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  1. #1
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    Fun: Healer Rework Ideas

    (I made a document with some ideas I thought were good...below are them potencies will obviously need to be changed but these changes were to allot healers the ability to do more things and be more interesting.)
    Please read the changes before reading the new skills.

    Logic
    If a skill has absorbed and renamed have the potencies be adjusted by using traits. So they don't just spike that high at the beginning.
    There will be need of potency changes.

    Support healers: scholar, astrologian shall get a two combo that breaks into a three combo with additional support during some burst phase in case of scholar Seraph. They will also have an additional ender skill that will end the burst...

    DPS healers: white mage, sage will be given 1,2,3 combos that unlocks more combos in their burst phase with a finisher skill to their combo...
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    Last edited by Katish; 07-27-2022 at 03:45 PM.

  2. #2
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    White Mage New Skills

    Prayer > light spell
    WHM prays as the cast is going off then drop a light pillar. Combos from Holy. Heals as well as damages.

    Glare > light spell
    Added again combo skill to Ground does does slightly more damage than Ground. Procks Flower. Under Nature Shift the next spell is instant cast.

    Nature Shift
    Can only be used when red lily gauge is full. All earth rings become wind rings (Nature Wind III). White lilys are maxed out on lily gauge, damage/healing increased (Up to 15%) for 20 seconds.
    All lily spells become oGCD. These lilies do not fill the red flower. After phase ends all lilies gained from this effect will vanish.

    Hurricane> wind spell
    A gust of wind that pulses once then absorbs into itself. Can only be used when under Nature Shift. GCD. Does more damage than Ground. Can be instant cast if Aero III allows. Mp cost tbd. Cast-time tbd. Bestows Grounding Halt: Next
    Glare is oGCD

    Earthquake> earth spell
    Takes the effect of summoner earth skill in pvp. Can only be used and procked when under Nature Shift. Procks when using Hurricane at 40%. oGCD..potency TBD. Applies another DoT that can stack. Mp cost tbd. Procks Tidal Wave.

    Tidal Wave> water spell
    A water wall that drenches in a high radius. Upgrade to Flower under
    Nature Shift...procks from Earthquake or Flow/Overflow. GCD, potency and mp cost TBD also AoE heals.

    Indulgence > wind spell
    A red version of Temperance (matches Afflatus coloring). Indulgence resets Nature Shift's timer and Condemn's, Breeze's, Presence of Mind's cooldowns. 20% healing 15% mitigation. Upgrades from Temperance and resets cooldown of it under Nature Shift.

    Condemn > light spell
    A red version of Assize (matches Afflatus coloring). Condemn shares a button with Assize. Comdemn does more damage and healing than Assize. Upgrades from Assize and resets cooldown of it under Nature Shift.

    Breeze > wind spell
    A red version of Thin Air (matches Afflatus coloring). Similar to Manafront restores 20% mana. Upgrades and resets cooldown of it under Nature's Shift.
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  3. #3
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    White Mage Changes

    (Total buttons from job after these changes: 24)
    = White Mage reverted to elements to fit more opposite of Black Mage. New distinguish: only healer to have two DoTs and damage procks. Procks will not reset the combo you are already in but they can start a new one.
    = Name changes for job to be more synergized
    = Removal of Divine Benison
    = Removal of Cure II
    = Removal of Medica II
    = Removal of Asylum
    = Removal of Tetragrammation
    = Medica becomes previous Medica II and renamed to Natured Regen> wind spell
    = Stone IV to become Ground instead of Glare with an earth look
    = Aero II to become Aero III > wind spell
    = Afflatus Misery name changed to Flower > water spell
    = Afflatus Rapture name changed to Overflow >water spell
    = Afflatus Solace name changed to Flow >water spell
    = Aquaveil gains Divine Benison's effect on top of its own with 2 charges >water spell
    = Cure becomes previous Cure II > water spell
    = Plenary Indulgence name changed to Natured Flood affects: Flow, Overflow, Natured Regen, and Tidal Wave
    = Liturgy of the Bell name changed to Bellflower > water spell
    = Lily red system now indicates when white mage can swap to wind mode.

    - Cure has a 60% chance to give a free lily on initial use.
    - Cure III has a 40% chance to give a free lily only initial use.
    - When using an earth spell grants white mage a Nuture Earth III (earth ring around their character (Up to three)). For each reduces mp cost of spells by 5% (Up to 15%)
    - Aero III 10% chance after each tick that the next wind or light spell's cooldown resets and that spell's cast time will be instant cast. (Usable spells: holy, prayer, natured regen, glare, hurricane)
    - Flower removed from lily system
    - Flow and Overflow has a chance to prock a Flower (40%)
    - Flower also procks as a finisher to Glare
    - All other skills remain unchanged

    ----------------------------------
    Possible usage:
    Aero III>Assize>Ground>Glare>Flower>Glare(procked)>Nature Shift>Presence of Mind>Hurricane>Condemn>Ground>Glare>Hurricane>Earthquake>Hurricane(procked)>Tidal Wave>Indulgence>Condemn>Presence of Mind> repeat from Hurricane until end.
    (0)
    Last edited by Katish; 07-27-2022 at 02:52 PM.

