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  1. #11
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    Skill Lists

    Below emulates maxed level skill lists ( > =combos into or is a shared button| >>=upgrades / changes under burst )

    WHM skills:
    Aero III
    Aquaveil
    Assize >> Condemn
    Bellflower
    Benediction
    Cure
    Cure III
    Earthquake
    Flow
    Flower >> Tidal Wave
    Glare
    Ground
    Holy
    Hurricane
    Natured Regen
    Natured Flood
    Nature Shift
    Overflow
    Prayer
    Presence of Mind
    Raise
    Regen
    Temperance >> Indulgence
    Thin Air >> Breeze


    AST skills:
    Ascend
    Aspected Benefic
    Aspected Helios
    Aspected Malefic
    Astrodyne
    Celestial Conjuction
    Celestial Intersection
    Celestial Opposition
    Collective Unconscious
    Combust III
    Divination
    Earthly Star > Stellar Detonation
    Essential Dignity
    Fall Malefic
    Horoscope
    Gravity II
    Lightspeed
    Major Arcana > Minor Arcana >> Macroarcana > Microarcana
    Macrocosmos > Microcosmos
    Neutal Sect
    Redraw
    Sleeve Draw
    Synastry
    Winding Fate

    SGE skills:
    Apoptosis >> Krasian Apoptosis
    Bdelugma >> Krasian Bdelugma
    Diagnosis > Eukrasian Diagnosis
    Dosis III >> Krasian Dosis
    Dyskrasia
    Egeiro
    Eukrasia > Krasia
    Haima
    Holos
    Icarus
    Ixochole
    Kardia
    Kerachole
    Panhaima
    Phlegma
    Physis
    Pneuma
    Prognosis > Eukrasian Prognosis
    Ptosis >> Krasian Tosis
    Rhizomata
    Soteria
    Taurochole
    Toxikon
    Zoe


    SCH skills:
    Aetherflow
    Aetherpact
    Art of War
    Biolysis
    Broil V
    Chain Stratagem
    Deployment Tactics > Consolation
    Dissipation
    Energy Drain
    Eos Icon > Seraph
    Excogitation
    Expedient
    Fey Blessing >> Seraphic Blessing
    Fey Illumination
    Physick > Adloquinn
    Protraction
    Recitation
    Ressurection
    Ruin 2 >> Scotch
    Sacred Soil
    Seraphic Cascade
    Battle Winds >> Seraphic Winds
    Succor
    Whispering Dawn >> Angel's Whisper
    (0)

  2. #12
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    349
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100

    Ending comments

    I tried to aim for 24 buttons per healer to make way for more additional skills if they were to be added, i.e make it more flexible. (Preferably unique gimmick/attack skills so healers can be unique from one another).
    (0)

  3. #13
    Player
    IDontPetLalas's Avatar
    Join Date
    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.
    (0)

  4. #14
    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.

  5. #15
    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)

  6. #16
    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.

  7. #17
    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
    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.
    1- Personally, I am not at all a fan of bard design, for that reason I haven't levelled it. I would not want any similar design applied to AST.

    2- I still think that you misunderstood my comment regarding Celestial Conjuction which should be "Conjunction" - that is the precise skill that I see as being not only niche, also possibly becoming open to abuse AND if a dungeon was designed FOR it - it could be meta.
    3- I don't see a really more interesting rework
    4- PVP managed to not only reduce skill bloat but maintain useful skills and preserve unique identity among the healers. While there could be a good case for needing to have more or different skills in PVE than PVP, I don't see as engaging a mix of skills here.
    (0)

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