So after mentioning GW1 and thinking about healing in other MMOs, I did a stupid thing today. I remade each healer with the idea of having eight spells each and three main passive traits. The idea behind this is damage in 14 is more consistent (no big raid wide that wipes you without mit and then nothing for 20 seconds, but rather smaller raidwides that need to be addressed and other mechanics that deal damage to single players/multiple players that need to be addressed), most abilities have cooldowns ranging from a few seconds to half a minute to a minute, and resource management is more of a necessity. The aim was to generate synergistic builds based off of the general concept behind each healer. I mostly went with in game spell names because I didn't want to spend time thinking of names, except for healer #5 where some of the spells I just... didn't name because the concepts don't quite exist in game.
Note that this was just for fun, isn't a serious recommendation, and obviously would need all sorts of balancing and whatnot for it to actually work, and obviously a lot of this would not work with how FF14's combat is designed.
Also, sorry for the multiple incoming posts, these take up a lot of space sadly...
White Mage - THE quintessential healer.
Trait - whenever the white mage crits, restore X% MP
Trait - each direct healing spell places a small HoT on the target based on the healing dealt
Trait - Healing spells empower the next damage spell and vice versa.
Cure - Basic heal, empowered guarantees crit heal with no mp cost
Medica - Party-wide heal, empowered doubles healing of passive HoT effect
Regen - Places a strong regen on the target, can crit and when it does its remaining duration increases by X, empowered doubles duration and increases potency
Asylum - places an AoE that grants a HoT to those inside the area and heals those inside whenever they suffer damage, empowered causes any healing done to a player inside the effect to be chained to all other players inside the area and split between them
Plenary Indulgence - Grants the white mage a haste buff, each single target heal grants the target a short duration and lesser effect of this and then heals them at the end of the duration based on the combined potency of their actions.
Dia - basic damage spell, empowered adds a short duration DoT at twice the potency
Glare - bigger damage spell, AoE, empowered gains a second charge immediately upon being cast.
Holy - Nuke, must build up gauge to use, gauge is gained based on the effective healing of any of the white mage's HoTs, empowered causes a massive heal to all players within a certain distance of the target


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