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  1. #1
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92

    My idea for the WHM kit

    tbh the kit of the white mage is kinda perfect for him but i felt some stuff needed to be said and changed a bit there. so i'l write what i think it should be to make him better(again this is for fun).

    lvl 1-17 fluid aura name changes to water I(its basically water spell with a different name) conjurer stays the same

    lvl 18-stone II -remain the same
    aero I upgrade to aero II as usual only with a bit smaller potency.

    lvl 25- regen.

    lvl 30-cure II and present of mind remain the same.

    lvl 35- protect-grant 10% mitigation for party member duration 10s cd 45s.

    lvl 35 -shell- nulifies all cc for party member duration 10s cd 45s.

    lvl 40- reflect-reflect 10% of damage done to target duration 10s cd: 60s.

    lvl 40- medica change to cure III.
    cure III-restore hp of target and all nearby members.cure potency 350 + regen 100 potency duration 15s.(basically instead of medica II just have the effect on cure III with reduced cure potency)

    lvl 45- holy name changed to banish/exorcise(not decided yet) same effect remain.

    lvl 46-nothing there , aero II was moved to lvl 18.

    lvl 50-benediction remain the same.(can even be renamed to full-life)
    medica II removed.
    secret of the lily + Afflatus Solace unlocked after job quest of hw.

    lvl 52-asylum.
    Afflatus Rapture(moved from lvl 76).

    lvl 54-aero II becomes dia.
    stone II becomes glare.

    lvl 56-assize

    lvl 58-thin air.

    lvl 60-Tetragrammaton removed.
    enhanced revival(trait)- reduce mp cost and cast time by 50% and recover hp to 50% for raise.
    blood lily unlocks-upon full bloom,increases damage for the next dia/glare by 50% and apply damage to nearby enemies- blood lily is consumed upon use.

    lvl 64-dia and glare upgrades to dia II and glare II

    lvl 66- Divine Benison name change to nullify.

    lvl 70-Temperance moved from lvl 80.
    Plenary Indulgence removed.

    lvl 72-dia II and glare II upgrades to dia III and glare III.

    lvl 74 -endure - allow target to survive a killing blow,duration 20s ,cd:120s(expires upon receiving a deadly hit)

    lvl 76 - Afflatus Misery name changed to holy(instead of a flower animation give it white spheres that burst and its pretty much the traditional holy)
    bravery- increase damage by 20% for target duration 10s cost:2 lilies ,does not nourish blood lily (to all those rude people that posted,here i thrown you a bone)

    lvl 78-enhanced asylum remain the same.
    enhanced cure-upon using cure I/cure II/cure III slightly increase lily gauge(can only apply during combat).

    lvl 80- re-raise - upon death,target can be revived immediately with 25% hp (without weaken state).duration 60s cd:180s mp cost:3000 cast time:3s
    enhanced revival II- remove weaken state from raise and upon successful use, grands lily.(target must accept your raise)

    not much change just a swap of names and skills from different places in the kit and a few new skills.

    instead of stone/aero III,IV and then dia and glare just directly change to glare/dia from stage II and keep upgrading the potency each stage as usual.
    allowing the other stages of aero and stone to be used for a geomancer class if we ever receive one in the future.

    that's my idea for the kit and hope you liked it ^^.
    (0)
    Last edited by CrimsonGunner; 09-10-2019 at 09:21 AM.

  2. #2
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Some of the ideas, like protect, are fine.
    Removing Medica 2 and nerfing Cure 3 with an added regen as the replacement for Medica 2 are awful, same with removing Tetra and PI for some trashy re-raise mechanics.
    (6)

  3. #3
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by Silver-Strider View Post
    Some of the ideas, like protect, are fine.
    Removing Medica 2 and nerfing Cure 3 with an added regen as the replacement for Medica 2 are awful, same with removing Tetra and PI for some trashy re-raise mechanics.
    re-raise mechanic and pure healing is pretty much what defined ff whm in the series,so what would you offer then instead?
    (0)
    Last edited by CrimsonGunner; 09-07-2019 at 02:17 AM.

  4. #4
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by CrimsonGunner View Post
    re-raise mechanic and pure healing is pretty much what defined ff whm in the series,so what would you offer then instead?
    And buffing. And debuffing. And powerful damage spells. "WHM is a pure healer" is an identity that does not work in this game, and never has. Because it's synonymous with "WHM is the obvious worst choice of the three healers" unless the other two are in a nonviable state.
    (8)
    Last edited by Semirhage; 09-07-2019 at 02:51 AM.

  5. #5
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by Semirhage View Post
    And buffing. And debuffing. And powerful damage spells. "WHM is a pure healer" is an identity that does not work in this game, and never has. Because it's synonymous with "WHM is the obvious worst choice of the three healers" unless the other two are in a nonviable state.
    whm is a pure healer,its his identity,it might not fit what you expect in the game and it might not work to your liking but thats his style thats who he is in the entire series.
    in terms of powerful damage spells his iconic holy is the only one in ff lore regarded as one of the most powerful spells and that was it all of the white mage had in damage the rest were healing and protection.
    he isn't the worst choice, he is the solid choice,a healer with no gimmicks.he is a controller of white magic,a magic dedicated to healing and protection.

    if you have a different view then post it, but WHM identity is always be the staple pure healer of final fantasy that people love and that's what i wanted the kit to represent.
    (0)

  6. #6
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Oh? Then where is Bravery? Faith? Bubble? Berserk? Blind? Reflect? Float? Prayer? Blink? Silence? Teleports? Exit? Confuse? Nul/Bar-element? Haste? Dispel? Scan? The summoner hybrids that have been present in a large portion of the series? Damaging undead with cures?

