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  1. #1
    Player
    Archwizard's Avatar
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    Feb 2019
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Some spitball thoughts utilizing existing elements:

    WHM:
    * Lily system and Freecure reworked. Lily Gauge and Afflatus Solace become available at 35. Lilies are no longer timing based; instead, landing any non-Afflatus spell while in combat has a 15-20% chance to add a Lily to the gauge. (This effect does not stack when using area-effect spells.)
    ** Alternative: Lilies remain timing based while in combat, but casting any non-Afflatus spell advances the bloom timer by a few seconds.
    * Regen introduced at level 32 as an upgrade to Cure 1; to compensate for the loss of Cure 1, casting Regen on a target that already has Regen active also causes an instant heal.
    * Cure 3 is introduced as an upgrade to Medica 1, allowing you to center the cast around a target and increasing the healing potency on allies relative to their proximity to the target (400p within 15y, up to 600p within 5y). MP Cost of Cure 3 reduced to compensate for the loss of Medica 1. Afflatus Rapture is now a Lily-clone of the new Cure 3.
    * An upgrade to Afflatus Solace that grants a chance to advance the Blood Lily by an additional rank relative to the target's lost health.
    * After that you just need something simple to make the rotation an ounce more engaging. I recommend the addition of a new spell as an additional single-target complication (partly because WHM has the room, partly because WHM doesn't really many options in the kit to play with); for instance, ticks of Aero/Dia build up charges of Water/Banish, and casting Water/Banish consumes all accumulated charges at once for increased potency.

    SCH:
    * Selene once again has a separate function from Eos.
    ** Selene will instead attack your target with Whispering Wind, while granting a boost to your healing potency. Her Fey Union instead applies a Spikes effect to the target.
    ** While Eos is active, your spellcasting speed is increased as well.
    ** Summoning either one replaces their summon spell with "Metamorphosis", an ability that swaps to the opposite fairy immediately.
    * Aetherflow and Energy Drain reworked: Energy Drain is now a 60 sec CD that restores all charges of Aetherflow. Energy Drain's potency increases for each Aetherflow remaining when activated, in addition to increasing Faerie Gauge.
    * Dissipation removed; Energy Drain gains a second charge at level 60 instead, and Seraph grants 20% increased healing potency to the SCH while active.
    * Ruin II removed; to compensate, Bio now deals instant damage if the target already has Bio active.
    * Physick increases in potency if the target has a barrier active. Any barrier.
    * Adloquium always crits when used outside of combat.
    * Recitation also makes Adloquium and Succor instant cast.
    * Deployment Tactics reworked. Now introduced at 35, Deployment Tactics is a toggled stance that swaps all of your spells from single-target to area-effect equivalents: Adloquium becomes Succor, Ruin/Broil becomes Art of War, Physick becomes Remedy, and Bio becomes Miasma.
    ** Remedy functions similarly to SGE's Prognosis, and also increases in potency on targets with a barrier active.
    ** Miasma has a 1.5s cast-time and applies a DoT to all enemies near the target, but cannot be stacked with Bio effects.

    The ideal with SCH here is that instead of making the attack rotation any more complex in itself, the relationship you have with all of your tools becomes more involved, with methodical swaps to different stances based on what stratagem you're pursuing. For dungeon pulls for instance, you'll probably toggle DT often to swap between AoE attacks and single-target heals for W2W, but the exact inverse for bosses and raids. You may want to tag one of the faeries in to make use of their auras to enhance your spells, or double-down with them to focus fire for a burst phase. Options!

    SGE:
    * Same thing with Diagnosis/Prognosis: Potency increases on targets with a barrier active, and Eukrasian Diagnosis always crits when used outside of combat.
    * Soterion also causes any healing spells cast by the SGE to heal Kardion's target for 290 potency.
    * Phlegma grants additional healing to your Kardion target based on the number of targets struck, but only the initial target's healing is affected by Soterion.
    * Dosis/Dyskrasia casts have a chance to make your next healing spell (GCD, not Kardion) critical.
    * Rhizomata also generates an Addersting.

    AST:
    There is nothing I can offer to this job except for saying "top-down rework of the card system" and "remove Synastry".
    Like, I would LOVE to see some Time Magic stuff for the job -- Combust ticks have a chance to proc Stella/Comet, Malefic casts accelerate Combust, play around with tick acceleration and duration extension and "potency increases based on remaining duration" effects on its heals, turn tankbusters into DoTs to stagger the damage, give AST fully a "turn back time" effect to restore an ally -- but without seriously adjusting how busy the job is as it is now, adding any type of complexity like that would make the job virtually unplayable.
    (1)
    Last edited by Archwizard; 11-03-2022 at 01:59 AM.