  4. #4
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    Scholar New Skills

    Battle Winds
    Uses one aether and marks enemy with a debuff, it is absorbed on the next attack and guarantees that attack is a critical.

    Seraphic Cascade
    Seraph twirls creating a wind vortex then vanishes. Can only be used when Seraph is out. AoE attack that ends Seraph when used and returns to Eos, does huge damage. oGCD.

    Seraphic Winds
    Seraph flaps its wings on the target. Upgrades from Battle Winds, uses one aether. Marks enemy with a debuff guaranteeing next attack is a critical. Spreads the selected enemy's biolysis can only be used in Seraph.

    Scotch
    Magic circle that shoots rapid beams. Upgrades from Ruin II in Seraph.
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  5. #5
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    Scholar Changes

    = (Total buttons from job after these changes: 24)
    = Scholar changed to emulate Summoner. New distinguish: optional crit buffs for party can also provide some damage.
    = Removal of Emergency Tactics
    = Removal of Selene icon
    = Removal of Lustrate
    = Removal of Indom
    = Removal of Fairy Gauge
    = Aetherflow mana restoration decreased (it is now usable quite a few times as cooldowns are reset on fairy transitions)
    = Protraction added to aether gauge and costs 1 aether, it has the same effect but now applies to the party rather than one person.
    = Recitation added to aether gauge that costs 2 aether and makes the next healing spell crit and instant cast.
    = Energy Drain adjusted damage higher to meet Broil. Mana restoration removed. Combos into Broil.
    = Aether Gauge is now a combination of Aether Gauge and Fairy Gauge (Two fairies on either side of the gauge mirrored(that fills under Aetherflow, when it fills the normal fairy icon becomes a seraph icon to summon her))
    = Combine Fairy and Seraph Icon (changes when usable)
    = Combine Physick and Adl (changes in phase)
    = Combine Deployment Tactics and Consolation (changes in phase)
    = Switching of phases and fairies using Dissipation when not on CD (Eos, Selene)
    = Dissipation CD reduced to 1m

    ----------------------------------
    Possible usage:
    Summon Eos>Aetherflow>Energy Drain> Broil> Energy Drain>Broil> Energy Drain>Broil>
    Dissipation(Into Selene)(reset)>Aetherflow>Energy Drain> Broil>Energy Drain>Broil> Energy Drain> Broil>
    Seraph(reset)>Fey Blessing>Aetherflow>Energy Drain>Broil>Scotch>Energy Drain>Broil>Scotch>Energy Drain>Broil>Scotch>Seraphic Cascade>Repeat from first Aetherflow.
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  6. #6
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    Scholar Deep View Usage

    Eos (Healing Phase)
    - While in this phase, all mitigation becomes healing (via what Emergency Tactics does)
    - While in this phase, Physick heals and casts a regen that can be spread via Deployment Tactics
    - Sacred Soil applies only Regen
    - Expedient applies only movement speed in this phase
    - Aetherflow in this phase will restore mana and apply a healing buff of 15% with filling Eos on the aether gauge
    - All other skills work as they do now...

    Selene (Mitigation Phase)
    - While in this phase, all skills become mitigation and all cooldowns reset besides dissipation and expedient.
    - While in this phase, Physick becomes Adloquinn that can be spread via Deployment Tactics
    - Sacred Soil applies only 10% damage reduction
    - Expedient applies only mitigation in this phase
    - Aetherflow in this phase will restore mana with reducing cast speed. It will also fill Selene on the aether gauge
    - All other skills work as they do now...

    Seraph (When both fairies are full) (Buffing Phase)
    - While in this phase, all skills become healing and mitigation, and all cooldowns reset besides dissipation and expedient.
    - While in this phase, Ruin 2 becomes Scotch and becomes a finisher to Broil.
    - While in this phase, Sacred Soil gains both its effects
    - Fey Blessing in this phase is usable and applies a crit buff to the party, stacks in addition to your normal Chain Stratagem debuff.
    - Expedient applies both movement speed and mitigation
    - Deployment Tactics becomes Consolation
    - Aetherflow in this phase will do both Aetherflows from Eos and Selene but with the exception of not refilling gauge
    - Aetherpact now usable during this phase and will increase the critical chance of whoever seraph is tethered to.
    - Cancels when both fairies fill bar runs out and returns to eos or when Seraphic Cascade is used.
    - All other skills work as they do now...
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  7. #7
    Player
    IDontPetLalas's Avatar
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    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    I'm a bit limited in terms of what I can add at the moment, personally I'm not a fan of
    - the split between "support" and "DPS" healers
    - insisting on 24 buttons for all of them - why?
    - a number of the skills (names, animations)- again, that's a personal choice, an equal number of people could really like them
    - a number of skills that have been removed
    - too many proc skills in some cases

