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  1. #1
    Player
    Bobsmiaw's Avatar
    Join Date
    May 2018
    Location
    Limsa Lominsa
    Posts
    76
    Character
    Willem Allen
    World
    Phantom
    Main Class
    Scholar Lv 90
    Actually, we can have a lot of option for time related spell such as:

    1. Quickening regen = heal based on regen total potency on target (potecy x duration). Its kinda similar to sch ET, but the target/party should have the regen status first. Remove target regen status upon use. Only work for Asp. Bemefic and Asp. Helios regen

    2. Enhance shield = reduce shield duration while increasing shield potancy on target. The target should have a shield first before we can enhance it. Only work for Asp. Bemefic and Asp. Helios shield

    3. Extending buff = extend card buff/divination duration. Not applicable for extending regen/shield/other buff duration
    (0)

  2. #2
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Kabooa View Post
    Spitballing here, but you could make it so "Nocturnal" shields are just % mitigation like the Bole used to provide.

    I frankly was never a fan of having two sects that you just turned on/off before combat based on who your partner was. The "Sect" stances can go the way of the dinosaur, and instead build them into their healing options where Diurnal (HoT based) and Nocturnal (%Mitigation based) work together.

    Hot and Mitigation as the core suite still works well with both its potential partners.

    And time extending mitigation is ace, and causes less of a tuning headache.
    i really like this approach. not having 2 sects would make balancing the healers in general easier and make tooltips less bloated as well
    (2)

  3. #3
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    991
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Bobsmiaw View Post
    Actually, we can have a lot of option for time related spell such as:

    1. Quickening regen = heal based on regen total potency on target (potecy x duration). Its kinda similar to sch ET, but the target/party should have the regen status first. Remove target regen status upon use. Only work for Asp. Bemefic and Asp. Helios regen

    2. Enhance shield = reduce shield duration while increasing shield potancy on target. The target should have a shield first before we can enhance it. Only work for Asp. Bemefic and Asp. Helios shield

    3. Extending buff = extend card buff/divination duration. Not applicable for extending regen/shield/other buff duration
    You know I never thought about that. I always wondered why they took away the time related abilities from Astro. Well the time extenders anyway. So it’s divination maybe. They didn’t want us extending divination because maybe they thought it would be to op? I hope they give us back time dilation or a similar skill in 6.0.
    (0)

  4. #4
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by SweetPete View Post
    You know I never thought about that. I always wondered why they took away the time related abilities from Astro. Well the time extenders anyway. So it’s divination maybe. They didn’t want us extending divination because maybe they thought it would be to op? I hope they give us back time dilation or a similar skill in 6.0.
    I think it's more likely that time will be the gimmick of the new healer. They're prepping us with Gaia this tier. Time mage incoming.
    (1)

  5. #5
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by EaMett View Post
    I think it's more likely that time will be the gimmick of the new healer. They're prepping us with Gaia this tier. Time mage incoming.
    Time Chemist! lol

    (Tbh I'd rather have time mage/geomancer/something else because I prefer high fantasy over sci fi themes, but can see why people would like chemist to play something more 'out of the box' and less WHM ish)
    (0)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Allegor View Post
    Time Chemist! lol

    (Tbh I'd rather have time mage/geomancer/something else because I prefer high fantasy over sci fi themes, but can see why people would like chemist to play something more 'out of the box' and less WHM ish)
    I just want to slam dunk some healing potions on foos
    (0)

  7. #7
    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 Kabooa View Post
    I just want to slam dunk some healing potions on foos
    Now I've got hilarious lore justifications spinning in my head. "No no no, these potions are topical! Wait you've been DRINKING them? No wonder you get sick if you have more than one every 5 minutes!"
    (0)

  8. #8
    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 GrimGale View Post
    Potions have always been topical in FF. If i recall correctly, most animations, if not all animations involving a character using a potion in Final fantasy games are "toss thing up in the air, vial shatters and a mist of refreshing curative particles trickles down on the character."
    Yeah, I was joking about the fact that potions in XIV have agonizingly long cooldowns so there's going to be some neat lore reason why chemist in particular can machine gun them at party members every ~2.3 seconds.
    (0)

  9. #9
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Semirhage View Post
    Yeah, I was joking about the fact that potions in XIV have agonizingly long cooldowns so there's going to be some neat lore reason why chemist in particular can machine gun them at party members every ~2.3 seconds.
    If we get a Garlean magitek style Chemist, I'd figure we will be using our own aether, rather than pre-loaded Potions, to "shoot" at party members.

    While a full fledged Garlean Chemist would have to use ammo, as magic capable people, we will be able to synthesize healing draughts out of our own aether. (Just like Machinists produce bullets)

    Maybe this is where the "mix" ability will come in. By carefully aspecting our aether and then mixing it in specific proportions, we will be able to prepare charges with unique effects.
    (0)

  10. #10
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Something I'd personally add to my list of issues with the healers.

    "Hello, I am {User in practically any thread on these forums}. The healer role has been butchered. It's in such an unacceptably bad state. All three healers play the same now, with really basic kits, a bunch of boring oGCDs that hardly interact with one another, and a one-DOT, one-nuke damage spam that makes up almost the entirety of their endgame skill ceiling.


    Anyway, here is my five paragraph essay on why this is a horrible tragedy that befell Astro and Scholar detailing why they should be completely overhauled. Also when I'm reminded that White Mage exists my intro paragraph will receive a softer touch. Sparse kit? Overhealing? Unconnected oGCDs? One DOT and one nuke spamming as the entire endgame? Num num gimme more of that! It's just so unfair that White Mage design is in such a great spot with this exact state of affairs I just spent my intro bitching about. It's all fight design with WHM! The kit is great, just need better combat to make WHM really fun and/or interesting. But AST and SCH, they need overhauls to be fun. It's not fight design there. It's dumbed down and bland when AST and SCH have to deal with it. It's 'great design' when WHM does. No contradictions here! No idea why the devs think these opinions make no sense."
    (0)

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