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  1. #1
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90

    Healer Kit Wishlist Thread

    Well, I'm disappointed as hell. Let's post this garbage I've been alluding to the past few months or so and see if it sticks.

    This is a rework proposal with a methodology shift I hoped to see in all of the healers. Within this design doc is three reworks to White Mage, Scholar, and Astrologian, all made in an attempt to bridge the gap in SE's mindset towards healers and the playerbase's actual experiences. I actively attempt to adhere to both philosophies of Sylphie mains and Green DPS alike, attempting to solve problems within their current kits while injecting more personality, depth, and fun into their respective themes, while generally remaining simple to play and understand.

    I held off on posting this prior because I didn't want to poison the well, in hopes SE would actually make this move themselves. Unfortunately, they did not. So I'm gonna poison the well, a bit.

    But in interest of fairness. I don't want people to review this too heavily. That's pointless. Instead, I want to see people attempt a similar level of work and post their ideas in this thread. Whether its for a few isolated actions, or as extensive as the whole kit overhaul.

    Basically, give SE your wishlist kit. Show them what they can do to make healers better, show them what we want, based on how we actually play the game they made, so we all can enjoy it to its fullest. Before just throwing out random suggestions (Cure IV lul) though, I hope people here can use this as inspiration, or at least as a guideline for how to go about just that.

    That said, here we go:

    ---

    Overall Healer Identity:

    What I'm not aiming to fix:
    - Healing potency is still going to be chunky. That said, I aimed to keep every individual action below Cure II potency, AoE or Single Target.
    - Classes are going to stick to their established lanes but evolve within them. WHM is going to be DPS focused with minimal utility, AST is going to stick to card management and support, which comes at a significant throughput cost relative to WHM. SCH is shifting to be stronger at raw shields but pays for it by needing to sacrifice more to access its pure healing.
    - I'm generally not going to rock the boat. I'm aiming to improve what's already here in a way that fits both player and developer expectations to highlight what's possible, and will lean on what we've seen before where it's beneficial. My hope WAS that these kinds of shifts are part of what we're getting in 6.0. Alas, we did not.


    ---



    WHM Identity:
    GCD focused healer.
    Lilies - Backloaded resource. Primarily adds mobility via instantcast GCDs whose use unlocks a powerful burst nuke spell.
    Plenty of GCD heals in general (Most are made redundant thanks to Lilies).
    Few but simple to use oGCD heals, varying in power.
    High personal dps, no raid dps based utility, minimal amounts of mitigation.

    What needs fixing:
    - Assize’s Healing component isn’t flexible. Need to shift some of its burdens onto other skills.
    - Add a ton more weaving windows and additional movement options.
    - Slight increase in healing output and flexibility necessary to compliment Lily healing.
    - Needs a touch more complexity and a ton more depth. There should be something extra to juggle around for healing, particularly if it makes seemingly redundant buttons relevant.

    Skill Count (After condensing buttons):
    New/Returning: 6 Actions, 3 Traits
    Reworks/Tweaks: 8 Actions, 0 Traits
    Removal: 0 Actions, 0 Traits
    Total Additions/Alterations: 15

    Evolution:
    1. New Spell - Afflatus Antinomy: Deals unaspected damage with a potency of 100.
    Lily Cost: 1. Cast Time: Instant. Replaces Fluid Aura.

    2. Reworked Spell - Fluid Aura: Deals water damage with a potency of 50.
    Cast Time: Instant. Lily Cost: 1.

    3. Reworked Spell - Cure: Restores Target’s HP. Cure Potency: 450. 1.5s Cast Time.
    Additional Effect: Cleric Stance: Increases the potency of the next Stone, Glare, or Holy you cast by 50% while reducing its cast time by 2.5s. Duration: 15s.

