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  1. #1
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80

    My vision of a Healer Dancer

    Below is my idea of a Dancer as a healer. Do note that the potencies, recast, costs and the like are pretty certainly out of whack and would need to be tuned.

    I understand that the likelihood of it being used by the developers is slim-to-none, but I still enjoyed creating it, and maybe, someone will enjoy reading it.

    What does it revolve around?! Dances, of course. But also inducements. Spells that give targets “buffs” or “debuffs” which trigger off of dancing (or MP regeneration in one case). Unlike other healers, this form of Dancer is a heavy weaponskill user with no spell heals. It also lacks the standard 400 potency heal. It uses both TP and MP, depending on the skill (and both for the final two), but there is a multitude of means of restoring both, for self and party members, built into this class. As a result, despite lacking the healing power of White Mage, the shields, Fairy and Aetherflow heals of Scholar or the all-around power of Astrologian, the Dancer can perform well by strategic use of different effects of Inducement spells and dances, together with high sustainability, to clear content.

    As a healer, Dancer focuses on keeping players at high HP, MP and TP throughout the fight, speeding up the fight more through letting DPS's do their jobs to their fullest more so than through their own damage.

    Characteristics of Dancers
    Weapon: Veils. Not the sort you cover your face with, but the sort you put around your shoulders. This is the same as Dancer in Final Fantasy Tactics.

    As enchanted cloth, Veils have a range of 10 yalms for auto-attack, and that's the range of veil-using weaponskills as well. That places Dancers closer to the source of damage than other healers, but at the same time, provides some extra free offense. Whether the auto-attack triggers while dancing or not is up for discussion, as it can go either way just fine.
    Veils have lowest damage but high speed and like for all other healers, they use mind for damage.

    Armor: Either the same as other healers, or unique, lightweight clothes traditional for the cultures from which they come. Both are fine, as Dancers mostly use the same stats as other healers.

    Dances: Every dances description starts with “A dancing step...”. Perpetual dances have the word “Dance” in their name, while one-time effects have “Step” in their name.
    Perpetual dances, like all over-time effects, do not do anything until the next “tick” since they were made, meaning that using them requires some forethought. Their speed also is not affected by Spell Speed or Skill Speed, since the “tick” is fixed at 3sec, but their effect is increased instead. Using any weaponskill, spell or ability while using a dance ends it, but a dance can be used while moving, making Dancers the only mobile healers.
    The one-time steps have a cast time (and are the only skills in the arsenal of a Dancer with a cast time) and thus require being stationary.

    Inducements: Spells without cast times, all inducements have only an effect of giving a unique buff or debuff, depending on the type.
    All except one inducement are triggered on dancing that affects the target (if beneficial), the target or someone the target is in combat with (if detrimental) or from any effect that “triggers inducements in range”. A dance that deals damage needs to deal damage (meaning cannot miss and must overcome shields to deal at least 1 point of damage), a dance that debuffs needs to cause that debuff etc.
    There is a limit of one positive and one negative inducement per target. This is a global limit, so if one dancer casts Induced Love on a target and another dancer casts Induced Courage on the same target, the Induced Love is replaced. When a stack is replaced, it is lost, but if the same skill is used, the stacks are cumulative up to 20 and the duration resets, regardless of who cast the original and secondary Inducement.
    The caster of the inducement doesn't matter, except for the Induce Courage skill. Every other inducement triggers off of any dance, so if there are two dancers, each using a Cheering Dance on a single target with Induced Love stacks, that target will be healed by 150 Cheering Dance twice, and two (or four, with triggered Devoted Lova trait) stacks of Induced Love will be removed to heal him for 100, 200 or 250 per stack removed, depending on the traits active.


    Recast: All weaponskills have a recast of 2,5sec, unless noted otherwise. Inducements have 3sec recast while abilities each have their own specified recast noted in their description.
    Dances and steps have their recast lowered by skill speed, but that matters only if a dance is interrupted, as they are ongoing skills, therefore lack of skill speed on healer clothes does not matter. Veil skills are normally affected by skill speed.

    Skills: There are a total of 31 skills below, putting them at the level of a Monk in the skill amount. Seeing as for majority of the skills there is some sort of synergy, it would be somewhat difficult to remove something. Skills for potential removal are Entangling Veil and Enticing Aura.

