right. (SCH and AST could probably output a constant 10-15% shield buffer, while WHM gets a flat 15% on a limited cooldown in Shell just for tank busters)
Secondly, as all healers would have access to shields, fights from 70+ could be tailored towards shield use, so bosses could have harder hitting tank busters, etc. without worrying about healer composition.
In addition, there could be some (minor in comparison) enemy attacks that bypass shields, meaning you can’t rely entirely on shields and have to top up HP as well.
“But won’t the meta just shift to whatever gives the maximum shields?” If that were true, then there’s no reason why the current meta isn’t whoever gives the strongest shields. As that’s currently Nocturnal AST… I don’t see this being a problem.
Like everything, these values are up for tweaking. Maybe 25% is too much and 20% would be better. This might require all the other shield values being reduced, maybe Shell only imparts a 10% shield, etc.