    4. Returning Spell - Aero III: Deals wind damage with a potency of 90 to target and nearby enemies.
    Additional Effect: Wind Damage over Time. Potency: 80.
    Cast Time: Instant. Radius: 10y. Duration: 9s (Note: Assumes a Glare II potency of 330).

    5. Reworked Ability - Assize: Deals damage with a potency of 400 to all nearby enemies. Additional Effects: Restores 5% of MP and applies two stacks of Confession to self and all allies in range.
    Confession Effect: Upon receiving HP recovery or regeneration from the next Cure, Cure II, Medica, Tetragrammaton, Afflatus Solace, Afflatus Rapture, Regen, or Medica II cast by self, Confession consumes itself for an additional heal. Potency: 200. Maximum Stacks: 4.
    Cooldown 45s. Maximum Charges: 2.

    6. Reworked Ability - Plenary Indulgence: Consumes all Confession Stacks currently on party members to heal them for 200 Potency per stack.
    Cooldown: 60s.

    7. New Trait - Gifted Mind: Presence of Mind’s cooldown is decreased to 120s and also increases healing action potency and magic damage by 10% for its duration.

    8. New Trait - Enhanced Benediction: Allows the accumulation of charges for consecutive uses of Benediction. Maximum Charges: 2.

    9. Reworked Ability - Tetragrammaton: Restores target’s HP. Cure potency 700.
    Cooldown: 20s. Shares a cooldown with Divine Benison. Maximum Charges: 3.

    10. Reworked Ability - Divine Benison: Creates a barrier around self or target party member that absorbs damage with a potency of 500.
    Additional Effect: Applies a stack of Confession to the target.
    Cooldown: 20s. Maximum Charges: 3. Shares a cooldown with Tetragrammaton.

    11. Returning Trait - Secret of the Lily II: Increases your maximum Lilies to 4, Blood Lilies to 2, reduces the number of Afflatus spells needed to put the Blood Lily into full bloom to 2, and increases the potency of Afflatus Misery to 1000.

    12. Reworked Ability - Asylum: Envelops an area in a veil of succor, increasing HP recovery via healing actions by 10% and granting healing over time to self and any party members who enter. Cure Potency: 50. Duration 24s.
    Additional Effect: Applies a Confession stack and Sanctum to self and party members who do not have Sanctum upon entering Asylum.
    Sanctum Effect: Healing over Time. Cure Potency: 50. Duration: 24s.
    Cooldown: 90s.

    13. Reworked Ability - Temperance: Increases Healing Magic potency by 10%, while reducing damage taken by self and all party members within a radius of 30y by 10%. Duration: 10s.
    Additional Effect: Applies a Confession stack to self and all party members in range.
    Cooldown: 60s. Maximum Charges: 2.

    14. New Spell - Animus Attendence: Applies a blessing to self or ally, which heals them the next time they suffer damage. Cure Potency: 700. Duration: 20s.
    Additional Effect: Enhances target's next offensive spell, autoattack, weaponskill, or ability, causing it to deal additional unaspected damage with a potency of 330 to their primary target, and 40% less to nearby enemies.
    Cast Time: Instant. Recast: 20s. Charges: 2. Shares a recast timer with Animus Sanctuary. Range: 30y Radius: 0y (10y for Effect)

    15. New Spell - Animus Sanctuary: Deals Unaspected Damage with a potency of 330 to the first target, and 40% less to nearby enemies.
    Additional Effect: Applies a Blessing to all party members near target, healing them the next time they suffer damage or upon effect duration expiration. Cure Potency: 400. Duration: 20s.
    Cast Time: Instant. Recast: 20s. Charges: 2. Shares a recast timer with Animus Attendance.

    16. Returning Ability - Divine Seal: Increases the potency of the next healing spell cast by 30%. Duration: 15s
    Additional Effect: Cleric Stance. Duration: 15s.
    Cooldown: 60s. Maximum Charges: 2.