    Gauge: I guess a simple gauge that shows the kind of dance that is being used right now. If someone have an idea for a different one, by all means, share it.



    Skills and Abilities
    Lvl 1 Veils Secret Weaponskill
    Range 10 yalms, Radius 0 yalms
    Attack with 120 potency on enemy.
    60 TP

    Lvl 2 Cheering Dance Weaponskill
    Range 30 yalms, Radius 0 yalms
    Dancing step that heals target with a potency of 150 as it continues.
    50 TP (every 3sec)

    Note: A single-target affecting dance, it triggers inducement effects only on the healed target.

    Lvl 5 Vigorous Dance Weaponskill
    Range 0 yalms, Radius 15 yalms
    Dancing step that increases damage of party members in range by 15% as it continues.
    80 TP (every 3sec)

    Note: As a perpetual dance, this removes the ability of using any other skills without ending its effect, thus its bonus should be significant to make up for it.

    Lvl 10 Prepare Ability
    Range 0 yalms, Radius 0 yalms
    Restore 200 TP to self.
    Additional Effect: Double the amount of stacks on the next inducement.
    Additional Effect Duration: 10sec
    Recast: 45sec

    Lvl 12 Revitalize Spell
    Range 30 yalms, Radius 0 yalms
    Resurrects target to a weakened state.
    Cast Time: 8sec
    MP cost as other revival spells.

    Lvl 14 Induce Love Spell
    Range 30 yalms, Radius 0 yalms
    Give target ten stacks of “Induced Love”, up to a maximum of twenty stacks.
    Induced Love: A stack is removed whenever a dance step have an effect on you to heal you with a potency of 100.
    Induced Love Duration: 63sec
    Recast: 3sec
    350 MP at lvl70

    Note: All “on you” on inducements speak of the person with the stack, not the dancer that caused them. Whenever a person is affected by a dance, they receive the effect of that dance and the effect of the removed stack on top of that, at the cost of that stack. The duration is 63sec to allow the use of all 20 stacks with a single dancer available.

    Lvl 15 Calming Dance Weaponskill
    Range 0 yalms, Radius 15 yalms
    A dancing step that refreshes your and party members MP with a potency of 40 as it continues.
    70 TP (every 3sec)

    Lvl 18 Refreshing Dance Weaponskill
    Range 0 yalms, Radius 15 yalms
    A dancing step that refreshes your and party members TP with a potency of 40 as it continues.
    700 MP at lvl70 (every 3sec)

    Lvl 21 Induce Pain Spell
    Range 30 yalms, Radius 0 yalms
    Give target ten stacks of “Induced Pain”, up to a maximum of twenty stacks.
    Induced Pain: A stack is removed whenever a dance step have an effect on you or someone you are in combat with to deal damage with a potency of 60 to you.
    Induced Pain Duration: 63sec
    Recast: 3sec
    600 MP at lvl70

    Note: Again, the “you” speaks of the person with the stacks, in this case, a mob. A stack is removed whenever that mob is affected by a dance (like Sunlight Dance), or whenever any player that is in combat with that mob is under the effect of a dance. It is not removed if other mobs find themselves under the effect of a dance.

    Lvl 25 Induce Courage Spell
    Range 30 yalms, Radius 0 yalms
    Give target ten stacks of “Induced Courage”, up to a maximum of twenty stacks.
    Induced Courage: A stack is removed whenever the stacks caster refreshes MP to heal you by an amount equal to the MP restored by the caster. Induced Courage is not removed by dancing as normal.
    Induced Courage Duration: 63sec
    Recast: 3sec
    450 MP at lvl70

    Note: No effect that says “triggers inducements” affects Induce Courage stacks. These stacks are removed only if another inducement is cast on the target, if the duration ends or if the dancers MP is restored, thus healing the target by the same amount worth of HP. The source of MP regeneration doesn't matter, but it needs to be from an ability. The natural regeneration does not remove the stacks nor does it heal.

    Lvl 30 Echoes Ability
    Range 0 yalms, Radius 0 yalms
    Next inducement or dance have its radius increased by 5 for 15sec.
    Duration: 10sec
    Recast: 45sec
    80 TP

    Note: The 15sec duration of increase doesn't matter for inducements, but it matters for dances. The 10sec duration is the time in which you must use inducement or a dance to apply it to, or it is wasted.

