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  1. #21
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    WHM:
    Cleric Stance - returns as a stance that increases damage but slowly drains MP (similar to original Darkside). It wouldn’t debuff heals like old Cleric Stance, and could swap out conjury skills with White Magic versions.
    Water/Osmose, for increased mana recovery.
    Stoneskin1/2, since I believe that all healers should have access to shielding.
    Protect/Shell, as upgrades to Stoneskin when WHM really starts getting into White Magic.

    SCH:
    Full removal from SMN spells - no more Bio/Ruin. Some examples could be:
    Vitriol - Bitter Criticism/Malice, also an archaic term for Acid.
    Fervent - Being passionate/intense, also an archaic term for glowing with heat.
    Bedlam - Chaos occurring, also an archaic term for mental asylums
    If we’re also keeping the doctor-ish theme, we could have mixed damage&mitigation, with:
    Phrenolysis (the breaking down of the mind)
    Myolysis (the breaking down of the muscles)

    AST:
    The card system change didn’t work, nor do I think that going back to StB would be efficant.
    Going forward I’d like cards to become a rotating set of stances, like BRD’s songs, rotating on a mostly-fixed cycle that you choose.
    It’d lean heavily into AST’s requirement for pre-planning and foresight.
    Ewer: HP Regen/Heals received up (for the filling of the Ewer)
    Spire: Shield (for the invigoration of the tower by levin)
    Arrow/Spear: (I need to reread AST’s lore to properly assign effects for these)
    Bole: Damage mitigation (from the protection of the Bole)
    Balance: Damage buff (for divine retribution)
    All effects 15 seconds long with 80second cooldowns (so you have a little wiggle room with changing card order mid-fight)
    You’d get a GEO inspired damage buff while a card is active (since each card represents an element) to incentivise always having a card active

    Randomness shouldn’t be a big part of healing/mitigating, but it can still be included in a secondary personal DPS kit.
    Similar to 11’s Corsair, I’d give AST a blackjack style gambling system with a chance to break for massive damage, or bust for nothing.
    That’s where the card-shark name scheme can come in, with Spread (second draw), sleeve draw, bottom draw, etc all making appearances.
    (2)

  2. #22
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by YusiKha View Post
    WHM:
    Cleric Stance - returns as a stance that increases damage but slowly drains MP (similar to original Darkside). It wouldn’t debuff heals like old Cleric Stance, and could swap out conjury skills with White Magic versions.
    Water/Osmose, for increased mana recovery.
    Stoneskin1/2, since I believe that all healers should have access to shielding.
    Protect/Shell, as upgrades to Stoneskin when WHM really starts getting into White Magic.

    SCH:
    Full removal from SMN spells - no more Bio/Ruin. Some examples could be:
    Vitriol - Bitter Criticism/Malice, also an archaic term for Acid.
    Fervent - Being passionate/intense, also an archaic term for glowing with heat.
    Bedlam - Chaos occurring, also an archaic term for mental asylums
    If we’re also keeping the doctor-ish theme, we could have mixed damage&mitigation, with:
    Phrenolysis (the breaking down of the mind)
    Myolysis (the breaking down of the muscles)

    AST:
    The card system change didn’t work, nor do I think that going back to StB would be efficant.
    Going forward I’d like cards to become a rotating set of stances, like BRD’s songs, rotating on a mostly-fixed cycle that you choose.
    It’d lean heavily into AST’s requirement for pre-planning and foresight.
    Ewer: HP Regen/Heals received up (for the filling of the Ewer)
    Spire: Shield (for the invigoration of the tower by levin)
    Arrow/Spear: (I need to reread AST’s lore to properly assign effects for these)
    Bole: Damage mitigation (from the protection of the Bole)
    Balance: Damage buff (for divine retribution)
    All effects 15 seconds long with 80second cooldowns (so you have a little wiggle room with changing card order mid-fight)
    You’d get a GEO inspired damage buff while a card is active (since each card represents an element) to incentivise always having a card active

    Randomness shouldn’t be a big part of healing/mitigating, but it can still be included in a secondary personal DPS kit.
    Similar to 11’s Corsair, I’d give AST a blackjack style gambling system with a chance to break for massive damage, or bust for nothing.
    That’s where the card-shark name scheme can come in, with Spread (second draw), sleeve draw, bottom draw, etc all making appearances.
    If we don''t get Chemist as healer i'd like to see things like "reverse/bubble/ and especially Reflect(its totally in the BLU carnival) make it as job defining abilities personally.
    (0)

  3. #23
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Enkidoh View Post
    Irony is, we actually did have Shell back in 1.0, and, in ARR and HW, Shell was actually still in the game anyway, but rolled into Protect automatically with the 'Proshell' trait, effectively making it the traditional FF spell Wall in all but name (probably due to pragmatism - why complicate matters by providing spell bloat when players would want protection for both physical and magical attacks and just cast both spells anyway one after the other if offered both seperately?). Then when Protect became a healer role ability that was lost.

    Personally I'd love to see Protect return, but I think SE has made their choice. Divine Bennison sort of replaces it at high levels anyway, but it's not completely the same (rather than just outright giving increased defence it cancels damage out to the equivelant of a 500 potency heal), so there is hope that maybe one day SE might bring it back for CNJ/WHM, but I'm not going to hold my breath.
    I'd prefer something like Protect being our Divine Benison, and then Shell being an AoE equivalent.

    Protect:
    Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency.
    Duration: 15s
    Additional Effect: If physical damage is absorbed by target, then lily progress is increased by 10s.
    Recast: 30s

    Shell:
    Creates a barrier around self and any party members nearby that absorbs damage equivalent to a heal of 300 potency.
    Duration: 30s
    Additional Effect: If magical damage is absorbed at least one target, then lily progress is increased by 10s.
    Recast: 60s

    Generally tank busters are more likely to be physical, while raid-wides are more likely to be magical.
    (2)
    Last edited by Seraphor; 10-14-2020 at 11:23 PM.

  4. #24
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    While I can appreciate a lot of what people have suggested, maybe some more critical thinking is needed before some suggestions are made. I see a few suggestions for skills that are already in the game just under different names. Like Chain Stratagem is Libra and Lightspeed is Haste. They are skills that fit the lore of the skill but allow it to fit within XIV's world. Also some skills are named differently in Japanese, and are actually the skill we think it is. Like Infuriate is Warcry, Life Surge is Lancet, and apparently Devilment is a Tango? Who knew, lol.

    Quote Originally Posted by Reinhardt_Azureheim View Post
    SCH - gib back Miasma II and Bane ⊂(•̀﹏•́⊂ )∘˚˳°
    AST - replace Gravity and remaining "Time Magic" with other effects, to make way for:

    Time Mage
    - with Haste / Haste III spells
    - Gravity is their AOE, AST gets a replacement (like how SCH did with Miasma II -> Art of War)
    - Comet as an ability / spell maybe? High potency?

    Please don't comment "But AST is basically Time Mage", you will simply waste your time and I am sick of hearing it. ლ(ಠ益ಠ)ლ
    While I won't bring up the whole AST is a Time Mage thing, though were all thinking it. I will point out a few holes you might not realize.

    While SCH did get Miasma II replaced, it is still a poison based skill. In fact in Japanese its called "Poisoning Art" honestly they could of just kept the animation and changed the name. My guess is that they changed the name to go along with their military background. Additionally, the Malefic spell line is meant to mimic celestial bodies, and while not all of them are, some have Comets in the animation. I think only Malefic III uses an actual comet though. And well there is of course Lightspeed.
    (2)

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