    17. New Ability - Aetherpath: Move quickly to the specified location. Cannot be executed while bound. Cooldown: 90s.


    Summary: WHM has a mixture of strong and flexible GCD and oGCD healing and supplementary mitigation options. Maximizing the job revolves around Confession management and mapping out where to lean on Lily Heals, Antimony, Cure I, or Aero for movement/weaving and otherwise focuses their attention on aligning Assize, Presence of Mind, and Misery under raid buffs where convenient.
    (0)
    Last edited by Grimoire-M; 09-18-2021 at 03:58 PM.

  2. #2
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    SCH Identity:
    Aetherflow - Frontloaded resource that gates the use of many powerful oGCD heals. Excess can be spent via Energy Drain.
    Fairy - free passive healing to compensate for weaker GCD heals while offering cooldowns that don’t carry a dps cost.
    Ruin II - Offensive weaving/mobility tool.
    Few GCD heals, mainly geared towards mitigation. Relatively expensive or weak compared to other options.
    Some unique cooldowns geared towards patching their weaknesses and empowering other abilities.
    Average personal dps rounded out with some raid DPS contribution.

    Problems:
    - Square thinks SCHs don’t heal often enough. Except SCH is still the most flexible oGCD healer of the three. Need to retune the DPS tax and throughput of some heals to encourage their use without directly nerfing Energy Drain.
    - Clipping sucks. The DPS tax from Ruin II relative to Broil III keeps players from using it for its intended purpose and punishes unaware players for using the fluid option.
    - Need an additional damage oGCD damage ability to consistently weave alongside heals or energy drain to make double weaving more efficient.
    - Up the rotation's complexity a bit. AST has cards and WHM has Lilies. DoTs could be our focus but I'd like another action alongside those.
    - Add some healing potential at the cost of more resources, ideally through a GCD tax.

    Skill Count (After condensing buttons):
    New/Returning: 5 Actions, 1 Trait
    Reworks/Tweaks: 9 Actions, 0 Traits
    Removal: 2 Actions, 0 Traits
    Total Additions/Alterations: 14


    Evolution:
    1. Removed Abilities: Fey Illumination, Whispering Dawn.

    2. New Spell: Miasmahelix: Deals unaspected damage over time. Potency: 60. Duration: 21s. Instant Cast. Replaces Miasma.

    3. Returning Spell - Miasma: Deals unaspected damage over time. Potency: 40. Duration 21s. Learned in ARR.

    4. Tweaked Spell - Ruin II. Deals unaspected damage with a potency of 270. Instant Cast. (Note: Assumes a Broil IV potency of 320, upgrade it with Broil Mastery)

    5. Returning Ability - Bane: Spreads target enemy’s Bio, Miasma, and Chain Stratagem effects to nearby enemies. Cooldown: 60s. Duration: Full Duration of original effects. (Note: No damage falloff, longer cooldown).

    6. Reworked Ability - Deployment Tactics: Converts self or target party member’s Uncatalyzed effect into a Catalyze shield of equal potency to target and nearby allies. Duration: 30s. Additional Effect: If targeting an enemy, instead spreads target enemy’s Bio, Miasma, and Chain Stratagem effects to nearby enemies. Duration: Full Duration of original effects. Cooldown: 60s. Replaces Bane when learned.

    7. Reworked Spell - Adloquium: Grants Galvanize to target, nullifying damage equivalent to a heal of 600 potency. Effect cannot be stacked with Barrier (Sage's Placeholder Shield effect). Additional Effect: Applies Uncatalyzed, which records the potency of the last Adloquium or Succor heal or Galvanize Effect you applied to the target for later use. Duration: 30s. Cast Time: 2.5s.

    8. Reworked Spell - Succor: Grants Galvanize to self and nearby party members, nullifying damage equivalent to a heal of 400 potency. Effect cannot be stacked with Barrier (Sage's Placeholder Shield effect). Duration 30s. Effect cannot be stacked. Additional Effect: Applies Uncatalyzed, which records the potency of the last Adloquium or Succor heal or Galvanize effect you applied to the target for later use. Duration: 30s. Cast Time: 2.5s.