    Lvl 33 Shock Veil Weaponskill
    Range 10 yalms, Radius 3 yalms
    Thunder attack with 180 potency on enemy and enemies near it.
    100 TP

    Lvl 37 Meditative Dance Weaponskill
    Range 0 yalms, Radius 30 yalms
    A dancing step that refreshes your MP with a potency of 100 and triggers inducements of targets in range as it continues.
    Additional Effect: Double the effect of inducements triggered by Meditative Dance and gain Interrupted Meditation stack.
    Additional Effect: If you have three Interrupted Meditation stacks, the dance ends.
    Recast: 30sec

    Note: This triggers Induced Courage and doubles its healing effect in the process. Due to the built-in ending mechanism, it refreshes total of 300 potency worth of MP.

    Lvl 41 Purging Step Weaponskill
    Range 0 yalms, Radius 30 yalms
    A dancing step that heals one detrimental effect from self and party members, then ends.
    Cast Time: 2sec
    Recast: 20sec
    1200 MP at lvl70

    Note: Yes, this is an AoE Esuna. It also ends instantly but it still triggers inducements once.

    Lvl 43 Induce Calmness Spell
    Range 30 yalms, Radius 0 yalms
    Give target ten stacks of “Induced Calmness”, up to a maximum of twenty stacks.
    Induced Calmness: A stack is removed whenever a dance step have an effect on you to heal you with a potency of 60 and refresh you mana with a potency of 40.
    Induced Calmness Duration: 63sec
    Recast: 3sec
    600 MP at lvl70

    Lvl 45 Thundering Veil Weaponskill
    Range 10 yalms, Radius 5 yalms
    Attack with 200 potency on enemy and enemies near him. Potency is decreased by 25% for third enemy and by 50% for fourth and further enemies.
    Additional Effect: Silence
    Additional Effect Duration: 3sec
    150 TP

    Lvl 48 Contagious Inducement Ability
    Range 15 yalms, Radius 0 yalms
    Spread positive inducements on target party member to all party members in 15 yalm radius or spread the negative inducement on target enemy to all enemies in 15 yalm radius.
    Recast: 60sec

    Note: The amount of stacks on the target is copied as well, so using it on a target with ten stacks will spread 10 stacks, while using it on someone with 20 or 5 stacks will spread 20 or 5 stacks respectively. It does not spread positive inducements of enemies or negative inducements on allies (in PvP).

    Lvl 50 Deathly Dance Weaponskill
    Range 0 yalms, Radius 15 yalms
    A dancing step that attacks enemies with a potency of 100 and triggers inducements in targets in range as it continues.
    Additional Effect: Add +1% vulnerability debuff that stacks up to ten times.
    Additional Effect Duration: 60sec
    Recast: 10sec
    120 TP (every 3sec)

    Note: The “triggers inducements” means that it triggers positive effects in allies even if they are not otherwise affected by this skill. It also means that enemies will have their inducement trigger even if they weren't affected by the damage (dodged or mitigated it). Doesn't affect Induced Courage. Recast starts counting down when the dance begins. There is no limit to how long one can dance, so it is possible to restart it right after ending if the dancing took more than 10sec.

    Lvl 50 Finishing Step Weaponskill
    Range 0 yalms, Radius 30 yalms
    A dancing step that removes all inducements on all targets instantly burning them down, then ends. Their effect triggers for half of the stacks removed this way. Does not affect Induced Courage.
    Recast: 60sec
    200 TP

    Note: Affects enemies and allies alike. Affects both negative and positive inducements, regardless of who cast them or whether its on allies or enemies. The amount of stacks removed that triggers is rounded up, so removing 19 stacks will trigger their effect 10 times. Doesn't remove Induced Courage at all. It is considered a dance for effects like Echoes.

    Lvl 52 Veil of Sapping Weaponskill
    Range 10 yalms, Radius 0 yalms
    Attack with 150 potency on enemy.
    Additional Effect: Restores partial MP.
    120 TP

    Note: The MP restored is less than that of Energy Drain of Arcanist/Scholar/Summoner, since it can be reused more freely.

    Lvl 54 Entangling Veils Weaponskill
    Range 10 yalms, Radius 5 yalms
    Binds and slows targets. Bind is not removed on being hit.
    Additional Effect: 5% slow
    Additional Effect Duration: 4sec (for both)
    Recast: 20sec
    80 TP

    Note: The binding and slowing effects continue for the full duration of 4sec regardless of whether the targets are hit or damaged in any way, shape or form.

