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  1. #1
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    I would start by removing the entire DPS Kit. DO keep in mind that any Potency mentioned are just estimations on my part.

    Now that we have a clean slate, i would inpliment the following Spells for Scholar (do note that i am using FFXI names as a placeholder name for "new" abilities):

    Scholar (seperated from Arcanist and now its own Job):
    -Aetherflow removed (Healing Spells that require Aetherflow will simply become OGCD Spells with multiple charges) and replaced by "Grimoire". Grimoire will work as follows, using it allows you to change your "stance" towards Light and Dark aspected Skills. This Skill will come at a reasonable CD and will lock you for a limited time towards one stance but can be changed in combat.
    - Basic Spell attack: (Light) Broil I-IV low potency, instantcast, has a chance do deal double damage. (Dark) Dark I-IV high potency, long cast time for arround 3 sec, also applies heavy 50% for 20sec.
    - Spell #2: (Light) Poison I-IV applies Poison to target for 1 Minute, arround 50 Potency every 3sec. (Dark) Miasma I-IV 150 potency and applies a Dot with 100 Potency/every sec arround Caster which lasts 10sec
    - Utility (Light) Sacred Soil, as it is, but grants movement speed instead of HoT. (Dark) Shadowflare deals 50 potency damage every 3sec to all who enter it and applies Heavy 50% (doesnt stack with Dark I-IV)
    - Bane: (Light) 200 Potency 3sec cast time, 400 damage aganist Enemies suffering from Heavy (Dark) spreads DoTs/debuffs to nearby targets (only own ones)
    - Seraph removed, instead, SCH gets a Skill called Tabula Rasa, which allows Eos to use the next Light aspected Skill or Selene the next Dark aspected Skill, costs 50 Fairy Gauge
    - Energy Drain: now grants 100 Fairy Gauge on use. deals 250 Damage instantly and restores Mana, with arround 60-90sec CD
    - Virus: Deals arround 100-150 Potency damage for every debuff applies to a enemy (only from SCH), if the target dies to the Skill, it jumps to another nearby target (120-180sec CD), 2,5sec cast time.
    - Fey Teleport: 5sec cast time, Switches position with summoned Fairy (dunno how much CD would be fair for this tbh, but id say it should be 60sec)
    - Libra: changes your Grimoire into the opposite Element, 2 charges and 60sec CD, instant use.

    Note: Eos and Selene should be reworked for this the following way: Eos stays as is, but Selene applies the "low Shield" which Seraph did instead of regular Heals. Also, Selene should grant haste with Fey illumination again and a 150 Potency single target attack that applies Paralyze instead of Whispering Dawn.

    Fairies should also become targetable and killable again, and this time with proper Defense values. If Squeenix can design NPC's for Bozja for fates to fight alongside players, they this should be a piece of cake.
    (1)

  2. #2
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Personally output wise id suggest healers should be 20% less than dps, just like tanks being 20% less. So tanks/healers do 40% of the party's damage and dps doing 60% (each individual t/h does 10% each dps does 12%)

    As for rotations thats easy.

    Sch can be dot mage once more. Broil, miasma, miasma 2, bio, shadowflare, bane, art of slap, fester, energy drain

    Whm can have a version of its stolen self buffing. An elemental combo that has water/stone/aero and has a burst that deals light damage.

    Astro can have a 2 or 3 part proc system and an action that triggers from playing cards. This action starts off a little mudra esque thing where you read the enemy's fate and do a damaging move to them.

    Sage gets a couple of changes to its existing one button dps mechanics, then gets to have more addersting generators and a combo. You can use eukrasia to make something akin to hw/sb dark arts. The effects will be various debuffs on the target.
    (5)

  3. #3
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    for SCH would add another Dot and put fester like ability on the Fae gauge as a cost of 20 and its a 30 second GCD cd with no cast time
    and change ruin 2 animation

    WHM should have a combo like system for spells somewhat a spiritual successor of Black mage cycling through fire and ice,
    cast glare gain buff which lets you cast a stronger version of Stone casting stone will increase strength of next Glare etc etc.
    Each successful "combo" would give you one Blood Lilly so you can proc misery through damage and not healing and just take misery off the Lilly gauge,
    letting you save two misery similar to BLM polyglot and so it doesn't feel like such a DPS loss using misery and be a nicer movement tool.
    (1)

  4. #4
    Player
    Dianoia's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    59
    Character
    Red River
    World
    Balmung
    Main Class
    Ninja Lv 90
    Give SCH 3 dots + an ability to consume the dots, dealing full potency of all applied dots on a target, during burst phase.