    9. Reworked Ability - Emergency Tactics: Transforms the next Galvanize statuses into HP recovery equaling the amount of damage reduction intended for the barrier. Duration: 15s Cooldown: 30s Max charges: 2

    10. New Ability - Skirmish Tactics: Deals unaspected damage with a potency of 300. Additional Effect: Upon spending Aetherflow, Fey Gauge, or MP on a healing action, reduce the cooldown of Skirmish Tactics by 5 seconds. Cooldown: 30s. Maximum Charges: 3.

    11. Tweaked Ability - Fey Blessing: Orders fairy to use Fey Blessing. Fey Blessing Effect: Restores the HP of all nearby party members: Cure Potency: 500. Fey Gauge Cost: 20. Cooldown: 90s

    12. Returning Ability: Fey Covenant: Orders Faerie to execute Fey Covenant. Effect ends upon reuse. Fey Covenant Effect: Fae Gauge is depleted while a field is generated, reducing magic damage taken by all party members by 10%, increasing healing magic potency by 10%, and restoring HP. Fey Gauge Cost: 10 Cure Potency: 150. Range: 30y. Radius: 10y.

    13. New Ability - Dissolve Covenant: Dissolves current Fey Covenant. Can be executed without cancelling casts, interrupting channels, or otherwise interfering with other actions. Cannot be assigned to a hotbar.

    14. Tweaked Ability - Fey Union: Orders Fairie to execute Fey Union with target party member. Effect ends upon reuse. Fey Gauge Cost: 10 Fey Union Effect: Gradually restores HP of Party member with which faerie has a Fey Union. Cure Potency: 500. Fae Gauge is depleted while HP is restored. Fey Union effect fades upon execution of other faerie actions. Party Member must be within 15 yalms.

    15. Tweaked Ability - Dissolve Union: Dissolves current Fey Union. Can be executed without cancelling casts, interrupting channels, or otherwise interfering with other actions. Cannnot be assigned to a hotbar.

    16. Reworked Spell - Physick: Restores HP of target while granting Empowered Aetherflow to self. Cure Potency: 500. Empowered Aetherflow Effect: Increases the potency of the next Lustrate or Indomitability by 50%. Duration: 15s.

    17. Reworked Ability - Indomitability: Restores HP to self and nearby party members. Cure Potency: 300. Cooldown: 1s. Cost: 1 Aetherflow. Shares a recast timer with Lustrate.

    18. Reworked Ability - Lustrate: Restores target’s HP. Cure Potency: 500. Cooldown: 1s Cost: 1 Aetherflow. Shares a recast timer with Indomitability.

    19. Reworked Ability - Dissipation: Orders your faerie away while granting a full Aetherflow stack, increasing Spell potency by 20%, granting 10 Fey Gauge upon executing any Aetherflow action, and granting Empowered Aetherflow upon any spell cast. Duration 15s. Cooldown: 90s. Maximum Charges: 2. Summon Eos, Summon Selene, and Summon Seraph cannot be used while Dissipation is active. Grants 1 Seraph Aether.

    20. Reworked Ability - Summon Seraph: Summons Seraph to fight by your side and grants two stacks of Consolation. When set to guard, automatically casts Seraphic Veil on party members who suffer damage. Cannot summon Seraph unless a pet is already summoned. Current pet will leave the battlefield while Seraph is present, and return once gone. Duration: 22s. Replaces Dissipation when the Faerie leaves the battlefield. Cooldown: 90s. Maximum Charges: 2. Shares a recast timer with Dissipation. Cost: 1 Seraph Aether. Cannot be assigned to a Hotbar.