    Lvl 56 Moonlight Dance Weaponskill
    Range 0 yalms, Radius 15 yalms
    A dancing step that slows enemies and hastens allies in range as it continues.
    Additional Effect: Slow 10%.
    Additional Effect: Reduces Weaponskill cast time and recast time, Spell cast time and recast time, and auto-attack delay of all party members by 10%.
    Recast: 30sec
    100 TP (every 3sec)

    Note: Like for Deathly Dance, the recast starts when the skill is triggered and thus its cooldown can end before the dance is interrupted, making it reusable again. It, too, doesn't have time limit for dancing (other than TP).

    Lvl 58 Sunlight Dance Weaponskill
    Range 15 yalms, Radius 5 yalms
    A dancing step that deals fire damage with a potency of 140 to target and enemies near him as it continues.
    Additional Effect: Blind
    Additional Effect Duration: 3sec
    Recast: 30sec
    120 TP (every 3sec)

    Note: The blind effect is applied whenever the damage is dealt, thus unlike in the case of dances like Moonlight Dance where their effect ends instantly upon interrupting the dance, the Blindness sticks for 3sec after the last damage was dealt.

    Lvl 60 Mirage Tempo Ability
    Range 0 yalms, Radius 0 yalms
    Creates a double of self allowing the use of two dances at the same time. If another dance is used, the older one stops. When the effect ends, the older dance stops.
    Additional Effect Duration: 30sec
    Recast: 90sec

    Note: Each dance removes inducement stacks, so it doubles their trigger rate. If Meditative Dance is used, then two stacks are removed and one of them is doubled in effect. Instant dance steps like Finishing Dance also count towards the limit of two, removing the older dance if two are active. It is also possible to start another dance during the cast time of Finishing Step or Purging Step. It's also possible to use second dance instantly, ignoring weaponskills global cooldown, since the clone basically have its own cooldown. The clone will continue dancing even if a non-dance is used by the dancer, at which point, its dance is the “older one”.

    Lvl 60 Induce Excitement Spell
    Range 30 yalms, Radius 0 yalms
    Give target ten stacks of “Induced Excitement”, up to a maximum of twenty stacks.
    Induced Excitement: A stack is removed whenever a dance step have an effect on you to heal you with a potency of 60 and refresh you TP with a potency of 40.
    Induced Calmness Duration: 63sec
    Recast: 3sec
    600 MP at lvl70

    Lvl 62 Veil of Destruction Weaponskill
    Range 10 yalms, Radius 0 yalms
    Attack with 100 potency on enemy.
    Additional Effect: Apply a “Destruction” stack on enemy up to a limit of 5. When a Veil of Destruction is used on a target with Destruction stack on him, its potency is increased by 50 for every stack.
    Additional Effect Duration: 6sec
    Additional Effect: When a Veil of Destruction is used on a target with 5 Destruction stacks, remove all of destruction stacks and put Veil of Destruction on 30sec recast. Deal damage with a potency of 300 to target and all enemies in a 5yalm radius around the target.
    120 TP

    Note: The way destruction stacks count, you deal damage to one enemy with a potency of 100, 150, 200, 250 and 300. When you use another Veil of Destruction, you deal 350 potency damage to the target, and additional 300 potency damage to the target and all targets around him, then put the skill on cooldown. If there is only one target, it may be more effective to avoid triggering the nuke to avoid the recast. Stacks are not per dancer. Two dancers using their Veil's of Destruction do speed up the stack generation. Only the dancer that triggers the explosion have its Veil on Cooldown.

    Lvl 64 Panicked Dance Ability
    Range 30 yalms, Radius 0 yalms
    A dancing step that heals target with 800 potency then ends.
    Additional Effect: Pacification on you.
    Additional Effect Duration: 6sec
    Recast: 45sec

    Note: The pacification cannot be removed, therefore this stops the dancer from using dances and veils for 6sec, meaning majority of the toolkit. It stops second dance as well, when used during Mirage Tempo.