    If I could pick one I would really want more improvement - it would be AST. Yes I see some positive changes but the change to CU makes no sense to me, and most changes are to buffs, which really doesn't improve much for that job. I would not want a skill that teleports people to me when (a) I already have rescue and (b) there are already enough complaints with rescue and (c) another skill where, as in your CU the AST needs to stationary? no thanks . Winding fate is - another way to buff. So overall for AST, I don't see that (for me) I don't see that the goal of doing more and being more interesting would be achieved.
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  8. #8
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    - insisting on 24 buttons for all of them - why?
    This was to remove button bloat and make way for new skills that are more unique to what they contribute...I removed skills that do the same job basically. A sort of future proofing...this ironically also makes it easier on controllers.
    - a number of the skills (names, animations)- again, that's a personal choice, an equal number of people could really like them
    I do understand that, that is why this would be a rework and not just a normal change.
    - a number of skills that have been removed
    See above.
    - too many proc skills in some cases
    Only classes with procs are whm and ast. The only proc class that would really need to pay attention would be the whm, ast does have the prock in its cards but it would use it less due to how macroarcana would function.
    If I could pick one I would really want more improvement - it would be AST. Yes I see some positive changes but the change to CU makes no sense to me, and most changes are to buffs, which really doesn't improve much for that job. I would not want a skill that teleports people to me when (a) I already have rescue and (b) there are already enough complaints with rescue and (c) another skill where, as in your CU the AST needs to stationary? no thanks . Winding fate is - another way to buff. So overall for AST, I don't see that (for me) I don't see that the goal of doing more and being more interesting would be achieved.
    Unfortunately the game already sees AST and SCH as utility I would be acting to improve that but give them a window they can damage, same with SCH which would be during a burst phase. Also, that skill is not a requirement for the AST to achieve their damage the example provided is just what they can do...the damage provided would be solely your party members and be useful when you need to mitigate and stop doing damage, the damage buff to the party would make up the AST's damage. CU can still be canceled if need be it just gives the AST more options. I will review if you any suggestions. =]
    (0)
    Last edited by Katish; 07-28-2022 at 06:43 AM.

  9. #9
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Katish View Post
    This was to remove button bloat and make way for new skills that are more unique to what they contribute...I removed skills that do the same job basically. A sort of future proofing...this ironically also makes it easier on controllers.

    I do understand that, that is why this would be a rework and not just a normal change.

    See above.

    Only classes with procs are whm and ast. The only proc class that would really need to pay attention would be the whm, ast does have the prock in its cards but it would use it less due to have macroarcana would function.


    Unfortunately the game already sees AST and SCH as utility I would be acting to improve that but give them a window they can damage, same with SCH which would be during a burst phase. Also, that skill is not a requirement for the AST to achieve their damage the example provided is just what they can do...the damage provided would be solely your party members and be useful when you need to mitigate and stop doing damage, the damage buff to the party would make up the AST's damage. CU can still be canceled if need be it just gives the AST more options. I will review if you any suggestions. =]
    I'm not objecting to any healer having utility skills, I'm objecting to a job being overloaded with utility skills as you propose with AST , not to mention with some skills that are redundant and could potentially be used for griefing - i.e. the one that is similar to rescue. Sorry, when I look at the skill list I just don't find it very interesting, I find the PVP changes work far better and somehow each healer has its own identity with far less skills. Plus, to be honest, I don't see any benefit from changing skill names, I would find it more annoying than anything to have to re-learn all 4 healer names (again- that's just me- and doesn't mean that your names aren't good- I HATED the sage names- but I got used to them)
    (0)

  10. #10
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    I'm not objecting to any healer having utility skills, I'm objecting to a job being overloaded with utility skills as you propose with AST , not to mention with some skills that are redundant and could potentially be used for griefing - i.e. the one that is similar to rescue. Sorry, when I look at the skill list I just don't find it very interesting, I find the PVP changes work far better and somehow each healer has its own identity with far less skills. Plus, to be honest, I don't see any benefit from changing skill names, I would find it more annoying than anything to have to re-learn all 4 healer names (again- that's just me- and doesn't mean that your names aren't good- I HATED the sage names- but I got used to them)
    And that is fair in terms of utility but the utility added is to reward the self also extra damage, there is little griefing, it would play similar to bard. The utility skills would be used once and then refreshed under macroarcana similar to how bard refreshes their DoT with one skill, the only time needed to push that button would be when it is needed, or if you wanted to combo into its finisher. Some skill would be required, yes, but I think it would make the class much more interesting imho. And as for pvp, I think it's more interesting because there are less redundant skills which was the purpose of sizing down.
    (0)
    Last edited by Katish; 07-28-2022 at 06:55 AM.

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