    21. Reworked Ability - Consolation: Orders Seraph to execute Consolation. Cooldown: 3s. Costs 1 Consolation. Consolation Effect: Restores HP to all nearby party Members. Cure Potency: 200. Additional Effect: Erects a Magicked Barrier which nullifies damage equal to 200% of the HP restored. Duration: 30s. Replaces Fey Blessing while Seraph is summoned. Does not share a cooldown with Fey Blessing. Cannot be assigned to a hotbar.

    22. Reworked Ability - Recitation: Allows the execution of Adloquium, Succor, Lustrate, Indomitability, or Excogitation without consuming resources while also ensuring critical HP is restored. Duration: 15s. Additional Effect: Grants Empowered Aetherflow. Cooldown: 90s.

    23. New Spell - Meltdown: Deals unaspected damage to target and all enemies nearby it with a potency of 500 for the first enemy, and 60% less for all remaining enemies. Additional Effect: If the target is suffering from a Chain Stratagem effect inflicted by you, guarantees a critical direct hit. This spell does not share a recast timer with any other actions. Cast Time: 1.5s Recast: 40s Maximum Charges: 3.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  3. #3
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Astrologian Identity:
    Stances enable their GCD heals to mimic SCH or WHM’s equivalent heals.
    Weak personal dps supplemented with Cards as raid utility. DPS spells facilitate weaving cooldowns with decent mobility.
    Lack of damage reduction is made up for with strong raw shields in Nocturnal Sect.
    Solid healing and regeneration cooldowns in Diurnal Sect, generally preferred for having consistent access to stronger healing in the form of Healing over Time spells.
    Some strong oGCD cooldowns exist regardless of sect.
    Weaknesses covered by a few cooldowns that grant effects from the opposing sect, that are expected to be trimmed.

    Skill Count(After condensing buttons):
    New/Returning: 4 Actions, 2 Traits
    Reworks/Tweaks: 22 Actions, 2 Traits
    Removal: 3 Actions, 0 Traits

    Total Additions/Alterations: 23 Actions, 4 Traits

    Problems:
    - Difficult to play optimally thanks to some awkward cooldowns and the RNG/Busy nature of cards.
    - Has the general priority on healing irrespective of its cohealer as it has a lossless weaving option, the worst potency filler DPS spell, the highest rDPS contribution, and ways to make its GCD heals extremely efficient relative to either of its cohealers. Needs pairing back on efficiency, mostly to make it pay fair taxes for healing.

    Evolution:
    1. Removed Abilities: Horoscope, Synastry

    2. Reworked Ability - Earthly Star: Deploys an Earthly Star in target area and grants the effect of Earthly Dominance. Duration: 10s. Executing Stellar Detonation while under the effect of Earthly or Giant Dominance creates a Stellar Explosion within the Earthly Star radius, dealing unaspected damage with a potency of 100 to enemies. Also restores HP of all nearby party members. Cure Potency: 600. Additional Effect: During the duration of Earthly Dominance the Earthly Star will expand from its initial radius of 6y to a maximum of 12y. After 10s Earthly Dominance changes to Giant Dominance, where it will maintain 12y radius. Duration: 10s. Cooldown 90s.

    3. Reworked Ability: Essential Dignity: Restores target’s HP. Cure Potency: 400. Potency increases up to 1200 as the target’s HP decreases. Charges: 2. Cooldown: 60s.

    4. Reworked Ability - Celestial Intercession: Restores own or target party member’s HP. Cure Potency: 100. Additional Effect: Erects a Magicked barrier which nullifies damage equaling 400% of the HP restored. Additional Effect: Reduces the recast time of Celestial Intercession and Essential Dignity by 30s if the barrier is broken. Duration: 10s. Shares a cooldown with Essential Dignity. Cooldown: 60s. Charges: 2.


    5. Reworked Ability - Celestial Opposition: Stuns all nearby enemies. Duration: 4s
    Additional Effect: Restores HP with a potency of 200 and applies a regen to self and nearby party members.
    Cure potency: 100. Duration: 15s. Cooldown: 60s.