    Lvl 66 Enticing Aura Ability
    Range 15 yalms, Radius 0 yalms
    Increase targets enmity generation.
    Duration: 30sec
    Additional Effect: Reduce damage received by target by 5%.
    Additional Effect Duration: 30sec
    Recast: 90sec

    Lvl68 Underworlds Dance Weaponskill
    Range 15 yalms, Radius 0 yalms
    A dancing step that attacks enemy with a potency of 250 and triggers inducements in targets in a 15 yalms radius as it continues.
    Additional Effect: Heals party members in a 5 yalm radius around the target by an amount equal to half the damage dealt.
    1000 MP and 80 TP at lvl70 (every 3sec)

    Note: The inducement triggering is 15 yalms around the target, not around the dancer. Every player receives the full amount of healing, it is not divided by the number of players, so dealing 4000 damage to the enemy means healing the allies for 2000HP.

    Lvl 70 Angelic Dance Weaponskill
    Range 0 yalms, Radius 30 yalms
    A dancing step that instantly restores health of you and party members in range by 600. As it continues, it heals party members with a potency of 300.
    Additional Effect: Remove one detrimental effect on use on yourself and all party members.
    Recast: 45sec
    1200 MP and 100 TP at lvl70 (every 3sec)

    Note: The “esuna” effect and the 600 healing potency are instant, as in, they take effect on the press of the button. They are also “free”. The MP and TP cost start after 3 seconds like for all over-time effects (including all other dances). Using an ability to cancel dancing right after using it will make it an instant, MP/TP free, 600 potency heal with party-wide Esuna. Angelic Dance instant effect does not trigger for the clone made with Mirage Tempo, when it starts using it.




    Traits: In addition to Enhanced Mind and Maim and Mend traits, Dancers have these unique traits.

    Cheering with Love (Lvl15)
    When a Cheering Dance triggers an Induced Love, increase the Induced Love potency by 100.

    Revitalizing Dancing (Lvl23)
    Allows casting of Revitalize while dancing without interrupting the dance. Also, allows movement without interrupting Revitalize while dancing. The spell is interrupted if a non-dance skill is used or if it is used again.

    Note: This trait allows the use of other skills or spells during the cast time of Revitalize. If that skill is not a dance skill however, the cast will be interrupted. Changing dance will not interrupt the skill. Steps however will stop Revitalize, and using Revitalize while it's being cast will cancel it without expending any mana.

    Devoted Love (Lvl30)
    When using a Cheering Dance on a target with Induced Love stacks that is below half HP, double the amount of Induced Love stacks that are triggered and add 50 potency to each of them.

    Note: There is no doubling if there is only one Induced Love stack, but it still gets additional potency. This trait stacks with Cheering with Love trait, making the every tick below 50% of targets HP heal with a total potency of 650 at the cost of 50 TP and two Induced Love stacks.
    If two or more Dancers use Cheering Dance on the same target while having this trait, it will trigger for both even if just one of them would be enough to put the target above 50% HP, as both would trigger at the same time before it is still healed.
    A possible balancing factors that can be added is making the trait have a short “refresh”, like 9sec.

    Spellcrafting Adaptation (Lvl44)
    Swiftcast gains “Double the amount of stacks triggered by your next dance or double the amount of stacks added by next Inducement spell you cast.”
    Surecast gains “Cast a single Inducement spell without interrupting a dance.”

    Note: These are added to the normal effects of Surecast and Swiftcast. Revitalize can still be instantly cast with Swiftcast and it can be made uninterruptible with Surecast, for example.

    Veils Greater Secret (Lvl48)
    Veils Secret gets a 30 potency increase. Additionally, it adds a 20% Heavy effect for 3sec.

    Entertainment Dancing (Lvl50)
    Remove all MP and TP costs from steps and dances outside of combat. Recast of all dances out of combat becomes 0. If a combat starts while dancing, consider the dance used at that moment.

    Note: Basically, a cheap way to speed up regeneration between pulls, but also to simply...well...dance in place of normal emotes.

    Veils Greatest Secret (Lvl68)
    Veils Secret gets further 50 potency increase. In addition, it grants a reduction of 0.1 to all veils skills recast, if it is 2.5 or less, that stacks up to five times with a duration of 10sec.

    Note: Stacks with Veils Greater Secret, for a total of 200 potency Veils Secret that induces heavy and reduces recast of most veils. It does not affect Entangling Veil or triggered Veil of Destruction.
    (8)
    Last edited by kikix12; 09-18-2017 at 03:38 AM. Reason: Changed "Refresh" to "Recast" as it should be.

