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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea Revised: Green Mage (Healer)

    This is a revision of my previous Green Mage job idea so that it fits with how jobs currently are.

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*


    Green Mage (GNM)
    Buffing-and Burst-based Healer with Melee DPS
    Weapon: Maces/Hammers
    Attack: Blunt, Close-Range
    Gear: Healing
    Limit Break: Green Dominion (Healer)
    Role Abilities: Healer
    Important Stats: MND for Damage and Healing, MP for Spell Cost
    Inspiration: Green Mages from Tactics A2, Green Magick from XII, clerics and druids in fantasy RPGs



    TL;DR version
    Nature Healer (taking that role over from WHM >w> )
    Gain special mana by damaging enemies and healing allies.
    Use the special mana on continuous buffing spells that you can only use one at a time and a few supportive abilities.
    Healing is mainly burst-based with a few indirect heals.
    DPS is mainly melee-ranged weaponskills with a few spells.

    Lore
    Rabanastian mages who have attuned their aether to that of "the Green", mystical and mysterious entities that make their homes in sacred forests.
    While healing allies and battling enemies, Green Mages gain favor with the Green in the form of Green Mana to fuel their Green Magicks.
    Green Mage's main battle tactic is to use the brunt of the their magick to either heal or support allies, while relying on their maces and few offensive spells to ward off enemies.

    Special Mechanics
    Weaponskills
    When using their weapons for Weaponskills and Abilities, Green Mages infuse it with magick, resulting in Magical Damage.
    These use the user's MND stat and do not cost MP.
    Auto-Attacks still uses the user's STR stat and does Physical Damage.

    Green Magick and Green Mana
    By healing allies and damaging foes, Green Mages gain favor with the Green in the form of Green Mana.
    Using the Green Mana they collect, Green Mages can tap into the power of Green Magicks.
    Green Mana is held in the Green Mana Meter, which can hold up to 30 points.
    Auto-Attacks grant the user 1 Green Mana point.

    Special Gauge(s): Green Mana Gauge
    A bar that shows how much Green mana the user has and what "...of the Green" Spell the user currently has activated and how much time it effects has left (if it has an effect time).

    Skills
    Green Magick
    -Bravery of the Green: GCD Spell. For 30 seconds, continuously drain the user's Green Mana Meter by 3 every 3 seconds. While this effect is up, increase the Direct Hit Rate of all partymember with in 20 yalms of the user by 5%. Use a second time or activate another "...of the Green" Spell to deactivate. 1 second cast time. 120 second cooldown.
    -Faith of the Green: GCD Spell. For 30 seconds, continuously drain the user's Green Mana Meter by 3 every 3 seconds. While this effect is up, increase Magical Damage all partymembers with in 20 yalms of the user do by 5%. Use a second time or activate another "...of the Green" Spell to deactivate. 1 second cast time. 120 second cooldown.
    -Poison of the Green: GCD Spell. Continuously drain the user's Green Mana Meter by 3 every 3 seconds. While this effect is up, damage all enemies with in 20 yalms of the user continuously. Use a second time or activate another "...of the Green" Spell to deactivate. Potency of 30. 1 second cast time. 2.5 second cooldown.
    -Tranquility of the Green: GCD Spell. For 30 seconds, continuously drain the user's Green Mana Meter by 3 ever 3 seconds. While this effect is up, increase the user's Healing Potency by 10%. Use a second time or activate another "...of the Green" Spell to deactivate. 1 second cast time. 120 second cooldown.
    -Verdant Decoy: oGCD Ability. Uses 10 Green Mana points. Place a barrier on a selected partymember that will absorb damage equal to 20% of the target's Maximum HP (Duration: 10 seconds). Additionally, once the barrier is destroyed or the effect time ends, damage all enemies with in 5 yalms of the affected. Potency of 200. Instant cast time. 60 second cooldown.
    -Verdant Gift: oGCD Ability. Uses 10 Green Mana points. For 15 seconds, the user's auto-attacks will use their MND instead of their STR. Additionally, whenever the user lands a successful auto-attack, weaponskill, or damaging ability, they restore 200 MP. Instant cast time. 150 second cooldown.
    -Verdant Shell: oGCD Ability. Uses 10 Green Mana points. When first activated, creates a 10-yalm barrier around the user that will decrease damage all partymembers inside take by 10% for 15 seconds. While this barrier is up, this ability turns into Verdant Bloom. Instant cast time. 90 second cooldown.
    +Verdant Bloom: oGCD Ability. Takes the place of Verdant Shell while its barrier is up and cannot be manually placed on the hotbar. Remove the barrier and heal all partymembers that were inside it. Potency of 400.

    Healing Skills
    -Emerald Boon: oGCD Spell. For 12 seconds, whenever a selected partymember damages an enemy using a Weaponskill, Spell, or Ability, they recover HP equal to 15% of the damage dealt. Instant cast time. 2.5 second cooldown.
    -Emerald Chant: GCD Spell. Heal a selected target. Additionally, grants the user 5 Green Mana. Potency of 400. 1.5 second cast time. 2.5 second cooldown.
    -Emerald Prayer: GCD Spell. Heal all partymembers with 15 yalms of the user. Additionally, grants the user 5 Green Mana. Potency of 300. 1.5 second cast time. 2.5 second cooldown.
    -Emerald Whisper: oGCD Spell. Heal a selected target. Additionally, grants the user 3 Green Mana. Potency of 200. Instant cast time. 2.5 second cooldown.
    -Renew: GCD Spell. Resurrects target to a weakened state. 8 second cast time. 2.5 second cooldown.
    -Emerald Hymn: oGCD Ability. Gradually restores the HP of all partymembers with in 15 yalms of the user for 18 seconds. Potency of 130. Instant cast time. 60 second cooldown.
    -Emerald Vox: oGCD Ability. Heal a selected target. Potency fo 500. Instant cast time. 40 second cooldown. Gains 1 charge via the Enhanced Emerald Vox Trait (Max charges: 2).