    6. Reworked Ability - Collective Unconscious: Creates a celestial ring around the caster. Reduces damage taken by 10% and applies Wheel of Fortune to those who enter. Duration: 18s Wheel of Fortune Effect: Regen Cure Potency: 100 Duration 18s Cooldown 90s.

    7. Returning Spell - Stella: Deals Unaspected Damage with a potency of 260. Additional Effect: Stellar Alignment. Cast Time: 1.5s Recast: 2.5s


    8. New Trait - Stellar Alignment: Stella and Gravity now grant Stellar Alignment, which increases the damage of the next Stella, or Gravity cast by 20%. Effect ends upon using any non-arcanum action or moving unless you are affected by Lightspeed. Duration: 15s


    9. Reworked Ability - Lightspeed: Reduces the cast time of the next three spells by 2.5s. Duration: 15s. Additional Effect: Increases the potency of the next healing spell cast by 20%. Duration: 15s Additional Effect: Stellar Alignment doesn't fade while moving or using non-arcanum actions. Duration: 15s. Cooldown: 60s. Maximum Charges: 2.

    10. Reworked Trait - Hyper Lightspeed: Reduces Lightspeed’s Cooldown to 60s.

    11. New Trait - Stellar Lightspeed: Allows the accumulation of charges for consecutive uses of Lightspeed, and adds an additional effect, where the next Healing spell cast has its potency increased by 20%.


    AST Card Rework:
    1. Removed Abilities: Undraw.

    2. Arcana Gauge: Now contains four shared slots for Cards that make up your Hand, one of which is highlighted as the Active Card, an individual highlight area beneath the Hand for the current Royal Road effect, three icons (a star, sun, and moon) that orbit the Hand, tracking the Cooldown of Play, Diurnal Sect, Nocturnal Sect, and Neutral Sect respectively, and six points above the hand that track the number of charges on Redraw and Royal Road.

    3. Reworked Arcanum Cards:
    Balance: 5% Damage Up 15s Arrow: 8% Magic Damage Up 15s
    Spear: 8% Physical Damage Up 15s. Bole: 10% Vulnerability Down 15s.
    Spire: 10% Physical Vulnerability Down 15s. Ewer: 10% Magical Vulnerability Down 15s.
    Lady: Restores HP. Cure Potency: 500. Lord: Deals unaspected damage with a potency of 250.

    4. Reworked Trait - Draw: Whenever an ability causes an Arcanum to leave your Hand and isn’t replaced, you immediately draw an Arcanum of a type not currently in your Hand from your Arcanum Deck. Upon switching to Astrologian from any other job, zone transition, or instance reset, immediately draw a Balance, Ewer, Arrow, and Bole into your Hand in that order, if able.

    5. Reworked Ability - Play: Plays the currently selected Arcanum from your Hand. Additional Effect: Draw. Additional Effect: Restores 15% of MP Cooldown: 60s Learned at level 30.

    6. Returning Ability - Royal Road: Reserves an Arcanum in your Hand for an enhancement effect for your next card. Using Play or any Sect applies the enhancement to the currently selected Card. Cooldown: 15s. Charges: 3 Additional Effect: Draw Learned at level 35.
    Balance/Bole grant Enhanced: 200% Potency.
    Spear/Ewer grant Expanded: 50% Potency. Extends effect to nearby targets within 20y.
    Arrow/Spire grant Extended: Adds 15s to effect’s Duration. Applies effect at 40% Potency over time for 15s if used with Lord/Lady.

    7. New Ability - Riffle: Selects the next Arcanum in your hand. Cooldown: 0s. Can be used at any time without cancelling casts, interrupting channels, or otherwise interfering with other actions. Learned at Level 40.

    8. New Ability - Set: Lifts the currently selected Arcanum and selects the next Arcanum in Hand. Using Set again will swap the lifted Arcanum with another selected Arcanum or put it back in place. Cooldown: 0s. Can be used at any time without cancelling casts, interrupting channels, or otherwise interfering with other actions. Learned at Level 50.

