Here is a old suggestion I had. I still stand by my point that the Disciplines of magic are too similar and should receive massive adjustments plus a new class to make them more different from each other. I believe now is the best time to do it because the game has a low population so its like we are still in beta, plus it would work more with the one job system SE currently has planned. CON can get Black mage, CLE White mage, and THM dark knight/mage ?
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I think SE made the Disciplines of magic too similar, I think they should adjust each class to make them more unique. In addition I will introduce 1 new class to Fill in the spaces where I believe it would fit in with the magic school.
Conjurer
I feel like some spells don't make sense with Conjurers since they are elementals magic users. A example of this is the spell "Cure" which is light based, so I will remove some spell from there list that don't seem to fit. This class would be most similar to a Geomancer, or a black mage using elemental spells.
Role
-Magic Type:Elemental (MP)
-Role: Damage Dealer
New Skill List
*Elemental Dart (Name change for Spirit dart.)
R1 Aero,Fire,Stone,Aero,Thunder,Blizzard
R2 Trance Chant
R4 Stoneskin
R6 Shock Spikes
R8 Burn
*R10 Natures Roots (Replacement for Radiance.)
R10 Profundity
R10 Drown
R12 Chock
R14 Soughspeak
R14 Frost
R16 Rasp
R16 Aero II,Fire II,Blizzard II,Thunder II,Water II, Stone II
R18 Shock
R20 Elemental Shroud
*R22 Metamorphosis (Name change for Purge)
R24 Resonance
R26 Stoneskin II
R28 Shock spikes II
R30 Fast cast
R30 Levinbolt
R30 Burn II
R32 Profundity II
R34 Drown II
R36 Chainspell
R38 Choke II
R40 Nature's Fury
*R40 Tier III nukes
R42 Ancient Magic (With Changed effect + Animation)
R42 Frost II
*R44 Metamorphosis II
R46 Rasp II
*R46 Terrian Tap (your environment gives you a bonus for the spells of the appropriate element.)
*R48 Elemental Auras: (Buffs that change the element environment around you.)
R50 Shock II
R50 Levinbolt II
R50 One With Nature
R50 Soughspeak II
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Thaumaturge
[I]I think this class should focus on DOT and debuffs, so for the additional of the new class some skills will be changed and some will be removed, also I think the Idea of a "Blood mage" is pretty interesting so I will also put some suggestions to improve THM HP use for magic.[I]
Role
-Magic Type: Dark/Light (MP/HP mix mage)
-Role: Debuffs/DOT
Suggestion
The same way mages can make spells AOE I suggest to add another option for THM under the aoe option to allow the usage of HP for spells instead of MP. Of course if the THM HP goes to 5% or less you can no longer cast spells with HP to not kill yourself, and for spells that are a mixture of HP + MP make it stronger when the THM only uses HP. (THM only)
New Skill List
Phantom dart
R1 Banish,Scourge
*R2 Blood Rite (Converts a percent of your HP to MP)
R4 Sacrifice
R6 Poison
R8 Gravity
R8 Slow
R10 Damnation
R10 Punishing Barbs
R12 Bio
R12 Dia
R14 Dark Seal
R16 Banish II + Scourge II
R18 Absorb spells
R20 Sacrifice II
R20 Silhouette
R22 Stygian Spikes
R22 Initiation
R24 Bind,Paralyze,sleep,Silence
*R26 Aspir:Name change for Siphon MP.
*R26 Siphon:Name change for Siphon TP.
R26 Drain
R28 Poison II
R30 Firm Conviction
R30 Flashfreeze
R30 Paradigm Shift
*R32 Confuse:Makes the enemy run away from you for a short duration or till attacked.
*R34 Mana rite:Converts a percent of your MP to HP.
R36 Bio II + Dia II
R38 Absorb spells II
*R40 Banish III + Scourge III
R40 Emulate
R40 Shadowfall
*R42 Ancient magic
-Holy: Deals massive holy damage to the enemy plus DOT of light.
-Ultima: Deals massive dark damage to the enemy plus DOT of dark.
R42 Stygian Spikes II
R44 Shadowsear
R46 Dark Seal II
*R46 Bind II,Paralyze II,sleep II,Silence II
*R48 Aspir II,Drain II,Siphon II
R50 Sacrifice III
R50 Contagion
R50 Flashfreeze II
R50 Transcendence
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Cleric
This is the main healer of the game most of the spells effects removed are going to this class, the reason I added this class is because I believe currently with the classes of the Discipline of magic we have some spells just don't fit with the current classes. Plus it will make each class more unique in there own roles and make each class feel different and not the same, while still offering the same freedom with the armory system. It can also offer some great lore about the Cleric following a more holy route unlike there Thaumaturge brothers.
Role
-Magic Type:Light/holy (MP/TP mage)
-Role:Healer,HOT,Buffer
-Similar to how Thaumaturges are blood mages by using HP to power up spells, this mage focuses on TP and magic.
-AOE:Magic cone is frontal like THM.
Weapons
Grimoires or Rods
Guild
-For the Guild I think that SE already made a perfect location for it, and thats the church in Ul'dah.
Skills
R1 Spirit Dart
R1 Cure + Regen (Heals HP over time without HP cost)
R2 Devotion (Recovers some MP)
R4 Poisona
R6 Repose
R8 Protect
R8 Shell
R8 Blindna
R10 Radiance
R10 Divine Blessing: Your next Healing spell will give a weak stoneskin effect.
R12 Paralyna
R14 Divine Seal: increases the strength of your next healing spell.
R16 Cure II + Regen II
R16 Silena
R18 Vigil: Raises Magic Defense
R18 Focus: Raises Magic Attack
R18 Faith: Raises Mind
R18 Insight: Raises Piety
R18 Bravery: Raises Vit
R18 Rage: Raises Attack
R20 Sleepna
R20 Raise
R20 Blinding Light: Launch a holy attack, dealing damage to the target and reducing its ACC. Damage type varies with equipped arm.
R22 Purge: Removes a random Debuff
R24 Refresh (MP regen)
R24 Regain (TP regen)
R26 Spiritbind
R28 Protect II + Shell II
R30 Divine Veil: Cut duration of all Debuffs by halve, including Weakness.
R30 Supernova: Deals a Heavy Light based damage, that stuns the enemy.
R30 Roaming Soul
R32 Reraise: If killed this buff gives you the option to raise yourself.
R34 Divine Blessing II
R36 Vigil II: Raises Magic Defense
R36 Focus II: Raises Magic Attack
R36 Faith II: Raises Mind
R36 Insight II: Raises Piety
R36 Bravery II: Raises Vit
R36 Rage II: Raises Attack
R38 Raise II: Hafe the time of regular Raise
R40 Cure III + Regen III
R40 Rapture: 3 Hit light based attack
R40 Benediction: Uses all your TP to heal your teammates.
*R42 Ancient magic
Rebirth:Sacrifice yourself to revive all your party members.
R44 Blinding Light II: Launch a holy attack, dealing damage to the target and reducing its ACC. Damage type varies with equipped arm.
R46 Protect III + Shell III
R48 Refresh II (MP regen)
R48 Regain II (TP regen)
R50 Repose II
R50 Purge II: Removes 2 random debuffs
R50 Supernova II
R50 Divine Knowledge (increases your affinity with Cleric-actions by 10, up to a maximum of 100.)
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Now I know some players would be mad that they been playing CON and wanted to be a Healer, but this change would have more good than bad, plus that progress on CON is not lost you still gain some useful skills that could provide some use for CLE.