  2. #2
    Player
    Ilyrian's Avatar
    Join Date
    May 2017
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    607
    Character
    Ilyrian Silvermoon
    World
    Cerberus
    Main Class
    White Mage Lv 90
    Sounds good - I would love to see it from an aesthetic point of view but the problem with support classes/abilities:

    As a healer, Dancer focuses on keeping players at high HP, MP and stamina throughout the fight, speeding up the fight more through letting DPS's do their jobs to their fullest more so than through their own damage.
    Is that they are either OP and/or completely unbalanced - and become mandatory, making all the other healers a statistical worse choice: Hello AST.
    (1)

  3. #3
    Player
    Teranuh's Avatar
    Join Date
    Jul 2017
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    11
    Character
    Lily Lumili
    World
    Exodus
    Main Class
    White Mage Lv 80
    This is just my opinion, but I'd much prefer a healer that deals damage to heal in place of another support healer a la AST. Something similar to Chloromancer from Rift, mechanically speaking.

    Basically, it would have lower maximum damage potential than other healers but higher up-time to balance it out. Think something like Synastry on AST but instead of healing another person to proc the heal, you damage an enemy instead. Such that it could ST heal while DPSing but have to stop and cast to output AOE healing. It could be broken in all kinds of ways, but properly tuned it would bring something fresh to healing that might actually get some DPS to switch over and increase our ranks.
    (6)

  4. #4
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Ilyrian View Post
    Is that they are either OP and/or completely unbalanced - and become mandatory, making all the other healers a statistical worse choice: Hello AST.
    I admit that they are harder to balance, but Astrologist is unbalanced not because it's a support healer, but because developers gave him White Mage level of healing while adding support on top of that. And Balance was overpowered before Stormblood because it was basically "free" on top of everything else.

    In this case, for example, using the attack-boosting dance you lose out on a different effect and damage.

    Dancer as I made it have multiple blocks that can be utilized to balance it. Of course, it would require balancing. Heck, Finishing Step, which could be used in a combo with Prepare, Induce Love and Contagious Inducement for instant party heal of 1000 potency is rather...eh...yeah. Though it would require three abilities AND a spell cast, it would still need some sort of decrease in power or frequency of usability. Then again, it wouldn't need to be that much weaker considering Earthly Star exists...


    I'm afraid that the developers really have three choices.
    1) Make hybrid healers/DPS that can compete with DPS's on almost equal footing while healing, having a somewhat even distribution between healing and damage skills/spells. Something that they are pretty strongly against.
    2) Make a "reskin" of one of the current healers (even more than Astrologist did) adding more or less irrelevant set of skills that are meant to be their flavor, but that would do little to actually make them unique.
    3) Tread the risky grounds of making healers unlike the ones that are now. Including an actually support healer. Astrologian is a healer with extra support, but not much of a support healer. It's got cards, and that's all. A completely random mechanic that is basically one skill +RNG with means of skewering that RNG portion slightly. When it is both RNG based and limited to only one aspect, and that is supposed to make the entire theme of the class, it's little wonder it is so easily over or underpowered.

    I think that a "fixed" job, that would have no random element to it, would be easier to balance. And if it would be slightly weaker, taking the wary road?! Sorry, but Scholars are considerably weaker now (though better than at beginning of Stormblood...in high level content anyway), and if you had any more basic healer, you would end up with a White Mage...So yes, the whole aspect of being a healer is already prone for unbalanced situations, along with tanks.

    Quote Originally Posted by Teranuh
    This is just my opinion, but I'd much prefer a healer that deals damage to heal in place of another support healer a la AST. Something similar to Chloromancer from Rift, mechanically speaking.
    Astrologian is hardly any more of a support healer than White Mage or Scholar. It have a whooping one skill that generates a random buff and one skill that changes that buffs effect. That's literally all. Everything else is related to healing or damage mitigation that is part of every healer since their respective day 1. So yes, Astrologian is a healer with support abilities, but so are technically White Mage (Fluid Aura and Repose) and Scholar (Chain Stratagem, Fey Covenant of Eos, Silent Dusk and Fey Wind of Selene).