    There's a large amount of Final Fantasy lore that directly contradicts "Cure and Protect with the occasional Holy" spambot identity that Square has pigeonholed WHM into, let alone any creativity outside the rest of the series. I have no idea whence comes this "pure healer with no gimmicks and nothing special outside a bunch of straight Cure spells and maybe some damage I guess" fantasy comes from, but it's been strangling the life out of the WHM job for multiple expansions now, and has even managed to spread its sludge to annoy SCH and AST this expansion.

    Maybe "pure healer" is WHM's identity. But the stripped-down, overly restrictive version of that definition FF14 uses at the moment isn't the white mages I've been playing the last few decades.
    (10)

  7. #7
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    sorry to burst your bubble but healing and protecting with occasional holy is WHM.
    his iconic spells cure,cura,curega,raise,re-raise,full-life(full-cure) sound familiar to you? maybe cause u needed said in parties at a ff series game before?
    protect,shell, even the skills you mentioned reflect,nul/bar-element,float,blink guess what type of spells they are? thats right they are different protection spells that either a barrier or mitigation .

    and for other skills you mentioned:
    haste -also time mage iconic spell and can be given to them which including slow/stop.
    berserk/faith-they can also be black magic as well,
    exit/teleport- that can also be used on red magic,black magic and more since its a leave a dungeon skill....
    blind /silence- can easily go to any caster red,black,green since they are a cc spell

    those skills that mention aren't his bread and butter ,those skills are shared between him and other classes.he can learn them but so does the others.

    those healing spells and those protection spells,those are white magic and when people say WHM is Cure and Protect it means just that.
    it means that WHM HAS HEALS GALOR AND VARIED PROTECTIONS BUFFS TO GIVE.

    oh and dispel doesn't need to be bind to whm job it can also be used by the other supports just like esuna since it removes buffs and not debuffs like esuna and was used by other classes in FF game as well.
    the only thing you really miss is just 1 raise attack buff among his huge white mage skills so you can be perfect for raid and say look i can increase attack too.

    maybe you prefer to ignore WHM cure skills and protect skills only cause it doesn't sit well in raids content but that is the iconic WHM of FF.
    those pure heals and protect buffs are a major part of WHM and 1/2 attack buff increase wont change that.

    so that "Cure and Protect with the occasional Holy" spambot identity" , that class that spams different healing and defense buffs while occasionally spam its major and most iconic dps skill holy is WHM of FF and IT HIS IDENTITY NOT AST AND DEFINITELY NOT SCH SO STOP COMPARING WHM TO THEM.
    THE VARIED HEALING SPELLS AND DIFFERENT PROTECTIONS BUFFS ARE WHM INCARNATE AND IN THE END ARE BASICALLY PURE HEALS AND PROTECT SPAM and just cause he miss 1 damn raise attack buff skill to say its ruining him,lame .

    in the end i dont think SE didn't gave overly restrictive version or killing WHM with massive heals and lack of dps buffs.
    i think they gave his kite the major core of white magic and kept his play style perfectly,again 1-2 skills missing here or there to make it absolutly perfect but overall thats WHM style.
    so i dont know what white mage you played at the last few decades but the WHM i know is a job i can count on having all healing,reviving and protection buffs skills in the game until its at high level and then holy comes to play as well.
    (0)
    Last edited by CrimsonGunner; 09-07-2019 at 10:34 AM.

  8. #8
    Player
    Wawachume's Avatar
    Join Date
    Mar 2019
    Posts
    108
    Character
    Wawachume Popochume
    World
    Balmung
    Main Class
    White Mage Lv 90
    The problem with heals-only white mage is that irrespective of its thematic suitability, it's just unbalanceable. If WHM has the same healing as other healers, but lacks the extra stuff they bring, then it's just worse. So you have to give WHM more healing to compensate. But it's impossible to balance this because the value of extra healing varies so much between different types of content. It's much more useful for dungeons than raids, for progression than farm, and for PUGs than premades.
    (3)

  9. #9
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    I like the re-raise as a thematic and flavorful ability, but it would not be a viable skill or make any sense in this game. If it would resurrect them without the weakness then yeah maybe, you could use it instead of tank invul skill for certain tankbusters etc. but you would need it to be it's own long cd then. The underlying problem is that the skill would require the player to die to be of any use, and that is not something you actually want, it doesn't really differentiate from normal raise they way you represent it, and you don't ideally ever want to use raise either, no one should die. I like the idea of auto-raise in a form of trait with a long cd for whm, but it would be so horrendously overpowered and the current balance of the game could not take it.

    I see you are trying to bring the whm from other ff games to this game, and it' just not gonna work, having raise as something to play around is not good since it's a thing you don't want to do in the first place.
    (0)

  10. #10
    Player
    IttyBitty's Avatar
    Join Date
    Nov 2015
    Posts
    299
    Character
    Kasumi Shirinami
    World
    Mateus
    Main Class
    White Mage Lv 90
    If you are at the point where casting your version of re-raise is going to actually do anything (ie they're actually going to die within the next 60 seconds), and you actually have the time to cast it, why would you not spend that time preventing the death in the first place? If they're going to die anyway, I'd rather have control over when they get to get back up (so they don't raise right into the raidwide that follows the mechanic that took them down since few players actually take advantage of res immunity) even if it means they stay on the floor for a little bit longer.

    The only augmented raise I'd want to see in this game is one which bypasses weakness.

    What WHM actually needs is more things to do with their lilies earlier in the levelling experience, not shunting the reward system for using them even later. WHM gets its "unique" system *so late* compared to practically every other class, whose gauges may be very rudimentary early on but at least actually *exist* before level 50 (usually by level 30).
    (3)

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