    Offensive Skills
    -Shining Strike: GCD Weaponskill. Damage a selected target. Additionally, grants the user 3 Green Mana. Potency of 140. Instant cast time. 2.5 second cooldown
    -Seraph Strike: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Shining Strike > Seraph Strike: Potency of 150. Additionally, grants the user 3 Green Mana.
    -Dagan: GCD Weaponskill. Damage a selected target. Potency of 100. Instatn cast time. 2.5 second cooldown.
    Combo: Seraph Strike > Dagan: Potency of 200. Additionally, grants the user 5 Green Mana and heals all partymember with in 20 yalms of the target equal to the damage done.
    -Judgement: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Seraph Strike > Judgement: Potency of 300. Additionally, grants the user 5 Green Mana.
    -Exudation: GCD Spell. Place a ball of light in a designated area for 18 seconds. Whenever the user damages the ball with a Weaponskill or Ability, it will send out a pulse of light, damaging all enemies with in 8 yalms of the orb for equal to 50% of the damage done. 2 second cast time. 2.5 second cooldown.
    -Tanglevine: oGCD Spell. Damage a selected target for 18 seconds. Potency of 30. Instant cast time. 2.5 second cooldown.
    +TangleThorn: oGCD Spell. Upgrade of Tanglevine. Damage a selected target for 30 seconds. Potency of 60. Instant cast time. 2.5 second cooldown.
    -Will-o-Wisp: oGCD Spell. Damage a selected target. Additionally, grant the user 3 Green Mana. Potency of 50. Instant cast time. 30 second cooldown. Gains 1 charge via the Enhanced Will-o-Wisp trait and a second charge via the Enhanced Will-o-Wisp II trait (Max charges: 3).

    Other Skills
    -Dell of the Dreamer: oGCD Ability. Grants the user 30 Green Mana. Additionally, the next "...of the Green" Spell the user uses will cost 0 Green Mana until its effect ends. Instant cast time. 180 second cooldown.
    -Emerald Focus: oGCD Ability. Stance. While activated, the user can hit enemy targets with weaponskills and auto-attacks from up to 15 yalms away but all damage the use does is decreased by 10%. Instant cast time. 2.5 second cooldown.
    -Emerald Stride: oGCD Ability. Increase the Movement Speed of all partymembers with in 15 yalms of the user for 15 seconds. Instant cast time. 90 second cooldown.

    Skill and Unique-Trait Levels
    1. Shining Strike
    2. Emerald Chant
    4. Tanglevine
    10. Emerald Prayer
    12. Renew
    15. Verdant Gift
    15. Green Mana: Allows the user to accumulate Green Mana from Auto-Attacks, Weaponskills, Spells, and Abilites.
    20. Seraph Strike
    30. Bravery of the Green
    35. Emerald Whisper
    38. Will-o-Wisp
    40. Emerald Hymn
    45. Tranquility of the Green
    46. Exudation
    50. Emerald Focus
    50. Emerald Vox
    52. Judgement
    54. Enhanced Will-o-Wisp: Grants Will-o-Wisp 1 additional charge (Max charges: 2).
    56. Emerald Boon
    60. Faith of the Green
    62. Verdant Shell
    64. Poison of the Green
    66. Verdant Decoy
    70. Dagan
    72. Emerald Stride
    72. Tanglethron: Upgrades Tanglevine to Tanglethorn
    76. Enhanced Vox: Grants Vox 1 additional charge (Max charges: 2).
    78. Enhanced Will-o-Wisp II: Grants Will-o-Wisp 1 additional charge (Max charges: 3).
    80. Dell of the Dreamer
    (3)
    Last edited by Mimilu; 08-01-2020 at 10:05 PM.

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Design Notes:
    Like with my last healer idea, I wanted to make a more action-packed healer.
    My Green Mage wants to be in the thick of battle, clobbering enemies with its club to gain Green Mana.
    I went with a more Nature/Plant theme.
    (2)
    Last edited by Mimilu; 07-15-2020 at 05:08 AM.

  3. #3
    Player Amnmaat's Avatar
    Join Date
    May 2019
    Posts
    1,249
    Character
    Loud Jungle
    World
    Sargatanas
    Main Class
    Black Mage Lv 60
    I approve of this to the fullest.
    Geomancer has always had the problem of borrowing WHM/BLM elements

    Green mage would be a perfect healer or dps since it brings something that isn't an element but still deals with magic and nature. A plant-based mage would look astonishing in XIV, and staying true to its nature of being the strongest weapon-skill mage it would add the much wanted hammer weapon to the game.

    The green mana idea through weapon-skill usage is very creative, no mage has anything like that.
    It would really fit into the male Viera wood warden lore of the game. Would be a great way to introduce male Viera or even give Viera a job identity within XIV. While Dancer seems to fit Viera perfectly, it's clearly a Thavnairian job, and Viera are not really Thavnairian.
    (1)