    I would also like a DPS that "drains" health from enemies, but that just doesn't seem to fit a dancer in my opinion, and I wanted to specifically make a Dancer. I did give one ability like that to it though.
    (1)

  5. #5
    Player
    Alestorm's Avatar
    Join Date
    Mar 2016
    Posts
    1,085
    Character
    Oraina Fhey
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    I remember the devs talking about a class called "Oracle" before Red Mage was decided on, I could see that being a healer with a crystal ball for the weapon.
    (0)

  6. #6
    Player
    Vanitas's Avatar
    Join Date
    Aug 2013
    Location
    I wish I had a Girlfriend.
    Posts
    909
    Character
    Vanitas Olterian
    World
    Leviathan
    Main Class
    Dark Knight Lv 80
    Inb4 dancer is a dps.
    (2)

  7. #7
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    The only thing that might make the job confusing are the many different types of buff stacks, etc. Though maybe im reading it all wrong. I think this is a cool idea and can tell you put alot of thought and work into this. I like this concept. As Ive been saying since HW the problem with the new tank and healer, wasnt just that they were a new tank and healer, but they were designed to compete and or eventually replace one or both of the other tanks and healers. Designing something fresh, in the realms outside of having to compete, and just being straight up different, yet achieving the same result, is a much better approach in my book.
    (1)
    Last edited by ADVSS; 07-30-2017 at 02:30 AM.

  8. #8
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by ADVSS View Post
    The only thing that might make the job confusing are the many different types of buff stacks, etc. Though maybe im reading it all wrong.
    Yes, there are a total of five unique buffs. However, one of them is a debuff on enemy, and only one of the four remaining can be at any one person at any one time. And all of them heal HP in one way or another. Seeing as only one of them is not triggered by dancing, it's really just down to knowing two of them and just dancing as normal at other times. When you think like that, it's no different than other classes where you just have to know your skills when you cast them, and once you use them, it's not hard to manage.

    And yes, doing the same thing in a similar way will not bring people to play the class if it didn't bring the people to play whatever it is similar to, so "more of the same" is not worth it in my opinion.
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  9. #9
    Player
    eschaton's Avatar
    Join Date
    Feb 2013
    Posts
    332
    Character
    Oxix Lahun
    World
    Balmung
    Main Class
    White Mage Lv 90
    Love this idea.

    And imagine DPS / Tanks / Healers all having a dancer class! Omg :3 Omg!
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  10. #10
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by kikix12 View Post
    Astrologian is hardly any more of a support healer than White Mage or Scholar. It have a whooping one skill that generates a random buff and one skill that changes that buffs effect. That's literally all. Everything else is related to healing or damage mitigation that is part of every healer since their respective day 1. So yes, Astrologian is a healer with support abilities, but so are technically White Mage (Fluid Aura and Repose) and Scholar (Chain Stratagem, Fey Covenant of Eos, Silent Dusk and Fey Wind of Selene).
    Thing about AST is that their support elements are substantially more consistent when compared to lengthier cooldowns such as those from SCH and more valuable than the crowd controlling abilities from WHM that haven't seen much use in major content. Sure, it's just a couple of buttons, but in the right hands, those buttons can prove to be close to gamebreaking.

    Two things to point out. The first is the ongoing reference to "stamina", and unless that is referring to TP, that might need its own gauge as well and means of restoring it (unless there's something there I missed).

    The second thing is kinda big not just for FFXIV healers, but for healers in any MMORPG that uses a role trinity. Although it might look like a reskin, every healer typically has a rudimentary toolkit to adequately function in all content. The basic heal, the big heal, the instant heal, the AoE heal, the big AoE heal and some sort of panic button when things are really going south....all of these need to be present in some form or another to operate as a basic healer, and after that usually comes the unique healing gimmick and then the damage toys and the flavor stuff. The reason why it looks like reskinning for healers in FFXIV is because it makes them easier to balance....at least in theory anyway. It's not really a "set in stone" thing, but it's still something worth bearing in mind whenever making a healer concept.

    Always interesting seeing any concept for Dancer given Yoshi's response of wanting to get it "just right" given that was his response to why we didn't get Dancer for Stormblood. Like you said, it could definitely use some tuning, especially with traits. Maybe some lore elements wouldn't hurt either. Despite that and some of the text being a bit hard to follow at times, it's definitely a more interesting approach to Dancer, at least as a healer.
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