    9. Reworked Trait - Sleeve Draw I/II/III: Your Maximum Hand size is increased to 2/3/4. Learned at Levels 40/50/60 respectively.

    10. Reworked Ability - Redraw: Replaces the currently selected Arcanum in your Hand with a different Arcanum from your Deck. Charges: 3. Cooldown: 20s. Learned at Level 45.

    11. Reworked Ability - Diurnal Sect: Plays the currently selected Arcanum. Only works if the currently selected Arcanum is Diurnally Aligned. Additional Effect: Draw. Cooldown: 60s Learned at level 50. Diurnal Arcanum: Bole, Ewer, Spire, Reverse Balance, Reverse Arrow, Reverse Spear, and Lady. Learned at Level 60.

    12. Reworked Ability - Nocturnal Sect: Plays the currently selected Arcanum. Only works if the currently selected Arcanum is Nocturnally Aligned. Additional Effect: Draw. Cooldown: 90s Learned at level 60. Nocturnal Arcanum: Balance, Arrow, Spear, Reverse Bole, Reverse Ewer, Reverse Spire, and Lord.

    13. Reworked Ability - Minor Arcana: Converts the currently selected Arcanum to Lord of Crowns when Bole, Spire or Ewer, or Lady of Crowns when Balance, Arrow or Spear. Has no effect on Reversed cards. Cooldown: 1s Learned at Level 70.

    14. Reworked Ability - Neutral Sect: Plays the currently selected Arcanum. Only works if the selected Arcanum is Neutral. Additional Effect: Draw. Cooldown: 45s. Charges: 2. Neutral Arcanum: Lord, Lady. Lord Effect: Increases the Potency of the next Lady by 50%. Lady Effect: Increases the Potency of the next Lord by 50%. Learned at Level 76.

    15. Reworked Ability - Divination: Extends the duration of all Arcanum effects applied by you on self and all nearby targets by 10s. 180s Cooldown. Learned at level 80.

    16. New Ability - Reverse: Rotates the position of the currently selected Arcanum, converting it into a curse to be cast on enemies. 90s Cooldown. Learned at Level 90.
    Balance, Reversed: 10% Damage Down, 10s. Arrow, Reversed: 10% INT/MND reduction, 10s.
    Spear, Reversed: 10% STR/DEX reduction, 10s. Spire, Reversed: 8% Physical Vulnerability Up, 10s.
    Bole, Reversed: 5% Vulnerability Up 10s. Ewer, Reversed: 8% Magic Vulnerability Up 10s.


    Summary:
    All cards can be used offensively or defensively. All cards have an ideal Royal Road partner. Cards keep their variation but remain simple to understand without bordering on niche as before. Reverse, Royal Road, Redraw, and Minor Arcana give more RNG-proofing on top of Hand manipulation. Pulling cards for a specific effect has a 1 in 3 chance of working, 1 in 2 with Redraw, 2 in 3 if planning for Reverse. Maximizing AST ultimately comes down to setting up cards ahead of each Sect and Play effectively, while combining oGCDs with their co-healer efficiently, generally relying on cards before other healing options if able.

    I do feel my card changes encourage utilizing hybrid damage dealers such as Paladin and Ninja, as well as double caster compositions a bit more explicitly than before. It also serves to flesh out the healing and defensive side of their kit which enables it to replace older cooldowns in terms of efficiency. The result retains some of the complexity of Stormblood with added issues, but otherwise I’m happy with the results.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  4. #4
    Player
    Reiryuu's Avatar
    Join Date
    Sep 2013
    Posts
    874
    Character
    Imbri Undinare
    World
    Kujata
    Main Class
    Paladin Lv 90
    I feel like there's no real point in discussing it, unfortunately. They flat out dismissed any job "complexity" as in 3.x, it's clear they have no intention of listening to any of the feedback on the forums either. The live letter said it all. Disappointed? Time to play a new job until they decide to listen to feedback if they ever do... which doesn't seem likely.
    (12)
    "Then what is magic for?" Prince Lir demanded wildly. "What use is wizardry if it cannot save a unicorn?"
    Schmendrick did not turn his head. With a touch of sad mockery in his voice, he said, "That's what heroes are for."
    -- Peter S. Beagle, The Last Unicorn