    AST needs a 1-2-3 combo with a flashy finisher, all on hard GCDs so as not to mess with cards on oGCDs.

    WHM needs a dot + 1-2 combo with some resource mechanic and a finisher.

    SGE gets a 1-2-3 combo that gives an Addersgall and a single-target finisher that uses 3 Addersgall.
    (0)

  5. #5
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    SCH> Dots Galore.
    WHM> Pure nuker. More flat DPS skills.
    SGE> Small DPS in multiple healing skills (or vice versa) / death by a thousand cuts
    AST> DPS buffer (lowest personal DPS of all healers but most team DPS)
    (2)

    Larek Darkholme @ Ragnarok

  6. #6
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Some fantastic suggestions in this thread already but I'd like to give my input on sage:

    1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
    2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
    3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
    3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
    4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
    5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.

    The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
    (0)

  7. #7
    Player
    RinaShinomiya's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    Quote Originally Posted by OtakuSempai View Post
    Some fantastic suggestions in this thread already but I'd like to give my input on sage:

    1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
    2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
    3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
    3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
    4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
    5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.

    The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
    All of these sound horrible to me
    (4)

  8. #8
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by OtakuSempai View Post
    snip
    1. I like that Toxicon is on addersting, I feel like Toxicon needs some love to incentivize more usage of it. Doing it the way you're suggesting basically makes it akin to Energy Drain and Afflatus Misery. I like the idea of it being a resource generated by breaking of shields, it's supposed to be a shield healer and it's a cooler mechanic IMO, I just want to use it more.
    2. I would reduce the Pneuma cooldown, but maybe 30 seconds or 60 seconds, maybe give it a little more potency to feel like you're bursting out a big laser but nothing else. But I agree it should feel a little more impactful as part of our kit.
    3. I'm not sure, maybe it could work as an oGCD, I guess the part I'd be worried about is it feeling like weaving Energy Drain on SCH, which feels less impactful. The way I kind of use it is to close the gap with Icarus, tap Phlegma twice and go back to healing/DPSing - a jump back might be nice. So you jump in and out for your Phlegmas and maybe for Pneuma too.
    4. Pepsis to me already feels like a QoL Emergency Tactics. It allows you to detonate the shields when you need the heal, rather than deciding you want to the shields to give extra health upfront and find you've wasted it because your co-healer turned out to be on-the-ball and got people's health up.
    5. I'd be against the idea of combining these, am I always going to do Krasis + Physis and Zoe + Holos? Haima and Panhaima have separate cooldowns and have a separate use although the effect is practically identical. Haima is useful when the tank is taking repeated incoming damage (or a non-tank) and Panhaima is where the party does and normally they'd be separate mechanics in a fight that they're useful for. I honestly don't feel that there's bloat, I like that I feel busy, it's what I've been asking for.
    (0)

  9. #9
    Player
    LuminaLumi's Avatar
    Join Date
    Jul 2015
    Posts
    44
    Character
    Lumina Lumi
    World
    Zodiark
    Main Class
    Scholar Lv 100
    Just give us scholars at least Miasma, and Bane back. It was so fun when you could spread around dots with Bane!
    (8)

  10. #10
    Player
    Corbeau's Avatar
    Join Date
    Sep 2019
    Posts
    240
    Character
    Cam Ember
    World
    Ultros
    Main Class
    Paladin Lv 90
    I would give SCH a % chance for Ruin IV procs (up to 2 stacks stored) from DoT ticks.
    (2)

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