  2. #2
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,663
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    SGE:
    * Same thing with Diagnosis/Prognosis: Potency increases on targets with a barrier active, and Eukrasian Diagnosis always crits when used outside of combat.
    * Soterion also causes any healing spells cast by the SGE to heal Kardion's target for 290 potency.
    * Phlegma grants additional healing to your Kardion target based on the number of targets struck, but only the initial target's healing is affected by Soterion.
    * Dosis/Dyskrasia casts have a chance to make your next healing spell (GCD, not Kardion) critical.
    * Rhizomata also generates an Addersting.
    Speaking on this SGE concept since it's the healer I care the most about, this solution resolves approximately 0 of SGE's issues. SGE does not have a difficult time healing. It doesn't need to a ton of additional healing buffs, it needs to have gameplay.

    Rhizomata generating Addersting is also the suggestion I loathe that keeps getting brought up even though it destroys Rhizomata as a healing resource and condemns Toxikon to an eternal hell of being the shitty "gauge mechanic but it's really just Ruin II" that it's stuck in.
    (1)

  3. #3
    Player
    Archwizard's Avatar
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    Speaking on this SGE concept since it's the healer I care the most about, this solution resolves approximately 0 of SGE's issues. SGE does not have a difficult time healing. It doesn't need to a ton of additional healing buffs, it needs to have gameplay.
    And I get that, but the thing I was focused on was changing the use-cases of its spells to improve its gameplay, rather than just "buff SGE's healing for buffs' sake".
    It just happens that "changing the use-cases" usually means adding incentives to certain interactions or particular situations. Considering SGE's central conceit is augmenting their own spellcasts, this kind of synergy is... actually fitting for the job.
    You don't need to change the use-cases of its attacks generally (particularly since it presently has the most diverse rotation compared to other healers, not to say that it can't be expanded), except maybe Toxikon as you've latched onto.

    Diagnosis, Prognosis and Physick are widely considered to be absolutely useless wastes of buttons. For SGE though, the fact that they're changed with Eukrasia means they're here to stay, not something you can just upgrade from Physick to Adloquium. Ostensibly they exist for when the barrier is already active and you need a more efficient form of healing; I just suggested literalizing that, which also gives you something to use when you're doubled-up on barrier healers.

    The Eukrasian Diagnosis thing? QoL. When I'm playing SGE or SCH, I always try to get a crit barrier onto the tank pre-pull. Sometimes that doesn't happen because RNG isn't in my favor so I'll cast it 5 times to no avail, but it's also the majority of the time I spend actually casting E. Diag (and the majority of MP wasted in wall-to-walls).
    As for the proc, presently SCH has Recitation to force a crit barrier. We don't have anything like that, so the ability to stock up a crit heal in advance would balance that out without having to hard copy it.

    Soterion has extremely limited uptime, and if you actually end up casting anything besides an attack that procs Kardion, you could end up losing the effect before using them all. This means you can actually use those stacks, and it also gives you a benefit of mixing in a Synastry-like effect in the odd case you need to panic heal (which is actually SGE's major weakness as a healer), or duo heal (thereby capitalizing on Kardion's ability to let you multitask).
    Plus, Soterion amounts to barely more than a Diagnosis... over 10 seconds. Barely more than our other HoTs either, which are AoEs. I don't think anybody will argue if you were to say Soterion needs a buff.

    Phlegma... is a personal indulgence. It's partly because I've seen threads about being trying to match every healer's AoEs up to Holy, which I personally disagree with because that just invites homogeny and most forms of CC aren't equal anyway, so I think each one could use some unique flavor for AoE phases (like the Spikes effect I suggested for SCH).
    Not to mention that Kardion is presently an extremely underutilized healing tool in terms of SGE's design (every attack has its own potency to proc it... but the potency is always the same?), particularly since healing requirements are higher during W2W. If the devs won't turn every Dyskrasia into a Nascent Flash pop (which, fair), we might be able to meet in the middle with a more limited ability like Phlegma.

    Sorry you hate the place Toxikon is in right now, but this is an attempt to resolve it as it is. The devs wanted to experiment with a new means of getting an instant damage tool besides literally copying Ruin II or Aero, and considering how many instant non- or light-damage tools are already at SGE's disposal I can't blame them for coming up with this.
    While I like the idea of "use barrier to generate a counterattack," it isn't realistic for most content. There's no way to design it to be useful just for counterattacking tankbusters without accounting for the fact that nearly every autoattack in Savage basically is one. If Toxikon is a damage boost to fish for then you end up with a system where SGE is just spamming barriers on the tank until its MP runs out.
    So yes, I agree with the suggestion of Rhizomata as a means to generate Toxikon because we actually do need a means to generate more charges without incurring a damage loss. I don't think it "destroys Rhizomata as a healing resource", dunno where you get that from, especially with Toxikon presently being damage neutral.
    (1)
    Last edited by Archwizard; 11-03-2022 at 03:18 PM.

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