  5. #5
    Player
    FoxCh40s's Avatar
    Join Date
    Feb 2020
    Posts
    332
    Character
    Source Eldion
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Reiryuu View Post
    I feel like there's no real point in discussing it, unfortunately. They flat out dismissed any job "complexity" as in 3.x, it's clear they have no intention of listening to any of the feedback on the forums either. The live letter said it all. Disappointed? Time to play a new job until they decide to listen to feedback if they ever do... which doesn't seem likely.
    Exactly this, they flat out said they don't care. In plain speaking, no analogies.

    Pointless discussing it anymore.
    (10)

  6. #6
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Reiryuu View Post
    I feel like there's no real point in discussing it, unfortunately. They flat out dismissed any job "complexity" as in 3.x, it's clear they have no intention of listening to any of the feedback on the forums either. The live letter said it all. Disappointed? Time to play a new job until they decide to listen to feedback if they ever do... which doesn't seem likely.

    It's either hammer it home or quit and watch how the game bleeds for it. I'd rather the former while my static's still willing to give it a go.
    (2)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  7. #7
    Player
    Eldtagg's Avatar
    Join Date
    Feb 2019
    Location
    Radz-at-Han
    Posts
    100
    Character
    Razfahd Mahadevan
    World
    Louisoix
    Main Class
    Black Mage Lv 100
    I know that this thread is about job design and I know that what I am about to say it's been said before; but I really dislike the "Holy Priest" thematic change of the White Mage. A job which I believed drew it's power from the nature and the elements.

    So what WHM have become according to me feel to me like every other tired overstayed Priest class in other MMORPGs where the priest is based upon a "christian" religion.

    Gone is what made WHM a bit unique with Stone, Aero etc.

    Why couldn't Holy be Tornado and we keep our Stone, Aero spells so the job felt like it actually were connected to Gridania and nature.

    And WHM still has no Water spell?

    Why take something that were thematically interesting and turn it into the very basic uncreative Priest class of literally every single other MMORPG in existence?

    OH yeah! We get an ugly "Heart Totem" come Endwalker...

    This baffles me really....
    (4)
    Last edited by Eldtagg; 09-18-2021 at 06:04 PM.

  8. #8
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Grimoire-M View Post
    Well, I'm disappointed as hell. Let's post this garbage I've been alluding to the past few months or so and see if it sticks.
    Sticks... with who?
    Who is your audience for this?

    Cuz if it's the devs, even if they were inclined to listen to this feedback it's not coming at the right time when no one has had a chance to play their changes yet.
    (1)

  9. #9
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    i'll take anything that fills the downtime when healing isnt needed. anything whatsoever.
    shame even that's getting ignored.
    (1)

  10. #10
    Player
    AngeliouxRein's Avatar
    Join Date
    Sep 2018
    Location
    Gridania
    Posts
    312
    Character
    Angelioux Hymnwesfv
    World
    Halicarnassus
    Main Class
    Miner Lv 90
    They could have gave SCH so many things… more fairies with buff or DPS abilities… instant shields… hell, the DOTs they took from SMN…
    WHM also could have stayed down the “shaman”, one-with-nature type but… nope.. they a whole ass priest with an upgraded(?) asylum…

    I mean.. has anyone on this dev team ever played games outside of WoW? Japan is like a holy grail of games … and they couldn’t find any inspiration? Anything at all? I still just can’t even…
    (3)

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